53c1b2d7b5
Bought the asset to test with
128 lines
No EOL
3.4 KiB
C#
128 lines
No EOL
3.4 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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namespace com.rfilkov.components
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{
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[System.Serializable]
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public class Blob
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{
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[Tooltip("Number of pixels in the blob.")]
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public int pixels;
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[Tooltip("Blob limits in X (pixels), Y (pixels) & Z (mm).")]
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public int minx, miny, minz, maxx, maxy, maxz;
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//public long sumx, sumy, sumz;
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/// <summary>
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/// Blob constructor.
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <param name="z"></param>
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public Blob(int x, int y, int z)
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{
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minx = maxx = x;
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//sumx = x;
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miny = maxy = y;
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//sumy = y;
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minz = maxz = z;
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//sumz = z;
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pixels++;
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}
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/// <summary>
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/// Checks if the current blob is inside the given one.
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/// </summary>
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/// <param name="b">Blob</param>
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/// <returns></returns>
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public bool IsInside(Blob b)
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{
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if (minx >= b.minx && maxx <= b.maxx && miny >= b.miny && maxy <= b.maxy && minz >= b.minz && maxz <= b.maxz)
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// Checks if a pixel is near or inside this blob.
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/// </summary>
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/// <param name="pixX">X</param>
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/// <param name="pixY">Y</param>
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/// <param name="pixZ">Z</param>
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/// <param name="difXY">Tolerance in X- & Y-directions (pixels)</param>
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/// <param name="difZ">Tolerance in Z-direction (mm)</param>
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/// <returns></returns>
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public bool IsNearOrInside(int pixX, int pixY, int pixZ, int difXY, int difZ)
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{
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if (pixX >= (minx - difXY) && pixX <= (maxx + difXY) && pixY >= (miny - difXY) && pixY <= (maxy + difXY))
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{
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if(pixZ >= (minz - difZ) && pixZ <= (maxz + difZ))
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Adds a pixel to the blob.
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/// </summary>
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/// <param name="pixX">X</param>
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/// <param name="pixY">Y</param>
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/// <param name="pixZ">Z</param>
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public void AddDepthPixel(int pixX, int pixY, int pixZ)
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{
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pixels++;
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minx = Mathf.Min(minx, pixX);
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miny = Mathf.Min(miny, pixY);
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minz = Mathf.Min(minz, pixZ);
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maxx = Mathf.Max(maxx, pixX);
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maxy = Mathf.Max(maxy, pixY);
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maxz = Mathf.Max(maxz, pixZ);
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//sumx += pixX;
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//sumy += pixY;
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//sumz += pixZ;
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}
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/// <summary>
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/// Gets the blob width.
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/// </summary>
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/// <returns>Blob width</returns>
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public float GetWidth()
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{
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return maxx - minx;
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}
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/// <summary>
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/// Gets the blob height.
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/// </summary>
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/// <returns>Blob height</returns>
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public float GetHeight()
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{
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return maxy - miny;
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}
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/// <summary>
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/// Gets the blob center.
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/// </summary>
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/// <returns>Blob center</returns>
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public Vector3 GetBlobCenter()
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{
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return new Vector3((minx + maxx) / 2, (miny + maxy) / 2, (minz + maxz) / 2);
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}
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}
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} |