Beispiel #1
0
bool FindPoints(int N, int M, int A,
    int &x1, int &y1,
    int &x2, int &y2,
    int &x3, int &y3)
{
    if (A > N * M) return false;

    // --------------------------------------------------------------

    //int H = A / M;	// N
    //int R = A % M;	// N

    //x1 = 0; y1 = 0;
    //x2 = M;		// N
    //if (R == 0)
    //{
    //    y2 = 0;
    //    x3 = 0; y3 = H;
    //}
    //else
    //{
    //    y2 = 1;
    //    x3 = M - R;	//(N*M - A) % M;
    //    y3 = H + 1;
    //}
    //return true;

    // --------------------------------------------------------------

    //int P = A - A % N;
    //if (P < A)
    //{
    //    P += N;
    //}

    //x1 = 0;     y1 = 0;
    //x2 = M;     y2 = 1;
    //x3 = P - A; y3 = P / N;
    //return true;

    // --------------------------------------------------------------

    //x1 = 0; y1 = 0;
    //x2 = M; y2 = 1;

    //x3 = -(A % M);
    //while (x3 < 0)
    //{
    //    x3 += M;
    //}
    //y3 = A / M + 1;
    //return true;

    // --------------------------------------------------------------
    // --------------------------------------------------------------

    int area = 0;
    // (x1 y1)
    x1 = 0; y1 = 0;
    while ((area + A) <= (N * M))
    {
        // {x2} [y2 x3] {y3}
        if (TestArea(area, N, M, x3, y2) &&
            TestArea(area + A, N, M, x2, y3))
        {
            return true;
        }
        ++area;
    }
    return false;

    // --------------------------------------------------------------
    // --------------------------------------------------------------

    //int size = 0;
    //int areas[ 20000 ];

    //for (int i = 0; i <= N; ++i)
    //{
    //    for (int j = 0; j <= M; ++j)
    //    {
    //        areas[ size++ ] = i * j;
    //    }
    //}

    //std::sort//<int[]>
    //	(areas, areas + size);
    //int k = 0;
    //x1 = 0; y1 = 0;
    //for (int i = 0; i < size; ++i)
    //{
    //    for (; k < size && areas[ k ] - areas[ i ] < A; ++k)
    //        ;
    //    if (k == size) break;
    //
    //    if (areas[ k ] - areas[ i ] == A)
    //    {
    //        TestArea(areas[ i ], N, M, x3, y2);
    //        TestArea(areas[ k ], N, M, x2, y3);
    //        return true;
    //    }
    //}
    //return false;

    // --------------------------------------------------------------
}
Beispiel #2
0
/*
============
idAASCallback::Test
============
*/
idAASCallback::testResult_t idAASCallback::Test ( class idAAS *aas, int areaNum, const idVec3& origin, float minDistance, float maxDistance, const idVec3* point, aasGoal_t& goal ) {
	// Get AAS file
	idAASFile* file = ((idAAS&)*aas).GetFile ( );
	if ( !file ) {
		return TEST_BADAREA;
	}
	
	// Get area for edges
	aasArea_t& area = file->GetArea ( areaNum );

	if ( ai_debugTactical.GetInteger ( ) > 1 ) {
		gameRenderWorld->DebugLine ( colorYellow, area.center, area.center + idVec3(0,0,80.0f), 10000 );
	}
	
	// Make sure the area itself is valid
	if ( !TestArea ( aas, areaNum, area ) ) {
		return TEST_BADAREA;
	}

	if ( ai_debugTactical.GetInteger ( ) > 1 && point ) {
		gameRenderWorld->DebugLine ( colorMagenta, *point, *point + idVec3(0,0,64.0f), 10000 );
	}
	
	// Test the original origin first
	if ( point && TestPointDistance ( origin, *point, minDistance, maxDistance) && TestPoint ( aas, *point ) ) {
		goal.areaNum = areaNum;
		goal.origin  = *point;
		return TEST_OK;
	}

	if ( ai_debugTactical.GetInteger ( ) > 1 ) {
		gameRenderWorld->DebugLine ( colorCyan, area.center, area.center + idVec3(0,0,64.0f), 10000 );
	}
	
	// Test the center of the area
	if ( TestPointDistance ( origin, area.center, minDistance, maxDistance) && TestPoint ( aas, area.center, area.ceiling ) ) {
		goal.areaNum = areaNum;
		goal.origin  = area.center;
		return TEST_OK;
	}
	
	// For each face test all available edges
	int	f;
	int	e;
	for ( f = 0; f < area.numFaces; f ++ ) {
		aasFace_t& face = file->GetFace ( abs ( file->GetFaceIndex (area.firstFace + f ) ) );
		
		// for each edge test a point between the center of the edge and the center
		for ( e = 0; e < face.numEdges; e ++ ) {
			idVec3 edgeCenter = file->EdgeCenter ( abs( file->GetEdgeIndex( face.firstEdge + e ) ) ); 	
			idVec3 dir        = area.center - edgeCenter;
			float  dist;
			for ( dist = dir.Normalize() - 64.0f; dist > 0.0f; dist -= 64.0f ) {				
				idVec3 testPoint = edgeCenter + dir * dist;
				if ( ai_debugTactical.GetInteger ( ) > 1 ) {
					gameRenderWorld->DebugLine ( colorPurple, testPoint, testPoint + idVec3(0,0,64.0f), 10000 );
				}

				if ( TestPointDistance ( origin, testPoint, minDistance, maxDistance) && TestPoint ( aas, testPoint, area.ceiling ) ) {
					goal.areaNum = areaNum;
					goal.origin  = testPoint;
					return TEST_OK;
				}
			}
		}
	}
	
	return TEST_BADPOINT;
}