Example #1
0
 void AddFieldNode(CPLXMLNode* node, int iOrderPos)
 {
     if (iOrderPos >= (int)oFields.size())
         oFields.resize(iOrderPos+1);
     //CPLDebug( "OGR_ILI", "Register field with OrderPos %d to Class %s", iOrderPos, GetName());
     oFields[iOrderPos] = node;
 }
Example #2
0
void ConvertFromLonLatToCartesian(
    const LonLatNodeVector & vecLonLatNodes,
    NodeVector & vecNodes
) {
    vecNodes.resize(vecLonLatNodes.size());

    // Loop over all nodes
    int i;
    for (i = 0; i < vecLonLatNodes.size(); i++) {
        vecNodes[i].x =
            sin(vecLonLatNodes[i].lon) * cos(vecLonLatNodes[i].lat);
        vecNodes[i].y =
            cos(vecLonLatNodes[i].lon) * cos(vecLonLatNodes[i].lat);
        vecNodes[i].z =
            sin(vecLonLatNodes[i].lat);
    }
}
Example #3
0
void EntityEngine::generatePathfindingNodes(NodeVector & nodes) {
	// lay a grid over the static entities
	Timing tm;

	const int resolutionFactor = 1;
	const float collisionMarginFactor = 2.5f;
	const float gridSize = 1.0f / float(resolutionFactor); // 0.5f;
	//const float neighbourDistance = sqrt(gridSize * gridSize * 2.0f) * 1.1f;

	float floatHighestY = 0;
	float floatLowestY = 100000000000.0f;
	for (Entity const* ent : getStaticEntities()) {
		floatHighestY = std::max(floatHighestY, ent->getPosition().y());
		floatLowestY = std::min(floatLowestY, ent->getPosition().y());
	}

	dropNavigationNodes(nodes);

	// protect against no entities
	if (getStaticEntities().size() == 0)
		return;

	assert(floatHighestY > floatLowestY);
	logging::Info() << "Generating navigation grid for lowY: " << floatLowestY << " highY: " << floatHighestY;

	const int highestY = int(std::ceil(floatHighestY));
	const int lowestY = int(std::floor(floatLowestY));
	const int spanY = highestY - lowestY;

	const float spanX = 15.0f;
	const int nodeCount = (spanX * resolutionFactor) * (spanY * resolutionFactor);

	nodes.resize(nodeCount);

	// with a resolution of 2 times the tile size
	const int sizeX = spanX * resolutionFactor;
	const int sizeY = (spanY * resolutionFactor);

	for (int y = 0; y < sizeY; y++) {
		for (int x = 0; x < sizeX; x++) {
			Vector2 pos(float(x) * gridSize, float(y) * gridSize + float(lowestY));

			// do only add if there is no collision object near by
			if (!checkForCollisionObject(pos, gridSize * collisionMarginFactor)) {
				const int thisNodeLocation = sizeX * y + x;
				NodePtr n = &nodes[thisNodeLocation];
				n->Location = pos;

				// connect to left
				if (x > 0) {
					// left same line
					n->Neighbours.push_back(&nodes[thisNodeLocation - 1]);

					// left lower
					if (y > 0) {
						n->Neighbours.push_back(&nodes[thisNodeLocation - 1 - sizeX]);
					}
					// left upper
					if (y < (sizeY - 1)) {
						n->Neighbours.push_back(&nodes[thisNodeLocation - 1 + sizeX]);
					}
				}
				if (x < (sizeX - 1)) {
					// right same line
					n->Neighbours.push_back(&nodes[thisNodeLocation + 1]);
					// right lower
					if (y > 0) {
						n->Neighbours.push_back(&nodes[thisNodeLocation + 1 - sizeX]);
					}
					// right upper
					if (y < (sizeY - 1)) {
						n->Neighbours.push_back(&nodes[thisNodeLocation + 1 + sizeX]);
					}
				}

				if (y > 0) {
					// lower one
					n->Neighbours.push_back(&nodes[thisNodeLocation - sizeX]);
				}
				if (y < (sizeY - 1)) {
					// upper one
					n->Neighbours.push_back(&nodes[thisNodeLocation + sizeX]);
				}
			}
		}
	}

	float dt = tm.end();
	logging::Info() << "Building the Pathfinding grid took " << dt << " seconds";
}