Beispiel #1
0
                        ///
                        /// \brief minimize starting from the initial guess x0
                        ///
                        tstate operator()(const tproblem& problem, const tvector& x0) const
                        {
                                assert(problem.size() == static_cast<tsize>(x0.size()));

                                // current state
                                tstate cstate(problem, x0);

                                // running-weighted-averaged-per-dimension-squared gradient
                                average_vector_t<tscalar, tvector> gavg(x0.size());

                                for (tsize e = 0, k = 1; e < base_t::m_epochs; e ++)
                                {
                                        for (tsize i = 0; i < base_t::m_epoch_size; i ++, k ++)
                                        {
                                                // learning rate
                                                const tscalar alpha = base_t::m_alpha0;

                                                // descent direction                                                
                                                gavg.update(cstate.g.array().square(), base_t::weight(k));

                                                cstate.d = -cstate.g.array() /
                                                           (base_t::m_epsilon + gavg.value().array()).sqrt();

                                                // update solution
                                                cstate.update(problem, alpha);
                                        }

                                        base_t::ulog(cstate);
                                }

                                return cstate;
                        }
Beispiel #2
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// Pass interpolation datapoints as tvectors.
void spline::vectors (tvector<nr_double_t> y, tvector<nr_double_t> t) {
  int i = t.size ();
  assert (y.size () == i && i >= 3);

  // create local copy of f(x)
  realloc (i);
  for (i = 0; i <= n; i++) {
    f0[i] = y_(i); x[i] = t_(i);
  }
}
Beispiel #3
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void KickPlayer(class CCommand* pCommand, tvector<tstring>& asTokens, const tstring& sCommand)
{
	if (!asTokens.size())
		return;

	GameNetwork()->DisconnectClient(stoi(asTokens[0]));
}
Beispiel #4
0
void CAOGenerator::RenderSetupSceneNode(CConversionSceneNode* pNode, tvector<tvector<float>>& aaflVerts)
{
    if (!pNode)
        return;

    for (size_t c = 0; c < pNode->GetNumChildren(); c++)
        RenderSetupSceneNode(pNode->GetChild(c), aaflVerts);

    for (size_t m = 0; m < pNode->GetNumMeshInstances(); m++)
    {
        CConversionMeshInstance* pMeshInstance = pNode->GetMeshInstance(m);
        CConversionMesh* pMesh = pMeshInstance->GetMesh();
        for (size_t f = 0; f < pMesh->GetNumFaces(); f++)
        {
            CConversionFace* pFace = pMesh->GetFace(f);

            size_t iMaterial = pMeshInstance->GetMappedMaterial(pFace->m)->m_iMaterial;
            while (aaflVerts.size() <= iMaterial)
                aaflVerts.push_back();

            CConversionVertex* pVertex0 = pFace->GetVertex(0);

            for (size_t k = 2; k < pFace->GetNumVertices(); k++)
            {
                CConversionVertex* pVertex1 = pFace->GetVertex(k-1);
                CConversionVertex* pVertex2 = pFace->GetVertex(k);

                AddRenderedVertex(aaflVerts[iMaterial], pMeshInstance->GetVertex(pVertex0->v), pMesh->GetUV(pVertex0->vu));
                AddRenderedVertex(aaflVerts[iMaterial], pMeshInstance->GetVertex(pVertex1->v), pMesh->GetUV(pVertex1->vu));
                AddRenderedVertex(aaflVerts[iMaterial], pMeshInstance->GetVertex(pVertex2->v), pMesh->GetUV(pVertex2->vu));
            }
        }
    }
}
Beispiel #5
0
size_t FindEar(const tvector<vec3>& avecPoints)
{
	size_t iPoints = avecPoints.size();

	// A triangle is always an ear.
	if (iPoints <= 3)
		return 0;

	size_t i;

	vec3 vecFaceNormal;

	// Calculate the face normal.
	for (i = 0; i < iPoints; i++)
	{
		size_t iNext = (i+1)%iPoints;

		vec3 vecPoint = avecPoints[i];
		vec3 vecNextPoint = avecPoints[iNext];

		vecFaceNormal.x += (vecPoint.y - vecNextPoint.y) * (vecPoint.z + vecNextPoint.z);
		vecFaceNormal.y += (vecPoint.z - vecNextPoint.z) * (vecPoint.x + vecNextPoint.x);
		vecFaceNormal.z += (vecPoint.x - vecNextPoint.x) * (vecPoint.y + vecNextPoint.y);
	}

	vecFaceNormal.Normalize();

	for (i = 0; i < iPoints; i++)
	{
		size_t iLast = i==0?iPoints-1:i-1;
		size_t iNext = i==iPoints-1?0:i+1;

		vec3 vecLast = avecPoints[iLast];
		vec3 vecThis = avecPoints[i];
		vec3 vecNext = avecPoints[iNext];

		// Concave ones can not be ears.
		if ((vecLast-vecThis).Cross(vecLast-vecNext).Dot(vecFaceNormal) < 0)
			continue;

		bool bFoundPoint = false;
		for (size_t j = 0; j < iPoints; j++)
		{
			if (j == i || j == iLast || j == iNext)
				continue;

			if (PointInTriangle(avecPoints[j], vecLast, vecThis, vecNext))
			{
				bFoundPoint = true;
				break;
			}
		}

		if (!bFoundPoint)
			return i;
	}

	return 0;
}
Beispiel #6
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bool CModel::LoadSourceFile()
{
#ifdef TINKER_NO_TOOLS
	return false;
#else
	CConversionScene* pScene = new CConversionScene();
	CModelConverter c(pScene);

	if (!c.ReadModel(m_sFilename))
	{
		delete pScene;
		return false;
	}

	g_asTextures.clear();
	g_aaflData.clear();
	g_aabbVisBounds = AABB(Vector(999, 999, 999), Vector(-999, -999, -999));
	g_aabbPhysBounds = AABB(Vector(999, 999, 999), Vector(-999, -999, -999));

	LoadSceneIntoToy(pScene);

	size_t iTextures = g_asTextures.size();

	m_ahMaterials.resize(iTextures);
	m_aiVertexBuffers.resize(iTextures);
	m_aiVertexBufferSizes.resize(iTextures);

	for (size_t i = 0; i < iTextures; i++)
	{
		if (g_aaflData[i].size() == 0)
			continue;

		m_aiVertexBuffers[i] = CRenderer::LoadVertexDataIntoGL(g_aaflData[i].size()*4, &g_aaflData[i][0]);
		m_aiVertexBufferSizes[i] = g_aaflData[i].size()/FIXED_FLOATS_PER_VERTEX;

		CData oMaterialData;
		CData* pShader = oMaterialData.AddChild("Shader", "model");
		pShader->AddChild("DiffuseTexture", g_asTextures[i]);
		m_ahMaterials[i] = CMaterialLibrary::AddMaterial(&oMaterialData);

		//TAssert(m_aiMaterials[i]);
		if (!m_ahMaterials[i].IsValid())
			TError(tstring("Couldn't create fake material for texture \"") + g_asTextures[i] + "\"\n");
	}

	m_aabbVisBoundingBox = g_aabbVisBounds;
	m_aabbPhysBoundingBox = g_aabbPhysBounds;

	delete pScene;

	return true;
#endif
}
Beispiel #7
0
void SetCVar(CCommand* pCommand, tvector<tstring>& asTokens, const tstring& sCommand)
{
	CVar* pCVar = dynamic_cast<CVar*>(pCommand);
	TAssert(pCVar);
	if (!pCVar)
		return;

	if (asTokens.size() > 1)
		pCVar->SetValue(asTokens[1]);

	TMsg(sprintf(tstring("%s = %s\n"), pCVar->GetName().c_str(), pCVar->GetValue().c_str()));
}
Beispiel #8
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tvector<nr_type_t> operator * (tvector<nr_type_t> a, tmatrix<nr_type_t> b) {
  assert (a.size () == b.getRows ());
  int r, c, n = b.getRows ();
  nr_type_t z;
  tvector<nr_type_t> res (n);

  for (c = 0; c < n; c++) {
    for (r = 0, z = 0; r < n; r++) z += a.get (r) * b.get (r, c);
    res.set (c, z);
  }
  return res;
}
Beispiel #9
0
tvector<itemType>::tvector(const tvector<itemType> & vec)
// postcondition: vector is a copy of vec
    : mySize(vec.size()),
      myCapacity(vec.capacity()),
      myList(new itemType[myCapacity])
{
    int k;
        // copy elements
    for(k = 0; k < mySize; k++){
        myList[k] = vec.myList[k];
    }
}
Beispiel #10
0
void CGameServer::DestroyAllEntities(const tvector<tstring>& asSpare, bool bRemakeGame)
{
	if (!GameNetwork()->IsHost() && !IsLoading())
		return;

	if (m_pWorkListener)
		m_pWorkListener->SetAction("Locating dead nodes", GameServer()->GetMaxEntities());

	for (size_t i = 0; i < GameServer()->GetMaxEntities(); i++)
	{
		CBaseEntity* pEntity = CBaseEntity::GetEntity(i);
		if (!pEntity)
			continue;

		bool bSpare = false;
		for (size_t j = 0; j < asSpare.size(); j++)
		{
			if (asSpare[j] == pEntity->GetClassName())
			{
				bSpare = true;
				break;
			}
		}

		if (bSpare)
			continue;

		pEntity->Delete();

		if (m_pWorkListener)
			m_pWorkListener->WorkProgress(i);
	}

	if (m_pWorkListener)
		m_pWorkListener->SetAction("Clearing buffers", GameServer()->m_ahDeletedEntities.size());

	for (size_t i = 0; i < GameServer()->m_ahDeletedEntities.size(); i++)
	{
		delete GameServer()->m_ahDeletedEntities[i];

		if (m_pWorkListener)
			m_pWorkListener->WorkProgress(i);
	}

	GameServer()->m_ahDeletedEntities.clear();

	if (CBaseEntity::GetNumEntities() == 0)
		CBaseEntity::s_iNextEntityListIndex = 0;

	if (bRemakeGame && GameNetwork()->IsHost())
		m_hGame = CreateGame();
}
Beispiel #11
0
float DistanceToPolygon(const vec3& p, tvector<vec3>& v, vec3 n)
{
	float flPlaneDistance = DistanceToPlane(p, v[0], n);

	size_t i;

	bool bFoundPoint = false;

	for (i = 0; i < v.size()-2; i++)
	{
		if (PointInTriangle(p, v[0], v[i+1], v[i+2]))
		{
			bFoundPoint = true;
			break;
		}
	}

	if (bFoundPoint)
		return flPlaneDistance;

	float flClosestPoint = -1;
	for (i = 0; i < v.size(); i++)
	{
		float flPointDistance = (v[i] - p).Length();
		if (flClosestPoint == -1 || (flPointDistance < flClosestPoint))
			flClosestPoint = flPointDistance;

		float flLineDistance;
		if (i == v.size() - 1)
			flLineDistance = DistanceToLineSegment(p, v[i], v[0]);
		else
			flLineDistance = DistanceToLineSegment(p, v[i], v[i+1]);

		if (flClosestPoint == -1 || (flLineDistance < flClosestPoint))
			flClosestPoint = flLineDistance;
	}

	return flClosestPoint;
}
Beispiel #12
0
void LoadMeshInstanceIntoToy(CConversionScene* pScene, CConversionMeshInstance* pMeshInstance, const Matrix4x4& mParentTransformations)
{
	if (!pMeshInstance->IsVisible())
		return;

	CConversionMesh* pMesh = pMeshInstance->GetMesh();

	for (size_t m = 0; m < pScene->GetNumMaterials(); m++)
	{
		for (size_t j = 0; j < pMesh->GetNumFaces(); j++)
		{
			size_t k;
			CConversionFace* pFace = pMesh->GetFace(j);

			if (pFace->m == ~0)
				continue;

			CConversionMaterial* pMaterial = NULL;
			CConversionMaterialMap* pConversionMaterialMap = pMeshInstance->GetMappedMaterial(pFace->m);

			if (!pConversionMaterialMap)
				continue;

			if (!pConversionMaterialMap->IsVisible())
				continue;

			if (pConversionMaterialMap->m_iMaterial != m)
				continue;

			while (g_asTextures.size() <= pConversionMaterialMap->m_iMaterial)
			{
				g_asTextures.push_back(pScene->GetMaterial(pConversionMaterialMap->m_iMaterial)->GetDiffuseTexture());
				g_aaflData.push_back();
			}

			size_t iMaterial = pConversionMaterialMap->m_iMaterial;

			CConversionVertex* pVertex0 = pFace->GetVertex(0);

			for (k = 2; k < pFace->GetNumVertices(); k++)
			{
				CConversionVertex* pVertex1 = pFace->GetVertex(k-1);
				CConversionVertex* pVertex2 = pFace->GetVertex(k);

				AddVertex(iMaterial, mParentTransformations * pMesh->GetVertex(pVertex0->v), pMesh->GetUV(pVertex0->vu));
				AddVertex(iMaterial, mParentTransformations * pMesh->GetVertex(pVertex1->v), pMesh->GetUV(pVertex1->vu));
				AddVertex(iMaterial, mParentTransformations * pMesh->GetVertex(pVertex2->v), pMesh->GetUV(pVertex2->vu));
			}
		}
	}
}
Beispiel #13
0
void FireInput(class CCommand* pCommand, tvector<tstring>& asTokens, const tstring& sCommand)
{
	if (!CVar::GetCVarBool("cheats"))
		return;

	if (asTokens.size() < 3)
	{
		TMsg("Format: ent_input entityname input [optional args]\n");
		return;
	}

	tvector<CBaseEntity*> apEntities;
	CBaseEntity::FindEntitiesByName(asTokens[1], apEntities);

	if (!apEntities.size())
	{
		if (CVar::GetCVarBool("debug_entity_outputs"))
			TMsg("Console -> none\n");
		else
			TError("No entities found that match name \"" + asTokens[1] + "\".\n");

		return;
	}

	tstring sArgs;
	for (size_t i = 3; i < asTokens.size(); i++)
		sArgs += asTokens[i] + " ";

	for (size_t i = 0; i < apEntities.size(); i++)
	{
		CBaseEntity* pTargetEntity = apEntities[i];

		if (CVar::GetCVarBool("debug_entity_outputs"))
			TMsg("Console -> " + tstring(pTargetEntity->GetClassName()) + "(\"" + pTargetEntity->GetName() + "\")." + asTokens[2] + "(\"" + sArgs + "\")\n");

		pTargetEntity->CallInput(asTokens[2], sArgs);
	}
}
Beispiel #14
0
bool ConvexHullIntersectsAABB(const AABB& box, const tvector<vec3>& avecPoints, const tvector<size_t>& aiTriangles)
{
	TAssert(aiTriangles.size() % 3 == 0);

	vec3 vecCenter = box.Center();
	vec3 n;

	for (size_t i = 0; i < aiTriangles.size(); i += 3)
	{
		const vec3& v1 = avecPoints[aiTriangles[i]];
		const vec3& v2 = avecPoints[aiTriangles[i+1]];
		const vec3& v3 = avecPoints[aiTriangles[i+2]];

		n = (v2-v1).Cross(v3-v1).Normalized();

		if (n.Dot(vecCenter-v1) < 0)
			continue;

		if (!TriangleIntersectsAABB(box, v1, v2, v3))
			return false;
	}

	return true;
}
Beispiel #15
0
void CApplication::ProcessJoystickInput()
{
	if (g_aJoysticks.size() != MAX_JOYSTICKS)
		return;

	for (size_t i = 0; i < MAX_JOYSTICKS; i++)
	{
		CJoystick& oJoystick = g_aJoysticks[i];

		if (!oJoystick.m_bPresent)
			continue;

		static tvector<float> aflAxis;
		aflAxis.resize(oJoystick.m_aflAxis.size());
		glfwGetJoystickPos(i, &aflAxis[0], oJoystick.m_aflAxis.size());

		for (size_t j = 0; j < oJoystick.m_aflAxis.size(); j++)
		{
			if (aflAxis[j] != oJoystick.m_aflAxis[j])
				JoystickAxis(i, j, aflAxis[j], aflAxis[j]-oJoystick.m_aflAxis[j]);
		}

		oJoystick.m_aflAxis = aflAxis;

		static tvector<unsigned char> aiButtons;
		aiButtons.resize(oJoystick.m_iButtons);
		glfwGetJoystickButtons(i, &aiButtons[0], oJoystick.m_iButtons);

		for (size_t j = 0; j < oJoystick.m_iButtons; j++)
		{
			unsigned long long iButtonMask = (1<<j);
			if (aiButtons[j] == GLFW_PRESS && !(oJoystick.m_aiButtonStates&iButtonMask))
				JoystickButtonPress(i, MapJoystickKey(j));
			else if (aiButtons[j] == GLFW_RELEASE && (oJoystick.m_aiButtonStates&iButtonMask))
				JoystickButtonRelease(i, MapJoystickKey(j));

			if (aiButtons[j] == GLFW_PRESS)
				oJoystick.m_aiButtonStates |= iButtonMask;
			else
				oJoystick.m_aiButtonStates &= ~iButtonMask;
		}
	}
}
Beispiel #16
0
const tvector<itemType> &
tvector<itemType>::operator = (const tvector<itemType> & rhs)
// postcondition: normal assignment via copying has been performed;
//                if vector and rhs were different sizes, vector
//                has been resized to  match the size of rhs
{
    if (this != &rhs)                           // don't assign to self!
    {
        delete [] myList;                       // get rid of old storage
        myCapacity = rhs.capacity();
        mySize =     rhs.size();
        myList = new itemType [myCapacity];         // allocate new storage

            // copy rhs
        int k;
        for(k=0; k < mySize; k++)
        {
            myList[k] = rhs.myList[k];
        }
    }
    return *this;                               // permit a = b = c = d
}
Beispiel #17
0
bool CModel::Load(class CConversionScene* pScene, size_t iMesh)
{
	g_aaflData.clear();

	LoadMesh(pScene, iMesh);

	size_t iMaterials = g_aaflData.size();

	for (size_t i = 0; i < iMaterials; i++)
	{
		if (g_aaflData[i].size() == 0)
			continue;

		m_aiVertexBuffers.push_back(CRenderer::LoadVertexDataIntoGL(g_aaflData[i].size()*4, &g_aaflData[i][0]));
		m_aiVertexBufferSizes.push_back(g_aaflData[i].size()/FIXED_FLOATS_PER_VERTEX);
	}

	m_aabbVisBoundingBox = g_aabbVisBounds;
	m_aabbPhysBoundingBox = g_aabbPhysBounds;

	return true;
}