本文整理汇总了C#中Coordinates.Rotate方法的典型用法代码示例。如果您正苦于以下问题:C# Coordinates.Rotate方法的具体用法?C# Coordinates.Rotate怎么用?C# Coordinates.Rotate使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Coordinates
的用法示例。
在下文中一共展示了Coordinates.Rotate方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: DrawArrow
public static void DrawArrow(IGraphics g, Coordinates startingLoc, Coordinates direction, double len, double headSize, Color lineColor, WorldTransform wt)
{
Coordinates endingLoc = startingLoc + direction.Normalize(len);
Coordinates headPt0 = endingLoc + direction.Rotate(135*Math.PI/180.0).Normalize(headSize);
Coordinates headPt1 = endingLoc + direction.Rotate(-135*Math.PI/180.0).Normalize(headSize);
IPen pen = g.CreatePen();
pen.Width = 3/wt.Scale;
pen.Color = Color.White;
PointF ptfStart = Utility.ToPointF(startingLoc);
PointF ptfEnd = Utility.ToPointF(endingLoc);
PointF ptfHeadPt0 = Utility.ToPointF(headPt0);
PointF ptfHeadPt1 = Utility.ToPointF(headPt1);
PointF[] headPts = new PointF[] { ptfHeadPt0, ptfEnd, ptfHeadPt1 };
g.DrawLine(pen, ptfStart, ptfEnd);
g.DrawLines(pen, headPts);
pen.Width = 1/wt.Scale;
pen.Color = lineColor;
g.DrawLine(pen, ptfStart, ptfEnd);
g.DrawLines(pen, headPts);
}
示例2: GetObstacles
// get approximated obstacle points centered on grid cells
public void GetObstacles(double vehicleHeading, out Coordinates[] obstaclePoints)
{
List<Coordinates> points = new List<Coordinates>();
// convert occupancy grid data back to obstacle points (approximate using center of grid cell)
Coordinates point;
for (int x = 0; x < xSize; x++) {
for (int y = 0; y < ySize; y++) {
if (GetValue(x, y) == CELL_FULL) {
// transform to vehicle relative coordinates
point = new Coordinates((x - middle.X) * gridStep, (y - middle.Y) * gridStep);
points.Add(point.Rotate(-vehicleHeading));
}
}
}
obstaclePoints = points.ToArray();
}
示例3: SetStaticObstacles
/// <summary>
/// Set static obstacles given as vectors relative from imu
/// </summary>
/// <param name="obstacles">observed obstacles in relative vectors from imu</param>
private void SetStaticObstacles(Path path, ObservedObstacles observedObstacles)
{
// clear static obstacles
staticObstaclesIn.Clear();
staticObstaclesOut.Clear();
staticObstaclesFake.Clear();
// determine sensor region to group obstacles
DefineSensorRegion(path);
List<PointOnPath> pop = new List<PointOnPath>();
// prepare static obstacles for obstacle reasoning
for (int i = 0; i < observedObstacles.Obstacles.Length; i++) {
// transform obstacle to absolute coordinates
Coordinates obs = new Coordinates(TahoeParams.IL, 0);
obs += observedObstacles.Obstacles[i].ObstacleVector;
obs = obs.Rotate(vehicleHeading) + vehiclePosition;
// sort out static obstacles
if (sensorPolygon.IsInside(obs) == true)
staticObstaclesIn.Add(obs);
else
staticObstaclesOut.Add(obs);
}
}
示例4: VehicleDirectionAlong
/// <summary>
/// Get the vehicle direction along a lane
/// </summary>
/// <param name="lane"></param>
/// <returns></returns>
public VehicleDirectionAlongPath VehicleDirectionAlong(IFQMPlanable lane)
{
if (this.IsStopped || !this.StateMonitor.Observed.headingValid)
return VehicleDirectionAlongPath.Forwards;
// get point on the lane path
LinePath.PointOnPath pop = lane.LanePath().GetClosestPoint(this.ClosestPosition);
// get heading of the lane path there
Coordinates pathVector = lane.LanePath().GetSegment(pop.Index).UnitVector;
// get vehicle heading
Coordinates unit = new Coordinates(1, 0);
Coordinates headingVector = unit.Rotate(this.StateMonitor.Observed.absoluteHeading);
// rotate vehicle heading
Coordinates relativeVehicle = headingVector.Rotate(-pathVector.ArcTan);
// get path heading
double relativeVehicleDegrees = relativeVehicle.ToDegrees() >= 180.0 ? Math.Abs(relativeVehicle.ToDegrees() - 360.0) : Math.Abs(relativeVehicle.ToDegrees());
if (relativeVehicleDegrees < 70)
return VehicleDirectionAlongPath.Forwards;
else if (relativeVehicleDegrees > 70 && relativeVehicleDegrees < 110)
return VehicleDirectionAlongPath.Perpendicular;
else
return VehicleDirectionAlongPath.Reverse;
}
示例5: TransformCoordAbs
public Coordinates TransformCoordAbs(Coordinates c, VehicleState state)
{
c = c.Rotate(state.Heading.ArcTan);
c = c + state.Position;
return c;
}
示例6: DirectionAlongSegment
public DirectionAlong DirectionAlongSegment(LinePath lp)
{
// get heading of the lane path there
Coordinates pathVector = lp.GetSegment(0).UnitVector;
// get vehicle heading
Coordinates unit = new Coordinates(1, 0);
Coordinates headingVector = unit.Rotate(this.Heading.ArcTan);
// rotate vehicle heading
Coordinates relativeVehicle = headingVector.Rotate(-pathVector.ArcTan);
// get path heading
double relativeVehicleDegrees = relativeVehicle.ToDegrees() >= 180.0 ? Math.Abs(relativeVehicle.ToDegrees() - 360.0) : Math.Abs(relativeVehicle.ToDegrees());
if (relativeVehicleDegrees < 70)
return DirectionAlong.Forwards;
else if (relativeVehicleDegrees > 70 && relativeVehicleDegrees < 110)
return DirectionAlong.Perpendicular;
else
return DirectionAlong.Reverse;
}
示例7: SetTurnDirection
public void SetTurnDirection(ArbiterInterconnect ai)
{
#region Turn Direction
if (ai.InitialGeneric is ArbiterWaypoint && ai.FinalGeneric is ArbiterWaypoint)
{
ArbiterWaypoint initWp = (ArbiterWaypoint)ai.InitialGeneric;
ArbiterWaypoint finWp = (ArbiterWaypoint)ai.FinalGeneric;
// check not uturn
if (!initWp.Lane.Way.Segment.Equals(finWp.Lane.Way.Segment) || initWp.Lane.Way.Equals(finWp.Lane.Way))
{
Coordinates iVec = initWp.PreviousPartition != null ? initWp.PreviousPartition.Vector().Normalize(1.0) : initWp.NextPartition.Vector().Normalize(1.0);
double iRot = -iVec.ArcTan;
Coordinates fVec = finWp.NextPartition != null ? finWp.NextPartition.Vector().Normalize(1.0) : finWp.PreviousPartition.Vector().Normalize(1.0);
fVec = fVec.Rotate(iRot);
double fDeg = fVec.ToDegrees();
double arcTan = Math.Atan2(fVec.Y, fVec.X) * 180.0 / Math.PI;
if (arcTan > 45.0)
ai.TurnDirection = ArbiterTurnDirection.Left;
else if (arcTan < -45.0)
ai.TurnDirection = ArbiterTurnDirection.Right;
else
ai.TurnDirection = ArbiterTurnDirection.Straight;
}
else
{
Coordinates iVec = initWp.PreviousPartition != null ? initWp.PreviousPartition.Vector().Normalize(1.0) : initWp.NextPartition.Vector().Normalize(1.0);
double iRot = -iVec.ArcTan;
Coordinates fVec = finWp.NextPartition != null ? finWp.NextPartition.Vector().Normalize(1.0) : finWp.PreviousPartition.Vector().Normalize(1.0);
fVec = fVec.Rotate(iRot);
double fDeg = fVec.ToDegrees();
double arcTan = Math.Atan2(fVec.Y, fVec.X) * 180.0 / Math.PI;
if (arcTan > 45.0 && arcTan < 135.0)
ai.TurnDirection = ArbiterTurnDirection.Left;
else if (arcTan < -45.0 && arcTan > -135.0)
ai.TurnDirection = ArbiterTurnDirection.Right;
else if (Math.Abs(arcTan) < 45.0)
ai.TurnDirection = ArbiterTurnDirection.Straight;
else
ai.TurnDirection = ArbiterTurnDirection.UTurn;
}
}
else
{
Coordinates iVec = new Coordinates();
double iRot = 0.0;
Coordinates fVec = new Coordinates();
double fDeg = 0.0;
if (ai.InitialGeneric is ArbiterWaypoint)
{
ArbiterWaypoint initWp = (ArbiterWaypoint)ai.InitialGeneric;
iVec = initWp.PreviousPartition != null ? initWp.PreviousPartition.Vector().Normalize(1.0) : initWp.NextPartition.Vector().Normalize(1.0);
iRot = -iVec.ArcTan;
}
else if (ai.InitialGeneric is ArbiterPerimeterWaypoint)
{
ArbiterPerimeterWaypoint apw = (ArbiterPerimeterWaypoint)ai.InitialGeneric;
Coordinates centerPoly = apw.Perimeter.PerimeterPolygon.CalculateBoundingCircle().center;
iVec = apw.Position - centerPoly;
iVec = iVec.Normalize(1.0);
iRot = -iVec.ArcTan;
}
if (ai.FinalGeneric is ArbiterWaypoint)
{
ArbiterWaypoint finWp = (ArbiterWaypoint)ai.FinalGeneric;
fVec = finWp.NextPartition != null ? finWp.NextPartition.Vector().Normalize(1.0) : finWp.PreviousPartition.Vector().Normalize(1.0);
fVec = fVec.Rotate(iRot);
fDeg = fVec.ToDegrees();
}
else if (ai.FinalGeneric is ArbiterPerimeterWaypoint)
{
ArbiterPerimeterWaypoint apw = (ArbiterPerimeterWaypoint)ai.FinalGeneric;
Coordinates centerPoly = apw.Perimeter.PerimeterPolygon.CalculateBoundingCircle().center;
fVec = centerPoly - apw.Position;
fVec = fVec.Normalize(1.0);
fVec = fVec.Rotate(iRot);
fDeg = fVec.ToDegrees();
}
double arcTan = Math.Atan2(fVec.Y, fVec.X) * 180.0 / Math.PI;
if (arcTan > 45.0)
ai.TurnDirection = ArbiterTurnDirection.Left;
else if (arcTan < -45.0)
ai.TurnDirection = ArbiterTurnDirection.Right;
else
ai.TurnDirection = ArbiterTurnDirection.Straight;
}
#endregion
}