void ISimpleSubtractorImpl::Train(const unsigned char *in_img,
	const unsigned int in_num_rows, const unsigned int in_num_cols,
 	const unsigned int in_img_step)
{
	m_num_rows = in_num_rows;
	m_num_cols = in_num_cols;
	AllocateModel();
	InitializeModel(in_img, in_img_step);
}
Example #2
0
GameObject::GameObject(string name, string tag, Texture* texture, TextureShader* shader, ID3D11Device* device, D3DXVECTOR3 position, D3DXVECTOR3 rotation, D3DXVECTOR3 scale) : GameObject()
{
	myName = name;
	myTag = tag;

	myTexture = texture;
	myShader = shader;
	InitializeModel(device, position, rotation, scale);
	animationLastFrame = System::frameCount;
}
Example #3
0
void RecalibrationModel::Initialize(OptArgs& opts, vector<string> &bam_comments, const string & run_id, const ion::ChipSubset & chip_subset)
{
  string model_file_name    = opts.GetFirstString ('-', "model-file", "");
  int model_threshold       = opts.GetFirstInt('-', "recal-model-hp-thres", 4);
  bool save_hpmodel         = opts.GetFirstBoolean('-', "save-hpmodel", true);
  bool diagonal_state_prog  = opts.GetFirstBoolean('-', "diagonal-state-prog", false);

  if (diagonal_state_prog)
    model_file_name.clear();

  if (InitializeModel(model_file_name, model_threshold) and save_hpmodel)
    SaveModelFileToBamComments(model_file_name, bam_comments, run_id, chip_subset.GetColOffset(), chip_subset.GetRowOffset());
}
/*
This class represents a simple airplane model built out of cube and prism game model components
It can be moved forward in the direction it is facing and turned left or right.

Exercise: it would be cool if it actually banked while turning.
How would you do this?
*/
CarModel::CarModel()
{
	m_WheelFL = 0;
	m_WheelFR = 0;
	m_WheelBL = 0;
	m_WheelBR = 0;
	m_Body = 0;

	//direction plane is facing as constructed in the model co-ordinates
    m_directionVector = XMFLOAT3(1.0f,0.0f,0.0f); //face in positive X direction

	InitializeModel();
}
Example #5
0
GameObject::GameObject(string name, string tag, Texture* textures[], unsigned int textureCount, 
	TextureShader* shader, ID3D11Device* device, D3DXVECTOR3 position, D3DXVECTOR3 rotation, D3DXVECTOR3 scale) : GameObject()
{
	myName = name;
	myTag = tag;

	for (int i = 0; i < textureCount; i++) animationTextures.push_back(textures[i]);
	currentTextureID = 0;
	myTexture = animationTextures.at(currentTextureID);

	myShader = shader;
	InitializeModel(device, position, rotation, scale);
}
Example #6
0
EnemyModel::EnemyModel(float x, float y, float z, float s)
{
	m_Head = 0;
	m_Torso = 0;
	m_LeftArm = 0;
	m_RightArm = 0;
	m_LeftLeg = 0;
	m_RightLeg = 0;

	m_InitialPosition = XMFLOAT3(x, y, z);
	m_scale = s;

	InitializeModel();
}
Example #7
0
CubeModel::CubeModel(float lengthX, float lengthY, float lengthZ, XMFLOAT4 * pColors) : GameModel()
{
	InitializeModel(lengthX, lengthY, lengthZ, pColors);
}
PrismTexturedModel::PrismTexturedModel(float height, float radius, int nFaces, WCHAR** pTextureFileNames) : GameModel()
{
	InitializeModel(height, radius, nFaces, pTextureFileNames);
}
Example #9
0
int SimpleTUI::run(int argc, char *argv[]) {

  clock_t main_clock_start = clock();
  EvalLog::curr_inst_start_time = get_time_second();

  const char *program = (argc > 0) ? argv[0] : "despot";

  argc -= (argc > 0);
  argv += (argc > 0); // skip program name argv[0] if present

  option::Stats stats(usage, argc, argv);
  option::Option *options = new option::Option[stats.options_max];
  option::Option *buffer = new option::Option[stats.buffer_max];
  option::Parser parse(usage, argc, argv, options, buffer);

  string solver_type = "DESPOT";
  bool search_solver;

  /* =========================
   * Parse required parameters
   * =========================*/
  int num_runs = 1;
  string simulator_type = "pomdp";
  string belief_type = "DEFAULT";
  int time_limit = -1;

  /* =========================================
   * Problem specific default parameter values
*=========================================*/
  InitializeDefaultParameters();

  /* =========================
   * Parse optional parameters
   * =========================*/
  if (options[E_HELP]) {
    cout << "Usage: " << program << " [options]" << endl;
    option::printUsage(std::cout, usage);
    return 0;
  }
  OptionParse(options, num_runs, simulator_type, belief_type, time_limit,
              solver_type, search_solver);

  /* =========================
   * Global random generator
   * =========================*/
  Seeds::root_seed(Globals::config.root_seed);
  unsigned world_seed = Seeds::Next();
  unsigned seed = Seeds::Next();
  Random::RANDOM = Random(seed);

  /* =========================
   * initialize model
   * =========================*/
  DSPOMDP *model = InitializeModel(options);

  /* =========================
   * initialize solver
   * =========================*/
  Solver *solver = InitializeSolver(model, solver_type, options);
  assert(solver != NULL);

  /* =========================
   * initialize simulator
   * =========================*/
  Evaluator *simulator = NULL;
  InitializeEvaluator(simulator, options, model, solver, num_runs,
                      main_clock_start, simulator_type, belief_type, time_limit,
                      solver_type);
  simulator->world_seed(world_seed);

  int start_run = 0;

  /* =========================
   * Display parameters
   * =========================*/
  DisplayParameters(options, model);

  /* =========================
   * run simulator
   * =========================*/
  RunEvaluator(model, simulator, options, num_runs, search_solver, solver,
               simulator_type, main_clock_start, start_run);

  simulator->End();

  PrintResult(num_runs, simulator, main_clock_start);

  return 0;
}
CubeTexturedModel::CubeTexturedModel(float lengthX, float lengthY, float lengthZ, WCHAR** pTextureFileNames) : GameModel()
{
	InitializeModel(lengthX, lengthY, lengthZ, pTextureFileNames);
}
Example #11
0
void XYZaxis::Initialize()
{
	InitializeModel();
}