Beispiel #1
0
void SimulationFlow::singleAction()
{
	Scene* scene=Omega::instance().getScene().get();
	if (!scene) throw logic_error("SimulationFlow::singleAction: no Scene object?!");
	if(scene->subStepping) { LOG_INFO("Sub-stepping disabled when running simulation continuously."); scene->subStepping=false; }
	scene->moveToNextTimeStep();
	if(scene->stopAtIter>0 && scene->iter==scene->stopAtIter) setTerminate(true);
	if(scene->stopAtTime>0 && scene->time==scene->stopAtTime) setTerminate(true);
};
Beispiel #2
0
    void Application::initialize()
    {
        u32 viewWidth, viewHeight;
        window_.getViewSize(viewWidth, viewHeight);

        bool ret = System::initialize(window_.getHandle().hWnd_, viewWidth, viewHeight);
        if(!ret){
            setTerminate();
            return;
        }

        //fractal::ParamDialog::show(TRUE);

        lgraphics::GraphicsDeviceRef& device = lgraphics::Graphics::getDevice();
        f32 gray[4] = {0.7f, 0.7f, 0.7f, 1.0f};
        device.setClearColor(gray);

        u32 backWidth, backHeight;
        device.getRenderTargetDesc(backWidth, backHeight);

        // カメラ設定
        lscene::Scene& scene = System::getScene();
        lscene::Camera& camera = scene.getCamera();

        camera.perspectiveFov(45.0f/180.0f*PI, static_cast<lcore::f32>(viewWidth)/viewHeight, 0.001f, 1500.0f);
        camera_.initialize(camera, lmath::Vector3(2.0f, 20.0f, -6.0f), lmath::Vector3(0.0f, 18.0f, 0.0f));
        scene.getLightEnv().getDirectionalLight().setColor(lmath::Vector4(5.5f, 5.5f, 5.0f, 1.0f));
        lightDirection_ = scene.getLightEnv().getDirectionalLight().getDirection();
        lightDirection_.set(-1, 1, -1, 0);
        lightDirection_.normalize();
        scene.getLightEnv().getDirectionalLight().setDirection(lightDirection_);
        //System::getRenderer().setFlag(render::Renderer::Flag_HDR, true);

        {
            
            load::ModelLoader loader;
            if(loader.open("../data/model/1052.lm")){

                render::Object* obj = LIME_NEW render::Object();
                if(loader.load(*obj)){
                    lcore::swap(object_, obj);
                }
                LIME_DELETE(obj);
            }
        }

        {
            plane_ = render::DebugDraw::createPlane(100.0f, 2, 0xFFFFFFFFU);
        }

        {
            box_ = render::DebugDraw::createBox(4.0f, 0xFFFE0000U);
            box_->setPosition(lmath::Vector4(12.0f, 4.5f, 0.0f, 0.0f));
        }

        {
            sphere_ = render::DebugDraw::createSphere(2.0f, 10, 0xFF00FF00U);
            sphere_->setPosition(lmath::Vector4(-12.0f, 4.5f, 0.0f, 0.0f));
        }
    }
Beispiel #3
0
int checkJewel() {
    semopChecked(semID, &WaitPDragonJewel, 1);
    if (*numDragonJewel >= MAX_JEWEL) {
        printf("Dragon has more than maximum number of jewels, the simulation will terminate\n");
        setTerminate();
        semopChecked(semID, &SignalPDragonJewel, 1);
        return 1;
    }
    else if (*numDragonJewel <= MIN_JEWEL) {
        printf("Dragon has fewer than minimum number of jewels, the simulation will terminate\n");
        setTerminate();
        semopChecked(semID, &SignalPDragonJewel, 1);
        return 1;
    }
    else {
        semopChecked(semID, &SignalPDragonJewel, 1);
        return 0;
    }
}
Beispiel #4
0
int checkHunter() {
    semopChecked(semID, &WaitPHunterLeave, 1);
    if (*numHunterLeave >= MAX_TREASUREHUNTER) {
        printf("Smaug has fought with more than maximum number of hunters, the simulation will terminate\n");
        setTerminate();
        semopChecked(semID, &SignalPHunterLeave, 1);
        return 1;
    }
    else {
        semopChecked(semID, &SignalPHunterLeave, 1);
        return 0;
    }
}
Beispiel #5
0
int checkThief() {
    semopChecked(semID, &WaitPThiefLeave, 1);
    if (*numThiefLeave >= MAX_THIEF) {
        printf("Smaug has played with more than maximum number of thieves, the simulation will terminate\n");
        setTerminate();
        semopChecked(semID, &SignalPThiefLeave, 1);
        return 1;
    }
    else {
        semopChecked(semID, &SignalPThiefLeave, 1);
        return 0;
    }
}
Beispiel #6
0
int checkCow() {
    semopChecked(semID, &WaitPCowEaten, 1);
    if (*numCowEaten >= MAX_COW) {
        printf("Smaug has eaten more than the maximum number of cows, the simulation will terminate\n");
        setTerminate();
        semopChecked(semID, &SignalPCowEaten, 1);
        return 1;
    }
    else {
        semopChecked(semID, &SignalPCowEaten, 1);
        return 0;
    }
}
Beispiel #7
0
int checkSheep() {
    semopChecked(semID, &WaitPSheepEaten, 1);
    if (*numSheepEaten >= MAX_SHEEP) {
        printf("Smaug has eaten more than maximum number of sheep, the simulation will terminate\n");
        setTerminate();
        semopChecked(semID, &SignalPSheepEaten, 1);
        return 1;
    }
    else {
        semopChecked(semID, &SignalPSheepEaten, 1);
        return 0;
    }

}
Beispiel #8
0
//smaug fights the treasure hunter
void fight() {

    semopChecked(semID, &WaitNHunterPath, 1);
    *numHunterPath = *numHunterPath - 1;
    printf("DRAGONDRAGONDRAGON      Smaug is ready to interact with a hunter waiting in the path\n");
    semopChecked(semID, &SignalSHunterCave, 1);

    semopChecked(semID, &WaitSDragonFight, 1);
    printf("DRAGONDRAGONDRAGON      Smaug starts fighting with the hunter\n");
    int fightrand = (double)rand()/RAND_MAX;
    if (fightrand > THIEF_WIN) {
        semopChecked(semID, &WaitPDragonJewel, 1);
        *numDragonJewel = *numDragonJewel + 5;
        printf("DRAGONDRAGONDRAGON      Smaug wins and gets 5 jewels, now smaug has %d jewels\n", *numDragonJewel);
        semopChecked(semID, &SignalPDragonJewel, 1);
    }
    else {
        semopChecked(semID, &WaitPDragonJewel, 1);

        printf("DRAGONDRAGONDRAGON      The hunter fights well and will get rewarded with 10 jewels\n");
    if(*numDragonJewel >= 10 ) {
        *numDragonJewel = *numDragonJewel - 10; 
        printf("DRAGONDRAGONDRAGON      Smaug gives 10 jewels, now it has %d jewels\n", *numDragonJewel);
    }
        else {
        printf("DRAGONDRAGONDRAGON      Smaug does not have enough jewels, the simulation will terminate\n");
        setTerminate();
        terminateSimulation();
        
    }
        semopChecked(semID, &SignalPDragonJewel, 1);
    }
    if(checkJewel()) {
        terminateSimulation();
    }
    semopChecked(semID, &SignalSHunterFight, 1);
}
Beispiel #9
0
//smaug plays with the thief
void play() {

    semopChecked(semID, &WaitNThiefPath, 1);
    *numThiefPath = *numThiefPath - 1;
    printf("DRAGONDRAGONDRAGON      Smaug is ready to interact with a thief waiting in the path\n");
    semopChecked(semID, &SignalSThiefCave, 1);

    semopChecked(semID, &WaitSDragonPlay, 1);
    printf("DRAGONDRAGONDRAGON      Smaug fights with the hunter\n");
    int fightrand = (double)rand()/RAND_MAX;
    if (fightrand > HUNTER_WIN) {
        semopChecked(semID, &WaitPDragonJewel, 1);
        *numDragonJewel = *numDragonJewel + 20;
        printf("DRAGONDRAGONDRAGON      Smaug wins and gets 20 jewels, now smaug has %d jewels\n", *numDragonJewel);
        semopChecked(semID, &SignalPDragonJewel, 1);
    }
    else {
        semopChecked(semID, &WaitPDragonJewel, 1);
        printf("DRAGONDRAGONDRAGON      Smaug loses and loses 8 jewels\n");
    if(*numDragonJewel >= 8) {
        *numDragonJewel = *numDragonJewel - 8;
        printf("DRAGONDRAGONDRAGON      Smaug loses 8 jewels, now it has %d jewels\n", *numDragonJewel);
    }
    else {
        printf("DRAGONDRAGONDRAGON      Smaug has only %d jewels, now simulation terminates\n", *numDragonJewel);
        setTerminate();
        terminateSimulation();
    }
    semopChecked(semID, &SignalPDragonJewel, 1);
    }
    if(checkJewel()) {
        terminateSimulation();
    }

    semopChecked(semID, &SignalSThiefPlay, 1);
}