void Find_Gather_Points(Corelation relation, out GameObject pointX, out GameObject pointY) { pointX = GameObject.Find(relation.PointX.ToUpper()); pointY = GameObject.Find(relation.PointY.ToUpper()); GatherActivePoints(pointX, pointY); }
Vector3 ConfigureEdgeWeight(Corelation relation, GameObject edge, Vector3 scale) { if (relation.Weight >= low && relation.Weight <= mid_low) { if (scale != Vector3.zero) { scale = Scale(scale, 0.8f, 0.8f); } SetEdgeColor(edge, Color.black); } if (relation.Weight > mid_low && relation.Weight <= mid) { if (scale != Vector3.zero) { scale = Scale(scale, 2f, 2f); } SetEdgeColor(edge, Color.blue); } if (relation.Weight > mid && relation.Weight <= high || Math.Abs(mid - high) < 0.00001) { if (scale != Vector3.zero) { scale = Scale(scale, 3f, 3f); } SetEdgeColor(edge, Color.yellow); } return(scale); }
public void Proceed() { if (IsAllChecked()) { CorelationSignalChartValues.Clear(); if (IsCrossCorelation) { FinalSignal = Corelation.CrossCorealtion(FirstSignal, SecondSignal, Normalize); } else { FinalSignal = Corelation.autoCorelation(FirstSignal, Normalize); } if (FinalSignal.Count > 0) { OutputString = ""; foreach (var item in FinalSignal) { OutputString += $"{item:F3} "; } OutputSignal.Text = OutputString; foreach (var item in FinalSignal) { CorelationSignalChartValues.Add(new ObservableValue(item)); } BindSeries(); } } }
void Load_Init_Prefab_Edge(Corelation relation, out GameObject pointX, out GameObject pointY, out Vector3 region_start, out Vector3 region_end, out GameObject edge) { Find_Gather_Points(relation, out pointX, out pointY); region_start = pointX.transform.position; region_end = pointY.transform.position; edge = Instantiate(Resources.LoadAsync("Edge").asset as GameObject); edge.name = string.Concat(relation.PointX, "_", relation.PointY); edge.transform.parent = transform; }
IList <Region> CollectActiveRegions(Corelation relation, IList <Region> regions_storage) { var pointX = global.Current_Region_list.SingleOrDefault(a => a.Abbreviation.ToUpper() == relation.PointX.ToUpper()); var pointY = global.Current_Region_list.SingleOrDefault(a => a.Abbreviation.ToUpper() == relation.PointY.ToUpper()); if (regions_storage.Contains(pointX)) { regions_storage.Add(pointX); } if (!regions_storage.Contains(pointY)) { regions_storage.Add(pointY); } return(regions_storage); }
void Configure_Transformation(Corelation relation, GameObject edge, Vector3 region_start, Vector3 region_end) { var offset = region_end - region_start; var position = (region_start + region_end) / 2; edge.transform.position = position; var scale = edge.transform.localScale; scale.y = Vector3.Distance(region_start, edge.transform.position); scale = ConfigureEdgeWeight(relation, edge, scale); edge.transform.localScale = scale; edge.transform.rotation = Quaternion.FromToRotation(Vector3.up, offset); }