/* * This method is used to decide if a point node should be included * in the result or not. * * @return true if the coord point is covered by a result Line or * Area geometry */ bool OverlayOp::isCoveredByLA(const Coordinate& coord) { if (isCovered(coord,resultLineList)) return true; if (isCovered(coord,resultPolyList)) return true; return false; }
void main() { char c_set[N_C+1] = {'a','b','c','g','\0'}; char w_set[N_W][MAX] = {"apple","ibm","cisco","google"}; if(isCovered(c_set, w_set)) printf("Is Covered\n"); else printf("Not Covered\n"); }
GeometryService::InOut SlabService::InsideOutside(const Box& a_region, const ProblemDomain& a_domain, const RealVect& a_origin, const Real& a_dx) const { if (isRegular(a_region, a_domain, a_origin, a_dx)) return GeometryService::Regular; if (isCovered(a_region, a_domain, a_origin, a_dx)) return GeometryService::Covered; return GeometryService::Irregular; }
void Map::draw(const Rect& rect) { if(!m_framebuffer) { m_framebuffer = FrameBufferPtr(new FrameBuffer(m_visibleSize.width() * NUM_TILE_PIXELS, m_visibleSize.height() * NUM_TILE_PIXELS)); program = PainterShaderProgramPtr(new PainterShaderProgram); program->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader); program->addShaderFromSourceFile(Shader::Fragment, "/shadertest.frag"); assert(program->link()); } g_painter.setColor(Fw::white); m_framebuffer->bind(); // draw offsets LocalPlayerPtr localPlayer = g_game.getLocalPlayer(); if(localPlayer) m_drawOffset = localPlayer->getWalkOffset(); //TODO: cache first/last visible floor // draw from bottom floors to top floors int firstFloor = getFirstVisibleFloor(); const int lastFloor = MAX_Z-1; for(int iz = lastFloor; iz >= firstFloor; --iz) { // draw tiles like linus pauling's rule order const int numDiagonals = m_size.width() + m_size.height() - 1; for(int diagonal = 0; diagonal < numDiagonals; ++diagonal) { // loop through / diagonal tiles for(int ix = std::min(diagonal, m_size.width() - 1), iy = std::max(diagonal - m_size.width(), 0); ix >= 0 && iy < m_size.height(); --ix, ++iy) { // position on current floor Position tilePos(m_centralPosition.x + (ix - m_centralOffset.x), m_centralPosition.y + (iy - m_centralOffset.y), m_centralPosition.z); // adjust tilePos to the wanted floor tilePos.perspectiveUp(m_centralPosition.z - iz); //TODO: cache visible tiles, m_tiles[] has a high cost (50% fps decrease) if(const TilePtr& tile = m_tiles[tilePos]) { // skip tiles that are behind another tile //if(isCompletlyCovered(tilePos, firstFloor)) // continue; tile->draw(positionTo2D(tilePos) - m_drawOffset); } } } // after drawing all tiles, draw shots for(const MissilePtr& shot : m_missilesAtFloor[iz]) { Position missilePos = shot->getPosition(); shot->draw(positionTo2D(missilePos) - m_drawOffset); } } m_framebuffer->release(); g_painter.setCustomProgram(program); g_painter.setColor(Fw::white); m_framebuffer->draw(rect); g_painter.releaseCustomProgram(); // calculate stretch factor float horizontalStretchFactor = rect.width() / (float)(m_visibleSize.width() * NUM_TILE_PIXELS); float verticalStretchFactor = rect.height() / (float)(m_visibleSize.height() * NUM_TILE_PIXELS); // draw player names and health bars //TODO: this must be cached with creature walks for(int x = 0; x < m_visibleSize.width(); ++x) { for(int y = 0; y < m_visibleSize.height(); ++y) { Position tilePos = Position(m_centralPosition.x + (x - m_centralOffset.x + 1), m_centralPosition.y + (y - m_centralOffset.y + 1), m_centralPosition.z); if(const TilePtr& tile = m_tiles[tilePos]) { auto creatures = tile->getCreatures(); if(creatures.size() == 0) continue; for(const CreaturePtr& creature : creatures) { Point p((m_centralOffset.x - 1 + (tilePos.x - m_centralPosition.x))*NUM_TILE_PIXELS + 10 - tile->getDrawElevation(), (m_centralOffset.y - 1 + (tilePos.y - m_centralPosition.y))*NUM_TILE_PIXELS - 10 - tile->getDrawElevation()); if(creature != localPlayer) { p += creature->getWalkOffset() - m_drawOffset; } creature->drawInformation(rect.x() + p.x*horizontalStretchFactor, rect.y() + p.y*verticalStretchFactor, isCovered(tilePos, firstFloor), rect); } } } } }