Vector-based alignment seems pretty easy to implement and would be quite helpful in aligning large-scale building holograms to the physical world.
Vector-based alignment works by specifying an origin and a direction. The origin and direction are specified on the model, then corresponding origin and direction are specified in the real world. The origins are aligned (via a simple Vector3 offset calculation) and the two directions are used to calculate a simple rotation around the origin.
This should be far easier to implement than a true segment-based alignment, since the length of the segment (scale) and differences in y values (pitch and roll) are completely ignored.
Vector-based alignment seems pretty easy to implement and would be quite helpful in aligning large-scale building holograms to the physical world.
Vector-based alignment works by specifying an origin and a direction. The origin and direction are specified on the model, then corresponding origin and direction are specified in the real world. The origins are aligned (via a simple Vector3 offset calculation) and the two directions are used to calculate a simple rotation around the origin.
This should be far easier to implement than a true segment-based alignment, since the length of the segment (scale) and differences in y values (pitch and roll) are completely ignored.