void CreateTreeTool::doPress(int x, int y, int flags, float pressure) {
		Vector3 from;

		if (!m_view->traceWorld(x, y, from, SelectPart::All)) {
			return;
		}

		m_actor = new SpeedTree();
		m_view->getContext()->setSelection(m_actor);

		m_actor->setProperty("tree", m_mapContext->getMapState()->treeFilename);

		if (m_mapContext->getMapState()->isSnapToGrid) {
			from = Internal::snap(from, m_mapContext->getMapState()->snapToGrid);
		}

		m_actor->bindToGame();

		GroupHis* grouphis = new GroupHis(m_context, "Create SpeedTree");

		ActorList actorlist;
		actorlist.push_back(m_actor);
		UndeleteHis* undelhis = new UndeleteHis(m_context, "Create SpeedTree", actorlist);

		History* selhis = m_view->getContext()->setSelectionHistoried(actorlist);

		grouphis->append(undelhis);
		grouphis->append(selhis);

		m_context->addHistory(grouphis);

		doDrag(x, y, flags, pressure);
	}
Exemple #2
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	void LayersManager::deleteLayer(VirtualDataSceneBase::ActorBase* layerActor, bool deleteChild)
	{
		osg::Node* layerNode = dynamic_cast<osg::Node*>(layerActor);
		if (layerActor->isInstanceOf(CLASS_ENTERPRISELAYER))
		{
			_root->removeChild(layerNode);
			_enterpriseList.erase(std::find(_enterpriseList.begin(), _enterpriseList.end(), layerNode));
		}
		else
		{
			VirtualDataSceneKernel::SingleLayerActor* ppLayer = dynamic_cast<VirtualDataSceneKernel::SingleLayerActor*>(layerNode->getParent(0));
			if (!deleteChild)
			{
				ActorList returnValue;
				VirtualDataSceneKernel::DeviceGroup* parent = dynamic_cast<VirtualDataSceneKernel::DeviceGroup*>(layerActor);
				parent->getAllChildren(returnValue, CLASS_DEVICE);
				osg::ref_ptr<osg::Node> everyObj;
				for (unsigned int i = 0; i < returnValue.size(); ++i)
				{
					everyObj = dynamic_cast<osg::Node*>(returnValue.at(i));
					parent->removeChild(everyObj);
					ppLayer->addChild(everyObj);
				}
			}
			dynamic_cast<VirtualDataSceneKernel::SingleLayerActor*>(layerActor)->mandatoryUnLoadNode();
			ppLayer->removeChild(dynamic_cast<osg::Node*>(layerActor));
		}
	}
	void CreateEntityTool::doPress(int x, int y, int flags, float pressure) {
		Vector3 from;

		if (!m_view->traceWorld(x, y, from, SelectPart::All)) {
			return;
		}

		m_actor = new Entity(m_mapContext->getMapState()->entityClass);

		if (m_mapContext->getMapState()->isSnapToGrid) {
			from = Internal::snap(from, m_mapContext->getMapState()->snapToGrid);
		}

		m_actor->getGameEntity()->autoGenerateName();
		m_actor->setOrigin(from);

		m_actor->bindToGame();

		GroupHis* grouphis = new GroupHis(m_context, "Create Entity");

		ActorList actorlist;
		actorlist.push_back(m_actor);
		UndeleteHis* undelhis = new UndeleteHis(m_context, "Create Entity", actorlist);

		History* selhis = m_view->getContext()->setSelectionHistoried(actorlist);

		grouphis->append(undelhis);
		grouphis->append(selhis);

		m_context->addHistory(grouphis);
	}
Exemple #4
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	void LayersManager::loadInLayer(VirtualDataSceneBase::TransformableActor* layer, StringList loadExclusionList, StringList unLoadExclusionList)
	{
		if (_loadInLayer == layer)
			return;
		unLoadInLayer(unLoadExclusionList);
		dynamic_cast<SingleLayerActor*>(layer)->mandatoryLoadNodeAsynchronous(loadExclusionList);
		_loadInLayer = layer;
		SystemViewContext* currentcontext = getSystemViewContext(this);
		if (_loadInLayer->isInstanceOf(CLASS_EARTHLAYER))
		{
			currentcontext->_mainViewer->getCamera()->setClearColor(osg::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
			currentcontext->_mainViewer->getCamera()->setNearFarRatio(1e-9);
			_root->removeChild(_sceneSky);
		}
		else
		{
			currentcontext->_mainViewer->getCamera()->setClearColor(osg::Vec4(0.004f, 0.0902f, 0.1804f, 1.0f));
			currentcontext->_mainViewer->getCamera()->setNearFarRatio(1e-5);
			if (!_root->containsNode(_sceneSky))
				_root->addChild(_sceneSky);
			//reset
			dynamic_cast<SingleLayerActor*>(_loadInLayer.get())->resetZeroTransform();
			ActorList childLayerList;
			dynamic_cast<SingleLayerActor*>(_loadInLayer.get())->getAllChildren(childLayerList, CLASS_LAYER, true, false);
			for (unsigned int i = 0; i < childLayerList.size(); ++i)
			{
				dynamic_cast<SingleLayerActor*>(childLayerList.at(i))->resetDefaultTransform();
			}
		}
		osg::ref_ptr<UserEventData> userData = new UserEventData();
		userData->_eventObject = _loadInLayer.get();
		userData->_eventType = UserEventData::LAYERCHANGED;
		currentcontext->_mainViewer->getEventQueue()->userEvent(userData.get());
	}
Exemple #5
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bool walk( Actor& a, Vec dir )
{
    auto sgn = [](int x){return x>0? 1 : x<0? -1 : 0;};
    Vec newPos = a.pos + Vec( sgn, dir );

    ActorList::iterator actorHere = actor_at( newPos );

    if( actorHere != actors.end() )
    {
        std::string message( 1, a.image );

        bool killed = attack( a, *actorHere );
        log( "%c %s %c", a.image, killed? "killed":"hit", actorHere->image );
        if( killed )
            actors.erase( actorHere );
    }
    else if( map.get(newPos) != '#' )
    {
        a.pos = newPos;
    }
    else
    {
        return false;
    }

    a.cooldown += 25 / a.speed;

    return true;
}
Exemple #6
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// ----------------------------------------------------------------------------
//
bool ActorSelectField::setValue( LPCSTR value ) {
    CString key( value );
    ActorList actors;

    int curPos = 0;
    while ( true ) {
        CString resToken = key.Tokenize( _T(" ,"), curPos );
        if ( resToken.IsEmpty() )
            break;

        resToken.MakeUpper();

        ActorSelectField::EntryMap::iterator it = m_entries.find( resToken );
        if ( it == m_entries.end() )
            throw FieldException( "Invalid fixture number %s", (LPCSTR)resToken );

        actors.push_back( (*it).second.m_actor );
    }

    if ( actors.size() == 0 )
        throw FieldException( "Select at least one fixture" );

    if ( actors.size() > 1 && !m_allow_multiple )
        throw FieldException( "Select a single fixture" );

    m_selected_actors = actors;

    return InputField::setValue( value );
}
Exemple #7
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	void LayersManager::getViewPointList(const std::string& targetID, ActorRefPtrList& viewPointList, int viewPointType)
	{
		ActorList childLayerList;
		dynamic_cast<SingleLayerActor*>(_loadInLayer.get())->getAllChildren(childLayerList, CLASS_VIEWPOINTDEFINE, false, false);
		for (unsigned int i = 0; i < childLayerList.size(); ++i)
		{
			std::string type = childLayerList.at(i)->getProperty(ACTOR_PROPERTY_VIEWPOINTTYPE)->toString();
			std::stringstream ss;
			ss << viewPointType;
			if (viewPointType < 0 || type == ss.str())
				viewPointList.push_back(dynamic_cast<VirtualDataSceneBase::TransformableActor*>(childLayerList.at(i)));
		}
	}
Exemple #8
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bool GCAddItem::Update(const float ticks)
{
	ActorList partyList = ActorMgr::Instance().GetPartyList();
	const std::string leaderName = ActorMgr::Instance().GetActivePlayer().GetStatBlock().GetName();
	Item item = ItemDB::Instance().GetItem(m_itemName);

	//@TODO - better than before, not hard coded to chests, but can I do better?
	// for instance, still need a way to put the item back in the chest if there is no
	// room for anyone in the party to hold the item
	std::stringstream temp;
	temp << leaderName << " " << m_searchText << "^";
	temp << leaderName << " found\n" << item.GetName().c_str() << ".^";

	for (unsigned int i = 0; i < partyList.size(); ++i)
	{
		if (partyList[i]->GetStatBlock().AddItem(m_itemName))
		{
			if (i == 0)
			{
				temp << leaderName << " recieved\n" << m_itemName.c_str() << "."; 
			}
			else
			{
				temp << leaderName << " passed the\n" << m_itemName.c_str() 
					 << " to " << partyList[i]->GetStatBlock().GetName() << ".";
			}
			break;
		}
		if (i >= (partyList.size()-1))
		{
			temp << "But, everyone's hands are full.";
		}
	}

	WindowMgr::Instance().AddDialogueGrp(temp.str());
	/* Possible outcomes:
	DialogueWindow "BOWIE opened the chest.^BOWIE found\nITEM.^BOWIE recieved\nITEM."
	DialogueWindow "BOWIE opened the chest.^BOWIE found\nITEM.^BOWIE passed the\nITEM to OTHERMEMBER."
	DialogueWindow "BOWIE opened the chest.^BOWIE found\nITEM.^But, everyone's hands are full."
	*/

	return true;
}
Exemple #9
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void Physics::newActors(ActorList const & newActors)
{
	for(ActorList::const_iterator itr = newActors.begin(); itr != newActors.end(); ++itr)
	{
		btVector3 vel = (*itr)->initialVel;
		Physics::MotionState * actorMotion = new Physics::MotionState( btTransform( btQuaternion(0,0,0,1), (*itr)->pos ), *itr);
		motionStates.push_back( actorMotion );
		
		PhysObject const & physObject = (*itr)->physObject;	//grabs physical info about the actor
		
		if(physObject.mass != 0)
			physObject.shape->calculateLocalInertia(physObject.mass, *(physObject.fallInertia) );	//dynamic object so calculate local inertia

		btRigidBody::btRigidBodyConstructionInfo bodyCI(physObject.mass, actorMotion, physObject.shape, *(physObject.fallInertia) );	//TODO this can be shared so stop recreating
		btRigidBody * body = new btRigidBody(bodyCI);
		dynamicsWorld.addRigidBody(body);
		
		body->setLinearVelocity(btVector3(vel.getX(),vel.getY(), vel.getZ()));
		rigidBodies.push_back(body);
		
	}
}
Exemple #10
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// ----------------------------------------------------------------------------
//
ActorSelectField::ActorSelectField( LPCSTR field_label, Venue* venue, bool include_groups ) :
        InputField( field_label, "" ),
        m_venue( venue ),
        m_allow_multiple( true )
{
    FixturePtrArray fixtures = venue->getFixtures();
    ActorList actors;

    for ( FixturePtrArray::iterator it=fixtures.begin(); it != fixtures.end(); ++it )
        actors.push_back( SceneActor( (*it) ) );

    if ( include_groups ) {
        FixtureGroupPtrArray fixture_groups = m_venue->getFixtureGroups();
        for ( FixtureGroupPtrArray:: iterator it=fixture_groups.begin(); it != fixture_groups.end(); ++it )
            actors.push_back( SceneActor( venue, (*it) ) );
    }

    ActorPtrArray actor_ptrs;

    for ( size_t i=0; i < actors.size(); i++)
        actor_ptrs.push_back( &actors[i] );

    init( actor_ptrs, UIDArray() );
}
/*
	boost::shared_ptr<PhysicsMesh> createConvexMesh(const char *filename, IStorm3D_Model_Object *object)
	{
		boost::shared_ptr<PhysicsMesh> mesh(new PhysicsMesh());

		MeshData data;
		data.mesh = mesh;
		data.object = object;
		data.filename = filename;

		meshList.push_back(data);
		return mesh;
	}
*/
	boost::shared_ptr<PhysicsActor> createActor(boost::shared_ptr<PhysicsMesh> &mesh, const VC3 &position, const QUAT &rotation, const VC3 &velocity, const VC3 &angularVelocity, float mass, int collisionGroup, int soundGroup)
	{
		boost::shared_ptr<PhysicsActor> actor(new PhysicsActor(position, rotation));
		physicsActorList.push_back(actor.get());

		ActorData data;
		data.actor = actor;
		data.mesh = mesh;
		data.velocity = velocity;
		data.angularVelocity = angularVelocity;
		data.mass = mass;
		data.collisionGroup = collisionGroup;
		data.soundGroup = soundGroup;

		actorList.push_back(data);
		return actor;
	}
Exemple #12
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void force_calc()
{
  // Communication step: distribute ghost positions
  cells_update_ghosts();

  // VIRTUAL_SITES pos (and vel for DPD) update for security reason !!!
#ifdef VIRTUAL_SITES
  update_mol_vel_pos();
  ghost_communicator(&cell_structure.update_ghost_pos_comm);
#endif

#if defined(VIRTUAL_SITES_RELATIVE) && defined(LB)
  // This is on a workaround stage:
  // When using virtual sites relative and LB at the same time, it is necessary
  // to reassemble the cell lists after all position updates, also of virtual
  // particles.
  if ((lattice_switch & LATTICE_LB) && cell_structure.type == CELL_STRUCTURE_DOMDEC && (!dd.use_vList) )
    cells_update_ghosts();
#endif

espressoSystemInterface.update();

#ifdef COLLISION_DETECTION
  prepare_collision_queue();
#endif

#ifdef LB_GPU
#ifdef SHANCHEN
  if (lattice_switch & LATTICE_LB_GPU && this_node == 0) lattice_boltzmann_calc_shanchen_gpu();
#endif // SHANCHEN

  // transfer_momentum_gpu check makes sure the LB fluid doesn't get updated on integrate 0
  // this_node==0 makes sure it is the master node where the gpu exists
  if (lattice_switch & LATTICE_LB_GPU && transfer_momentum_gpu && (this_node == 0) ) lb_calc_particle_lattice_ia_gpu();
#endif // LB_GPU

#ifdef ELECTROSTATICS
  if (iccp3m_initialized && iccp3m_cfg.set_flag)
    iccp3m_iteration();
#endif
  init_forces();

  for (ActorList::iterator actor = forceActors.begin();
          actor != forceActors.end(); ++actor)
  {
    (*actor)->computeForces(espressoSystemInterface);
#ifdef ROTATION
    (*actor)->computeTorques(espressoSystemInterface);
#endif
  }

  calc_long_range_forces();

  switch (cell_structure.type) {
  case CELL_STRUCTURE_LAYERED:
    layered_calculate_ia();
    break;
  case CELL_STRUCTURE_DOMDEC:
    if(dd.use_vList) {
      if (rebuild_verletlist)
        build_verlet_lists_and_calc_verlet_ia();
      else
    calculate_verlet_ia();
    }
    else
      calc_link_cell();
    break;
  case CELL_STRUCTURE_NSQUARE:
    nsq_calculate_ia();

  }

#ifdef OIF_GLOBAL_FORCES
    double area_volume[2]; //There are two global quantities that need to be evaluated: object's surface and object's volume. One can add another quantity.
	area_volume[0] = 0.0; 
	area_volume[1] = 0.0; 
    for (int i=0;i< MAX_OBJECTS_IN_FLUID;i++){
        calc_oif_global(area_volume,i);
        if (fabs(area_volume[0])<1e-100 && fabs(area_volume[1])<1e-100) break;
        add_oif_global_forces(area_volume,i);
    }
#endif
  
#ifdef IMMERSED_BOUNDARY
  // Must be done here. Forces need to be ghost-communicated
    IBM_VolumeConservation();
#endif

#ifdef LB
  if (lattice_switch & LATTICE_LB) calc_particle_lattice_ia() ;
#endif

#ifdef COMFORCE
  calc_comforce();
#endif

#ifdef METADYNAMICS
  /* Metadynamics main function */
  meta_perform();
#endif

#ifdef CUDA
  copy_forces_from_GPU();
#endif

  // VIRTUAL_SITES distribute forces
#ifdef VIRTUAL_SITES
  ghost_communicator(&cell_structure.collect_ghost_force_comm);
  init_forces_ghosts();
  distribute_mol_force();
#endif

  // Communication Step: ghost forces
  ghost_communicator(&cell_structure.collect_ghost_force_comm);

  // apply trap forces to trapped molecules
#ifdef MOLFORCES
  calc_and_apply_mol_constraints();
#endif

  // should be pretty late, since it needs to zero out the total force
#ifdef COMFIXED
  calc_comfixed();
#endif

  // mark that forces are now up-to-date
  recalc_forces = 0;

}
Exemple #13
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void energy_calc(double *result)
{
  if (!interactions_sanity_checks())
    return;

  init_energies(&energy);

#ifdef CUDA
  clear_energy_on_GPU();
#endif

  espressoSystemInterface.update();

  // Compute the energies from the energyActors
  for (ActorList::iterator actor= energyActors.begin();
      actor != energyActors.end(); ++actor)
    (*actor)->computeEnergy(espressoSystemInterface);

  on_observable_calc();
  
  switch (cell_structure.type) {
  case CELL_STRUCTURE_LAYERED:
    layered_calculate_energies();
    break;
  case CELL_STRUCTURE_DOMDEC: 
    if(dd.use_vList) {
      if (rebuild_verletlist)  
	build_verlet_lists();
      calculate_verlet_energies();
    }
    else
      calculate_link_cell_energies();
    break;
  case CELL_STRUCTURE_NSQUARE:
    nsq_calculate_energies();
  }
  /* rescale kinetic energy */
  energy.data.e[0] /= (2.0*time_step*time_step);

  calc_long_range_energies();

#ifdef CUDA
  copy_energy_from_GPU();
#endif
  
  /* gather data */
  MPI_Reduce(energy.data.e, result, energy.data.n, MPI_DOUBLE, MPI_SUM, 0, comm_cart);

  if (n_external_potentials > 0) {
    double* energies = (double*) malloc(n_external_potentials*sizeof(double));
    for (int i=0; i<n_external_potentials; i++) {
      energies[i]=external_potentials[i].energy;
    }
    double* energies_sum =  (double*) malloc(n_external_potentials*sizeof(double)); 
    MPI_Reduce(energies, energies_sum, n_external_potentials, MPI_DOUBLE, MPI_SUM, 0, comm_cart); 
    for (int i=0; i<n_external_potentials; i++) {
      external_potentials[i].energy=energies_sum[i];
    }
    free(energies);
    free(energies_sum);
  }

}
Exemple #14
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ActorList::iterator actor_at( Vec pos )
{
    return std::find_if ( 
        actors.begin(), actors.end(), [=](const Actor& n) { return n.pos == pos; }
    );
}