示例#1
0
 /// <summary>
 /// Creates entire FiducialMapEntryArrayMsg to be published.
 /// </summary>
 private FiducialMapEntryArrayMsg GetFiducialMapForPublish()
 {
     FiducialMapEntryMsg[] mapEntries = new FiducialMapEntryMsg[_fiducialObjects.Count];
     for (int i = 0; i < _fiducialObjects.Count; i++)
     {
         FiducialObject f = _fiducialObjects.ElementAt(i).Value;
         mapEntries[i] = CreateFiducialMapEntryMessage(f.Id, f.Position, f.Rotation);
     }
     return(new FiducialMapEntryArrayMsg(mapEntries));
 }
示例#2
0
    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);
    }