示例#1
0
        private static QuadlinearCalculationResult LowCalculationResult(List <AnchorData> realData)
        {
            // Low level calculation tries to find a first match.
            AnchorData[] anchorData = new AnchorData[4];
            Vector3      res1, res2;
            float        d1, d2;

            for (int i = 0; i < realData.Count; i++)
            {
                anchorData[0] = realData[i];
                for (int j = i + 1; j < realData.Count; j++)
                {
                    anchorData[1] = realData[j];
                    for (int k = j + 1; k < realData.Count; k++)
                    {
                        anchorData[2] = realData[k];
                        for (int l = k + 1; l < realData.Count; l++)
                        {
                            anchorData[3] = realData[l];

                            if (TrilinearCalculations.ThreePoint(anchorData[0].Position, anchorData[1].Position, anchorData[2].Position, anchorData[0].Distance, anchorData[1].Distance, anchorData[2].Distance, out res1, out res2))
                            {
                                d1 = (anchorData[3].Position - res1).sqrMagnitude;
                                d2 = (anchorData[3].Position - res2).sqrMagnitude;
                                if (Math.Abs(d1 - d2) < .000001f)
                                {
                                    continue;
                                }

                                if (Math.Abs(d1 - anchorData[3].Distance) < Math.Abs(d2 - anchorData[3].Distance))
                                {
                                    return(new QuadlinearCalculationResult
                                    {
                                        Position = res1,
                                        CalculationLevel = CalculationLevel.Low,
                                        CalculationOptions = realData.Count
                                    });
                                }
                                else
                                {
                                    return(new QuadlinearCalculationResult
                                    {
                                        Position = res2,
                                        CalculationLevel = CalculationLevel.Low,
                                        CalculationOptions = realData.Count
                                    });
                                }
                            }
                        }
                    }
                }
            }

            return(new QuadlinearCalculationResult
            {
                Errored = true,
                CalculationLevel = CalculationLevel.Low,
                CalculationOptions = realData.Count
            });
        }
示例#2
0
        internal static ICalculationResult Exact(AnchorData anchorData1, AnchorData anchorData2, AnchorData anchorData3, AnchorData anchorData4, CalculationLevel calculationLevel)
        {
            // The exact case does not NEED the calculation level as there are 4 points and calculation requires 4 points.
            // The algorithm works by getting the result from 3 points and then picking the correct one from them by using the 4th point.
            Vector3 res1, res2;

            if (TrilinearCalculations.ThreePoint(anchorData1.Position, anchorData2.Position, anchorData3.Position, anchorData1.Distance, anchorData2.Distance, anchorData3.Distance, out res1, out res2))
            {
                float d1 = (anchorData4.Position - res1).sqrMagnitude;
                float d2 = (anchorData4.Position - res2).sqrMagnitude;
                if (Math.Abs(d1 - d2) < .000001f)
                {
                    return(new TrilinearCalculationResult
                    {
                        Result1 = res1,
                        Result2 = res2
                    });
                }

                if (Math.Abs(d1 - anchorData4.Distance) < Math.Abs(d2 - anchorData4.Distance))
                {
                    return(new QuadlinearCalculationResult
                    {
                        Position = res1,
                        CalculationLevel = calculationLevel,
                        CalculationOptions = 4
                    });
                }
                else
                {
                    return(new QuadlinearCalculationResult
                    {
                        Position = res2,
                        CalculationLevel = calculationLevel,
                        CalculationOptions = 4
                    });
                }
            }
            else
            {
                return(new QuadlinearCalculationResult
                {
                    Errored = true,
                    CalculationLevel = calculationLevel,
                    CalculationOptions = 4
                });
            }
        }
        internal TrilinearCalculationResult(AnchorData anchorData1, AnchorData anchorData2, AnchorData anchorData3)
        {
            Vector3 result1, result2;

            // Calculation is done by separate calculation function in a separate static class
            if (TrilinearCalculations.ThreePoint(anchorData1.Position, anchorData2.Position, anchorData3.Position, anchorData1.Distance, anchorData2.Distance, anchorData3.Distance, out result1, out result2))
            {
                Result1            = result1;
                Result2            = result2;
                CalculationErrored = false;
            }
            else
            {
                Result1            = Result2 = new Vector2();
                CalculationErrored = true;
            }
        }
示例#4
0
        private static ICalculationResult HighCalculationResult(List <AnchorData> realData)
        {
            // High calculation level works by getting all the options and calculating the average result.
            List <Vector3> results = new List <Vector3>();

            AnchorData[] anchorData = new AnchorData[4];
            Vector3      res1, res2;
            float        d1, d2;

            for (int i = 0; i < realData.Count; i++)
            {
                anchorData[0] = realData[i];
                for (int j = i + 1; j < realData.Count; j++)
                {
                    anchorData[1] = realData[j];
                    for (int k = j + 1; k < realData.Count; k++)
                    {
                        anchorData[2] = realData[k];
                        for (int l = k + 1; l < realData.Count; l++)
                        {
                            anchorData[3] = realData[l];

                            if (TrilinearCalculations.ThreePoint(anchorData[0].Position, anchorData[1].Position, anchorData[2].Position, anchorData[0].Distance, anchorData[1].Distance, anchorData[2].Distance, out res1, out res2))
                            {
                                d1 = (anchorData[3].Position - res1).sqrMagnitude;
                                d2 = (anchorData[3].Position - res2).sqrMagnitude;
                                if (Math.Abs(d1 - d2) < .000001f)
                                {
                                    continue;
                                }

                                if (Math.Abs(d1 - anchorData[3].Distance) < Math.Abs(d2 - anchorData[3].Distance))
                                {
                                    results.Add(res1);
                                }
                                else
                                {
                                    results.Add(res2);
                                }
                            }
                        }
                    }
                }
            }

            if (results.Count == 0)
            {
                return(new QuadlinearCalculationResult
                {
                    Errored = true,
                    CalculationLevel = CalculationLevel.Low,
                    CalculationOptions = realData.Count
                });
            }
            Vector3 position = new Vector3();

            foreach (Vector3 res in results)
            {
                position += res;
            }
            return(new QuadlinearCalculationResult
            {
                Position = position / results.Count,
                CalculationLevel = CalculationLevel.High,
                CalculationOptions = realData.Count
            });
        }