public void CancelNewFiducialPlacement() { if (_tempFiducial == null) { return; } Destroy(_tempFiducial.gameObject); _tempFiducial = null; }
public int StartUpdateFiducial(Transform fiducial) { _tempFiducial = Instantiate(fiducial.gameObject).GetComponent <Fiducial>(); _tempFiducial.transform.SetPositionAndRotation(fiducial.position, fiducial.rotation); _tempFiducial.name = fiducial.name; _tempFiducialId = int.Parse(fiducial.gameObject.name); _fiducialToUpdate = fiducial; _fiducialToUpdate.gameObject.SetActive(false); return(_tempFiducialId); }
public void CancelUpdate() { if (_fiducialToUpdate == null) { return; } Destroy(_tempFiducial.gameObject); _tempFiducial = null; _fiducialToUpdate.gameObject.SetActive(true); _fiducialToUpdate = null; }
private Fiducial InstantiateFiducial(FiducialObject fiducial) { Fiducial newFiducial = (Instantiate(Resources.Load(FIDUCIAL_RESOURCE_NAME), _fiducials[ZeroFiducial.FiducialId].transform) as GameObject).GetComponent <Fiducial>(); newFiducial.transform.position = fiducial.Position.ToUTM().ToUnity(); newFiducial.transform.eulerAngles = fiducial.Rotation.ToUnity(); newFiducial.name = fiducial.Id.ToString(); newFiducial.FiducialId = fiducial.Id; _fiducials.Add(fiducial.Id, newFiducial); float heightAboveFloor = MazeMapController.Instance.GetHeightAboveFloor(newFiducial.transform.position.y); newFiducial.InitaliseFloorMarker(heightAboveFloor); return(newFiducial); }
private void Initialise() { _fiducials = new Dictionary <int, Fiducial>(); _fiducialObjects = new Dictionary <int, FiducialObject>(); bool hasFiducial = false; foreach (ConfigFile.ZeroFiducial fid in ConfigManager.ConfigFile.ZeroFiducials) { if (fid.CampusId == MazeMapController.Instance.CampusId) { ZeroFiducial = fid.FiducialData; hasFiducial = true; break; } } /* * if (!hasFiducial) * { * Debug.LogError("Zerofiducial not found in UserConfig - Exiting"); #if UNITY_EDITOR * EditorApplication.isPlaying = false; #endif * Application.Quit(); * return; * } */ Fiducial newFiducial = (Instantiate(Resources.Load(FIDUCIAL_RESOURCE_NAME), ZeroFiducial.Position.ToUTM().ToUnity(), Quaternion.Euler(ZeroFiducial.Rotation)) as GameObject).GetComponent <Fiducial>(); newFiducial.gameObject.name = ZeroFiducial.FiducialId.ToString(); newFiducial.FiducialId = ZeroFiducial.FiducialId; _fiducials.Add(ZeroFiducial.FiducialId, newFiducial); _fiducialObjects.Add(ZeroFiducial.FiducialId, new FiducialObject { Id = ZeroFiducial.FiducialId, Position = newFiducial.transform.position.ToUTM().ToWGS84(), Rotation = newFiducial.transform.eulerAngles.ToGeoRotation() }); float heightAboveFloor = MazeMapController.Instance.GetHeightAboveFloor(newFiducial.transform.position.y); newFiducial.InitaliseFloorMarker(heightAboveFloor); }
public void FinalizeUpdate() { if (_fiducialToUpdate == null) { return; } _fiducialToUpdate.SetPositionAndRotation(_tempFiducial.transform.position, Quaternion.Euler(_tempFiducial.transform.eulerAngles)); _fiducialObjects[_tempFiducialId].Position = _fiducialToUpdate.position.ToUTM().ToWGS84(); _fiducialObjects[_tempFiducialId].Rotation = _fiducialToUpdate.eulerAngles.ToGeoRotation(); Destroy(_tempFiducial.gameObject); _fiducialToUpdate.gameObject.SetActive(true); _tempFiducial = null; _fiducialToUpdate = null; }
public void FinalizeNewFiducialPlacement() { if (_tempFiducial == null) { return; } _tempFiducial.name = _tempFiducialId.ToString(); _fiducials.Add(_tempFiducialId, _tempFiducial); _fiducialObjects.Add(_tempFiducialId, new FiducialObject { Id = _tempFiducialId, Position = _tempFiducial.transform.position.ToUTM().ToWGS84(), Rotation = _tempFiducial.transform.eulerAngles.ToGeoRotation() }); _tempFiducial = null; }
public int PlaceOrUpdateNewFiducial(int id, Vector3 position, Vector3 rotation) { if (_fiducialObjects.ContainsKey(id)) { _tempFiducialId = GetNewFiducialId(); } _tempFiducialId = id; if (_tempFiducial == null) { _tempFiducial = (Instantiate(Resources.Load(FIDUCIAL_RESOURCE_NAME), _fiducials[ZeroFiducial.FiducialId].transform) as GameObject).GetComponent <Fiducial>(); _tempFiducial.transform.SetPositionAndRotation(position, Quaternion.Euler(rotation)); } else { _tempFiducial.transform.SetPositionAndRotation(position, Quaternion.Euler(rotation)); } _tempFiducial.InitaliseFloorMarker(MazeMapController.Instance.GetHeightAboveFloor(position.y)); _tempFiducial.FiducialId = _tempFiducialId; return(_tempFiducialId); }
public FiducialAdapter(Fiducial target) { _target = target; }
public Fiducial getFiducial(int ID_) { // Check if fiducal is in dictionary if (fd.ContainsKey(ID_)) { return fd[ID_]; } // Else return a dummy object else { Fiducial dummy = new Fiducial(ID_); fd.Add(ID_, dummy); return dummy; } }