Slope of a line using houghline transformation c# Aforge.Net - c#

I used the code from aforge.net library
HoughLineTransformation lineTransform = new HoughLineTransformation( );
// apply Hough line transofrm
lineTransform.ProcessImage( sourceImage );
Bitmap houghLineImage = lineTransform.ToBitmap( );
// get lines using relative intensity
HoughLine[] lines = lineTransform.GetLinesByRelativeIntensity( 0.5 );
foreach ( HoughLine line in lines )
{
// get line's radius and theta values
int r = line.Radius;
double t = line.Theta;
// check if line is in lower part of the image
if ( r < 0 )
{
t += 180;
r = -r;
}
// convert degrees to radians
t = ( t / 180 ) * Math.PI;
Console.WriteLine("{0},{1}",t,r)
// get image centers (all coordinate are measured relative
// to center)
int w2 = image.Width /2;
int h2 = image.Height / 2;
double x0 = 0, x1 = 0, y0 = 0, y1 = 0;
if ( line.Theta != 0 )
{
// none-vertical line
x0 = -w2; // most left point
x1 = w2; // most right point
// calculate corresponding y values
y0 = ( -Math.Cos( t ) * x0 + r ) / Math.Sin( t );
y1 = ( -Math.Cos( t ) * x1 + r ) / Math.Sin( t );
}
else
{
// vertical line
x0 = line.Radius;
x1 = line.Radius;
y0 = h2;
y1 = -h2;
}
// draw line on the image
Drawing.Line( sourceData,
new IntPoint( (int) x0 + w2, h2 - (int) y0 ),
new IntPoint( (int) x1 + w2, h2 - (int) y1 ),
Color.Red );
}
I added Console.WriteLine("{0},{1}",t,r) for the code to display slope and radius of lines.
In the output, the value of slope is either 45 or 135 degrees for all the lines in the image, though the image has different line slopes.
What could be the reason? Please help...
There are no compilation errors in the code.

I think that you forget to apply a edge detection Filter, like Sobel. The Hough Line of Aforge uses every not black pixel to calculate a Line. If you have a large colored area, you will have many Lines with 45 and 135 slope degree.
Hope I understood what your question was.

Related

Drawing Parabola using DrawLine C#

Good evening, I know on the web there are similar questions and a few tutorials about it, but I'd like you to check my code and correct it. I mean, I'd like to know what's wrong with my project.
I have to draw a parabola graph given its equation on my main panel.
I also must include two buttons, zoom in and zoom out, which are used to reduce and enlarge the "view" panel's view (and so the parabola).
I was recommended to use a scale var.
This is my code:
note: x0, y0 are panel_main x center, y center.
I have x, y that are used to determine x,y from the equation.
xpc, ypc are converted for the window scale (so are pixels).
xmin, xmax are the extreme values that, with a certain scale, stay on the panel
I hope you can give me a hint, thanks a lot!
public void DisegnaParabola()
{
Graphics gs = panel_main.CreateGraphics();
pen.Color = Color.Black;
scale = (x0*2) / zoom; //Pixels equivalent to 1x or 1y
n_punti = (x0*2) / scale; //Number of x math points that are visible in window
xmin = -(n_punti / 2);
xmax = n_punti / 2;
precision = 1 / scale; //Increment of x to have 1px
if (asse_parabola.SelectedIndex == 0) //if Y axis
{
for (double i = xmin + precision; i < xmax; i += precision)
{
rifx = i - precision; //Old points
rifxpc = rifx * scale;
rify = (a * Math.Pow(rifx, 2)) + b * rifx + c;
rifypc = y0 - (rify * scale);
x = i; //New points
y = (a * Math.Pow(x, 2)) + b * x + c;
ypc = y0 - (y * scale);
gs.DrawLine(pen, (float)rifxpc, (float)rifypc, (float)xpc, (float)ypc);
}
}
else
{
scale = (y0*2) / zoom; //Pixels for 1y
n_punti = (y0*2) / scale; //Numbers of y in the window
ymin = -(n_punti / 2);
ymax = n_punti / 2;
for(double i=ymin+precision; i<ymax; i+=precision)
{
rify = y - precision;
rifypc = (y0*2) - rify * scale;
rifx = (a * Math.Pow(rify, 2)) + b * rify + c;
rifxpc = x0 + (rifx * scale);
y = i;
x = (a * Math.Pow(y, 2)) + b * y + c;
xpc = x0 + (x * scale);
gs.DrawLine(pen, (float)rifypc, (float)rifxpc, (float)ypc, (float)xpc);
}
}
lbl_canc.Visible = true;
}
Your question actually consists of several tasks and as usual the key is to take and break those apart..
One issue is getting the data, I will leave the details to you but show how to sparate it from the rest.
The next issue is to scale the data. I'll show you how to avoid this one altogether and scale the drawing tool instead.
And the third one is to draw them to a display surface. As you'll see this is really simple once the other issues are taken care of.
Let's start with the most important step: Collecting the data. You try to create and scale and draw them all in the same piece of code. This has many disadvantages..
Let's first collect the data in a suitable structure:
List<PointF> points = new List<PointF>();
List<T> is the collection of choice most of the time; certainly much nicer than arrays! In some method you should fill that list with your data, calculated from some formula.
Here is an example:
List<PointF> getPoints(float start, float end, int count, float ymax)
{
List<PointF> points = new List<PointF>();
float deltaX = (end - start) / count;
for (int i = 0; i < count; i++)
{
float x = i * deltaX;
// insert your own formula(s) here!
float y = ymax + (float)Math.Sin(x * somefactor) * ymax;
points.Add(new PointF(x, y));
}
return points;
}
Now for the second important part: How to scale the data? This can be done either when creating them; but again, separating the two taks makes them both a lot simpler.
So here is a function that, instead of scaling the data scales the Graphics object we will use to plot them:
void ScaleGraphics(Graphics g, List<PointF> data)
{
float xmax = data.Select(x => x.X).Max();
float ymax = data.Select(x => x.Y).Max();
float xmin = data.Select(x => x.X).Min();
float ymin = data.Select(x => x.Y).Min();
float width = Math.Abs(xmax - xmin);
float height = Math.Abs(ymax - ymin);
var vr = g.VisibleClipBounds;
g.ScaleTransform(vr.Width / width, vr.Height / height);
}
This method makes sure that all the data in our list will fit into the drawing surface. If you want to restrict them to a different size you can pass it in and change the code accordingly..
Finally we need to do the actual drawing. We do that where we should, that is in the Paint event of our drawing surface control..:
private void panel1_Paint(object sender, PaintEventArgs e)
{
if (points.Count < 2) return; // no lines to draw, yet
ScaleGraphics(e.Graphics, points);
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
using ( Pen pen = new Pen(Color.Blue )
{ Width = 1.5f , LineJoin = LineJoin.Round, MiterLimit = 1f} )
e.Graphics.DrawLines(pen, points.ToArray());
}

How to bound a circle inside an ellipse?

The title for this post was quite hard to think of, so if you can think of a more descriptive title please tell me. Anyway, my problem is quite specific and requires some simple maths knowledge. I am writing a C# WinForms application which is a bit like the old 'xeyes' Linux application. It basically is a set of eyes which follow around your mouse cursor. This may sound easy at first, however can get rather complicated if you're a perfectionist like me :P. This is my code so far (only the paint method, that is called on an interval of 16).
int lx = 35;
int ly = 50;
int rx;
int ry;
int wx = Location.X + Width / 2;
int wy = Location.Y + Height / 2;
Rectangle bounds = Screen.FromControl(this).Bounds;
// Calculate X
float tempX = (mx - wx) / (float)(bounds.Width / 2);
// Calculate Y
float tempY = (my - wy) / (float)(bounds.Height / 2);
// Draw eyes
e.Graphics.FillEllipse(Brushes.LightGray, 10, 10, 70, 100);
e.Graphics.FillEllipse(Brushes.LightGray, 90, 10, 70, 100);
// Draw pupils (this only draws the left one)
e.Graphics.FillEllipse(Brushes.Black, lx += (int)(25 * tempX), ly += (int)(40 * tempY), 20, 20);
Now this does work at a basic level, however sometimes this can happen if the user puts the cursor at 0,0.
Now my question is how to fix this? What would the IF statement be to check where the mouse pointer is, and then reduce the pupil X depending on that?
Thanks.
Edit: This is where I get the mouse positions (my and mx):
private void timer_Tick(object sender, EventArgs e)
{
mx = Cursor.Position.X;
my = Cursor.Position.Y;
Invalidate();
}
The timer is started in the eyes_Load event and the interval is 16.
Edit 2: Final solution: http://pastebin.com/fT5HfiQR
Modelling the eyeball as the following ellipse:
Its equation is:
And that of the line joining its center and the cursor:
(don't worry about the singularity)
We can then solve to get the intersection point:
Where
Now you can calculate the distance to the eyeball's edge, by dividing the distance from the center to the cursor by sigma. What remains is just interpolating to cap the position of the pupil:
The if statement you want is then
(N.B. for math-mo's out there the above was a slight simplification, which assumes your ellipse is not too narrow; the exact solution is non-analytical)
EDIT: my tests in VB.NET:
EDIT 2: C# port
PointF Bound(double xc, double yc, double w, double h, double xm, double ym, double r)
{
double dx = xm - xc, dy = ym - yc;
if (Math.Abs(dx) > 0.001 && Math.Abs(dy) > 0.001)
{
double dx2 = dx * dx, dy2 = dy * dy;
double sig = 1.0 / Math.Sqrt(dx2 / (w * w * 0.25) + dy2 / (h * h * 0.25));
double d = Math.Sqrt(dx2 + dy2), e = d * sig;
if (d > e - r)
{
double ratio = (e - r) / d;
return new PointF((float)(xc + dx * ratio),
(float)(yc + dy * ratio));
}
}
return new PointF((float)xm, (float)ym);
}
xc, yc: Center coordinates of the ellipse
w, h: Width and height of the ellipse
xm, ym: Mouse coordinates
r: Radius of the circle you wanna constrain (the pupil)
Returns: The point where you wanna place the center of the circle
EDIT 3: Many thanks to Quinchilion for the following optimization (gawd damn this smacked me hard in the face)
PointF Bound(double xc, double yc, double w, double h, double xm, double ym, double r)
{
double x = (xm - xc) / (w - r);
double y = (ym - yc) / (h - r);
double dot = x*x + y*y;
if (dot > 1) {
double mag = 1.0 / Math.Sqrt(dot);
x *= mag; y *= mag;
}
return new PointF((float)(x * (w - r) + xc), (float)(y * (h - r) + yc));
}

Calculate the maximum available area after TranslateTransform

Let's say I want to draw a rectangle with an angle inside a windows form.
I can do this with
private void Form1_Paint(object sender, PaintEventArgs e)
{
e.Graphics.RotateTransform(20);
e.Graphics.DrawRectangle(Pens.Black, 0, 0, e.ClipRectangle.Width, e.ClipRectangle.Height);
}
but this will just rotate the rectangle and thus the left and bottom part is missing.
But what I really want to achive is that I want to draw the biggest possible rectangle with a certain angle inside my form like this
What's the best way to do this?
We can find the rectangle at angle θ which touches all four sides. If we let W, H be the width and height of our window, th the angle in radians which are all known beforehand. Now let a, b be the width and height of the rectangle we are trying to fit in the box, these are the two values we wish to find. Let x0,y0 be the coordinates of the point in the center of the window x0=W/2, y0=H/2. One of the corners of the rectangle will be
x1 = x0 - 0.5 * a * sin(th) + 0.5 * b * cos(th)
y1 = y0 + 0.5 * a * cos(th) + 0.5 * b * sin(th)
the other point are similar with different signs. A bit of trigonometry will show this.
For the rectangle to touch the sides we want
a * sin(th) + b cos(th) = W
a * cos(th) + b sin(th) = H
this gives us a pair of simultaneous equations which we can solve. Multiply the first by sin(th) and the second by cos(th)
a * sin(th) sin(th) + b cos(th) sin(th) = W sin(th)
a * cos(th) cos(th) + b sin(th) cos(th) = H cos(th)
subtract
a ( sin(th) sin(th) - cos(th) cos(th) ) = W sin(th) - H cos(th)
divide by ( sin(th) sin(th) - cos(th) cos(th) ) gives
a = (W sin(th) - H cos(th)) / ( sin(th) sin(th) - cos(th) cos(th) )
A similar process gives
b = (H sin(th) - W cos(th)) / ( sin(th) sin(th) - cos(th) cos(th) )
Once we have the a and b we can calculate the corners of the rectangles and draw it.
I've put the code in a jsfiddle http://jsfiddle.net/SalixAlba/5jcT7/ the code is
// canvas and mousedown related variables
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var $canvas = $("#canvas");
var canvasOffset = $canvas.offset();
var offsetX = canvasOffset.left;
var offsetY = canvasOffset.top;
var scrollX = $canvas.scrollLeft();
var scrollY = $canvas.scrollTop();
// save canvas size to vars b/ they're used often
var W = canvas.width;
var H = canvas.height;
var spinner = $( "#startAng" ).spinner({
spin: function( event, ui ) {
if ( ui.value > 180 ) {
$( this ).spinner( "value", ui.value - 360 );
draw();
return false;
} else if ( ui.value < -180 ) {
$( this ).spinner( "value", ui.value + 360 );
draw();
return false;
}
draw();
}
});
var angle = 10.0;
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
angle = $("#startAng").spinner("value");
var th = Math.PI*angle/180.0;
var S = Math.sin(th);
var C = Math.cos(th);
var S2 = S*S - C*C;
var a = (W*S-H*C)/S2;
var b = (H*S-W*C)/S2;
var x0 = W/2;
var y0 = H/2;
//alert("angle "+angle+"S "+S+" "+C+" "+a+" "+b);
var x1 = x0 - 0.5 * a * Math.sin(th) + 0.5 * b * Math.cos(th);
var y1 = y0 + 0.5 * a * Math.cos(th) + 0.5 * b * Math.sin(th);
var x2 = x0 - 0.5 * a * Math.sin(th) - 0.5 * b * Math.cos(th);
var y2 = y0 + 0.5 * a * Math.cos(th) - 0.5 * b * Math.sin(th);
var x3 = x0 + 0.5 * a * Math.sin(th) + 0.5 * b * Math.cos(th);
var y3 = y0 - 0.5 * a * Math.cos(th) + 0.5 * b * Math.sin(th);
var x4 = x0 + 0.5 * a * Math.sin(th) - 0.5 * b * Math.cos(th);
var y4 = y0 - 0.5 * a * Math.cos(th) - 0.5 * b * Math.sin(th);
ctx.beginPath();
ctx.moveTo(x1,y1);
ctx.lineTo(x2,y2);
ctx.lineTo(x4,y4);
ctx.lineTo(x3,y3);
ctx.lineTo(x1,y1);
ctx.closePath();
ctx.stroke();
}
$( ".ui-spinner-input" ).on( "spinchange", draw );
$( ".ui-spinner-input" ).on( "spinstop", draw );
$( "#baseRad" ).on( "spin", draw );
draw();
Note this does not necessarily give the largest rectangle as there may be larger one which touch two sides, also there is some limit on the possible angle.
I did some sketching to solve this problem. The problem is more about math than programming, but here's my idea. I did in paint but try to follow:
When you rotate the rectangle, you need to calculate the newWidth and newHeight for it. Make a new rectangle with those dimensions, and place it to the upper left corner, like your current rectangle. The alpha α stands for the degree you want to rotate. After rotating, you need to move this new rectangle to right, the amounth of X. Then you have the biggest possible rectangle positioned perfectly at your drawing area.
Here's some idea for the code. I haven't tested it:
private void Form1_Paint(object sender, PaintEventArgs e)
{
double angle = 20;
double width = Convert.ToDouble(e.ClipRectangle.Width),
height = Convert.ToDouble(e.ClipRectangle.Height),
h = Math.Sqrt((width*width) + (height*height)),
y = (width/h);
int newHeight = Convert.ToInt32(height*y),
newWidth = Convert.ToInt32(width*y),
x = Convert.ToInt32((Math.Sin(angle) * height);
e.Graphics.RotateTransform(angle);
e.Graphics.DrawRectangle(Pens.Black, x, 0, newWidth, newHeight);
}

Hough with AForge on Kinect. How can i get the right lines?

i want to use my kinect to recognise certain objects. One of the methods that i want to use is the Houghtransformation. To do this i am using the AForge library.
But the lines that i find, are totally wrong. Important ones are missing and there are many useless lines in the picture.
To take care of this problem i thought:
First i am detecting the 100 most intense lines via hough to be sure that all the correct lines are detected as well.
I am writing all points from edge detection into a list and them I am checking for each line whether the detected line is at least on X points ( I used 15, 50 and 150) but nontheless my results are bad.
Have you got any idea, how i can find the right lines, before drawing them into the picture and analysing the geometry any further? Or maybe there is just a grave mistake in my code, that i dont see.
SobelEdgeDetector Kante = new SobelEdgeDetector();
System.Drawing.Bitmap neu2 = Kante.Apply(neu1);
neu2.Save("test.png");
for (int a = 0; a < 320; a++) //alle mögliche Kantenpunkte in eine Liste
{
for (int b = 0; b < 240; b++)
{
color = neu2.GetPixel(a, b);
if ((color.R+color.G+color.B)/3 >= 50)
{
Kantenpunkte.Add(new System.Drawing.Point(a, b));
}
}
}
Bitmap Hough = new Bitmap(320, 240);
Hough.Save("C:\\Users\\Nikolas Rieble\\Desktop\\Hough.png");
//houghtrans
HoughLineTransformation lineTransform = new HoughLineTransformation();
// apply Hough line transofrm
lineTransform.ProcessImage(neu2);
Bitmap houghLineImage = lineTransform.ToBitmap();
houghLineImage.Save("1.png");
// get most intensive lines
HoughLine[] lines = lineTransform.GetMostIntensiveLines(100);
UnmanagedImage fertig = UnmanagedImage.FromManagedImage(neu2);
foreach (HoughLine line in lines)
{
// get line's radius and theta values
int r = line.Radius;
double t = line.Theta;
// check if line is in lower part of the image
if (r < 0)
{
t += 180;
r = -r;
}
// convert degrees to radians
t = (t / 180) * Math.PI;
// get image centers (all coordinate are measured relative
// to center)
int w2 = neu2.Width / 2;
int h2 = neu2.Height / 2;
double x0 = 0, x1 = 0, y0 = 0, y1 = 0;
if (line.Theta != 0)
{
// none-vertical line
x0 = -w2; // most left point
x1 = w2; // most right point
// calculate corresponding y values
y0 = (-Math.Cos(t) * x0 + r) / Math.Sin(t);
y1 = (-Math.Cos(t) * x1 + r) / Math.Sin(t);
}
else
{
// vertical line
x0 = line.Radius;
x1 = line.Radius;
y0 = h2;
y1 = -h2;
}
// draw line on the image
int a = 0;
foreach (System.Drawing.Point p in Kantenpunkte) //count number of detected edge points that are on this line
{
double m1 = ((double)p.Y - y0)/((double)p.X - x0);
double m2 = ((y0 - y1)) / (x0 - x1);
if (m1-m2<0.0001)
{
a=a+1;
}
}
if (a > 150) //only draw lines, which cover at least A points
{
AForge.Imaging.Drawing.Line(fertig,
new IntPoint((int)x0 + w2, h2 - (int)y0),
new IntPoint((int)x1 + w2, h2 - (int)y1),
System.Drawing.Color.Red);
}
}

finding height on a heightmap stretched over a sphere C#

I'm looking for a bit of math help. I have a game were a 2D heightmap is generated and then stretched over a sphere using a length/direction formula. Now I need to know how to calculate the height between 2 points on my heightmap.
What I know:
The array that holds the heightmap
The angle in radians to my object
how many points there are on the heightmap
My problem look somewhat like so:
image
more images
The red and blue lines are the 2 heightmap points, and the light blue is where I'd like to calculate the height at.
Here's my current code to do it, but it doesn't work to well.
public double getheight(double angle)
{
//find out angle between 2 heightmap point
double offset = MathHelper.TwoPi / (heightmap.Length - 1);
//total brainfart attempt
double lowerAngle = offset * angle;
double upperAngle = offset * angle + offset;
//find heights
double height1 = heightmap[(int)lowerAngle];
double height2 = heightmap[(int)upperAngle];
//find offset angle
double u = angle - lowerAngle / (upperAngle - lowerAngle);
//return the height
return height1 + (height1 - height2) * u;
}
from my vegetation code, this seems to work okay, but is to rough to use for units and such, as they jump up/down as they move, due to it using only 1 heightmap point.
double[] hMap = planet.getHeightMap();
double i = hMap.Length / (Math.PI * 2);
this.height = hMap[(int)(angle * i)];
EDIT: example at end based on additional question info
Sounds to me like a linear interpolation - if you look at it from a 2d point of view, you've got two points:
(x1, y1) = point one on heightmap
(x2, y2) = point two on heightmap
and one point somewhere between (x1,x2) at an unknown height:
pu = (xu, yu)
A generic formula for LERP is:
pu = p0 + (p1 - p0) * u
where:
p0 = first value
p1 = second value
u = % where your unknown point lies between (p0,p1)
Here, we'll say p0 == y2 and p1 == y1. Now we need to determine "how far" the unknown point is between x1 and x2 - if you know the angles to the two heightmap points, this is easy:
u = ang(xu) - ang(x1) / (ang(x2) - ang(x1))
Alternatively, you could project your angle out to Max(y1,y2) and get the "unknown x pos" that way, then calculate the above.
So, let's try a contrived example:
p1 = point one in map = (1,2) therefore ang(p1) ~ 57 degrees
p2 = point two in map = (2,4) therefore ang(p2) ~ 114 degrees
note that here, the "x axis" is along the surface of the sphere, and the "y-axis" is the distance away from the center.
pu = object location = py #angle 100 degrees ~ 1.74 radians
px = (1.74 rad - 1 rad ) / (2 rad - 1 rad) = 0.74 / 1.0 = 0.74 => 74%
py = y0 + (y1 - y0) * u
= 2 + (4 - 2) * 0.74
= 2.96
Hopefully I didn't drop or misplace a sign there somewhere... :)
Ok, your example code - I've tweaked it a bit, here's what I've come up with:
First, let's define some helpers of my own:
public static class MathHelper
{
public const double TwoPi = Math.PI * 2.0;
public static double DegToRad(double deg)
{
return (TwoPi / 360.0) * deg;
}
public static double RadToDeg(double rad)
{
return (360.0 / TwoPi) * rad;
}
// given an upper/lower bounds, "clamp" the value into that
// range, wrapping over to lower if higher than upper, and
// vice versa
public static int WrapClamp(int value, int lower, int upper)
{
return value > upper ? value - upper - 1
: value < lower ? upper - value - 1
: value;
}
}
Our Test setup:
void Main()
{
var random = new Random();
// "sea level"
var baseDiameter = 10;
// very chaotic heightmap
heightmap = Enumerable
.Range(0, 360)
.Select(_ => random.NextDouble() * baseDiameter)
.ToArray();
// let's walk by half degrees, since that's roughly how many points we have
for(double i=0;i<360;i+=0.5)
{
var angleInDegrees = i;
var angleInRads = MathHelper.DegToRad(i);
Console.WriteLine("Height at angle {0}°({1} rad):{2} (using getheight:{3})",
angleInDegrees,
angleInRads,
heightmap[(int)angleInDegrees],
getheight(angleInRads));
}
}
double[] heightmap;
And our "getheight" method:
// assume: input angle is in radians
public double getheight(double angle)
{
//find out angle between 2 heightmap point
double dTheta = MathHelper.TwoPi / (heightmap.Length);
// our "offset" will be how many dThetas we are
double offset = angle / dTheta;
// Figure out two reference points in heightmap
// THESE MAY BE THE SAME POINT, if angle ends up
// landing on a heightmap index!
int lowerAngle = (int)offset;
int upperAngle = (int)Math.Round(
offset,
0,
MidpointRounding.AwayFromZero);
// find closest heightmap points to angle, wrapping
// around if we go under 0 or over max
int closestPointIndex = MathHelper.WrapClamp(
lowerAngle,
0,
heightmap.Length-1);
int nextPointIndex = MathHelper.WrapClamp(
upperAngle,
0,
heightmap.Length-1);
//find heights
double height1 = heightmap[closestPointIndex];
double height2 = heightmap[nextPointIndex];
// percent is (distance from angle to closest angle) / (angle "step" per heightmap point)
double percent = (angle - (closestPointIndex * dTheta)) / dTheta;
// find lerp height = firstvalue + (diff between values) * percent
double lerp = Math.Abs(height1 + (height2 - height1) * percent);
// Show what we're doing
Console.WriteLine("Delta ang:{0:f3}, Offset={1:f3} => compare indices:[{2}, {3}]",
dTheta,
offset,
closestPointIndex,
nextPointIndex);
Console.WriteLine("Lerping {0:p} between heights {1:f4} and {2:f4} - lerped height:{3:f4}",
percent,
height1,
height2,
lerp);
return lerp;
}

Categories