Example #1
0
 void reorderList(ListNode *head) {
     if(head == NULL)
         return ;
     ListNode * oneStep = head, * twoStep = head;
     while(twoStep->next && twoStep->next->next)
     {
         oneStep = oneStep->next;
         twoStep=twoStep->next->next;
     }
     ListNode * firstHalf = head;
     ListNode * lastHalf = oneStep->next;
     oneStep->next = NULL;
     lastHalf = reverse(lastHalf,NULL);
     ListNode dummyNode(INT_MAX);
     ListNode * pre = & dummyNode;
     while(firstHalf)
     {
         pre->next = firstHalf;
         ListNode * tmp = firstHalf->next;
         firstHalf->next = lastHalf;
         pre = lastHalf;
         firstHalf = tmp;
         if(lastHalf!=NULL)
             lastHalf = lastHalf->next;
     }
 }
Example #2
0
    //-----------------------------------------------------------------------------
    const Matrix4& AutoParamDataSource::getSpotlightViewProjMatrix(size_t index) const
    {
        if (index < OGRE_MAX_SIMULTANEOUS_LIGHTS)
        {
            const Light& l = getLight(index);

            if (&l != &mBlankLight && 
                l.getType() == Light::LT_SPOTLIGHT &&
                mSpotlightViewProjMatrixDirty[index])
            {
                Frustum frust;
                SceneNode dummyNode(0);
                dummyNode.attachObject(&frust);

                frust.setProjectionType(PT_PERSPECTIVE);
                frust.setFOVy(l.getSpotlightOuterAngle());
                frust.setAspectRatio(1.0f);
                // set near clip the same as main camera, since they are likely
                // to both reflect the nature of the scene
                frust.setNearClipDistance(mCurrentCamera->getNearClipDistance());
                // Calculate position, which same as spotlight position, in camera-relative coords if required
                dummyNode.setPosition(l.getDerivedPosition(true));
                // Calculate direction, which same as spotlight direction
                Vector3 dir = - l.getDerivedDirection(); // backwards since point down -z
                dir.normalise();
                Vector3 up = Vector3::UNIT_Y;
                // Check it's not coincident with dir
                if (Math::Abs(up.dotProduct(dir)) >= 1.0f)
                {
                    // Use camera up
                    up = Vector3::UNIT_Z;
                }
                // cross twice to rederive, only direction is unaltered
                Vector3 left = dir.crossProduct(up);
                left.normalise();
                up = dir.crossProduct(left);
                up.normalise();
                // Derive quaternion from axes
                Quaternion q;
                q.FromAxes(left, up, dir);
                dummyNode.setOrientation(q);

                // The view matrix here already includes camera-relative changes if necessary
                // since they are built into the frustum position
                mSpotlightViewProjMatrix[index] = 
                    PROJECTIONCLIPSPACE2DTOIMAGESPACE_PERSPECTIVE * 
                    frust.getProjectionMatrixWithRSDepth() * 
                    frust.getViewMatrix();

                mSpotlightViewProjMatrixDirty[index] = false;
            }
            return mSpotlightViewProjMatrix[index];
        }
        else
            return Matrix4::IDENTITY;
    }
 ListNode *removeNthFromEnd(ListNode *head, int n) {
     if( n == 0 ) 
     	return head;
     ListNode dummyNode(0);
     dummyNode.next = head;
     ListNode * last = &dummyNode;
     ListNode *  before = &dummyNode;
     for(int i = 0 ;i < n ;i++)
     {
     	last = last->next;
     }
     while(last->next)
     {
     	last = last->next;
     	before = before->next;
     }
     before->next = before->next->next;
     return dummyNode.next;
 }