//creates a collage of all the customers who registered the coffee shop void FaceDetection::CreateCollage(const Customers& customers) { cv::Mat finalImage; cv::Mat temp; cv::Size *min= FindSmallest(customers);//we creates the collage with the measure, of the smallest image height for (int i= 0; i < customers.GetSize(); i++){ Customer *curCust= customers.GetCustomerAt(i); std::string custName= curCust->getName(); std::string imagePath= "faces/" + custName + "/" + custName + ".tiff"; cv::Mat curImage= cv::imread(imagePath); if (0 == i){//the first image added to the collage finalImage= curImage; cv::resize(finalImage, finalImage, *min); } else {//one or more images are already in the collage cv::resize(curImage, curImage, *min); temp= cv::Mat((*min).height, ((*min).width)*(i+1), CV_8UC3);//creates a blank image with the size of the current collage and the added image MergeImage(finalImage, temp, 0);//insert the current collage to the blank image, starting at the leftmostmost area MergeImage(curImage, temp, (temp.size().width-curImage.size().width));//added the image to the collage finalImage= temp; } } cv::imwrite( "collage.tiff", finalImage); delete min; }
//Selection Sort void Sort(Card deck[], uint size) { for(uint i = 0; i < size; ++i) { uint s = FindSmallest(deck,i,size); SwapCards(deck,i,s); } }
int main() { int arr[] = {4, 2, -5, 3}; printf("Smallest is %d\n", FindSmallest(arr, _countof(arr))); getchar(); return 0; }
nextstep Step6(gsl_matrix * const M, gsl_vector_uint * const rowCov, gsl_vector_uint * const colCov) { unsigned int i, j; float minval; bool hasRowCov; minval = FindSmallest(M, rowCov, colCov); for(i = 0; i < M->size1; i++) { hasRowCov = (gsl_vector_uint_get(rowCov, i) == COVERED); for(j = 0; j < M->size2; j++) { if(hasRowCov == true) gsl_matrix_set(M, i, j, gsl_matrix_get(M, i, j)+minval); if(gsl_vector_uint_get(colCov, j) == UNCOVERED) gsl_matrix_set(M, i, j, gsl_matrix_get(M, i, j)-minval); } } return STEP4; }
/* ================ sdIK_Walker::Evaluate ================ */ bool sdIK_Walker::Evaluate( void ) { trace_t results; // clear joint mods ClearJointMods(); animator->CreateFrame( gameLocal.time, true ); const renderEntity_t* renderEnt = self->GetRenderEntity(); idVec3 normal = -self->GetPhysics()->GetGravityNormal(); const idVec3& modelOrigin = renderEnt->origin; const idMat3& modelAxis = renderEnt->axis; float modelHeight = modelOrigin * normal; isStable = true; // get the joint positions for the feet for ( int i = 0; i < legs.Num(); i++ ) { leg_t& leg = legs[ i ]; idVec3 footOrigin; animator->GetJointTransform( leg.footJoint, gameLocal.time, footOrigin ); leg.current.jointWorldOrigin = modelOrigin + footOrigin * modelAxis; idVec3 start = leg.current.jointWorldOrigin + ( normal * footUpTrace ); idVec3 end = leg.current.jointWorldOrigin - ( normal * footDownTrace ); // gameLocal.clip.Translation( results, start, end, footModel, modelAxis, CONTENTS_SOLID, self ); if ( !gameLocal.clip.TracePoint( CLIP_DEBUG_PARMS results, start, end, MASK_VEHICLESOLID | CONTENTS_MONSTER, self ) ) { isStable = false; } leg.current.floorHeight = results.endpos * normal; idMat3 newAxes; if ( results.fraction != 1.f ) { idVec3 normal = results.c.normal * modelAxis.Transpose(); idVec3 vec3_forward( 1.f, 0.f, 0.f ); newAxes[ 0 ] = vec3_forward - ( normal * ( vec3_forward * normal ) ); newAxes[ 0 ].Normalize(); newAxes[ 2 ] = normal; newAxes[ 1 ] = newAxes[ 2 ].Cross( newAxes[ 0 ] ); } else { newAxes.Identity(); } idQuat newQuat; newQuat.Slerp( leg.lastAnkleAxes.ToQuat(), newAxes.ToQuat(), 0.1f ); leg.lastAnkleAxes = newQuat.ToMat3(); leg.lastAnkleAxes.FixDenormals(); if ( ik_debug.GetBool() && footModel ) { idFixedWinding w; for ( int j = 0; j < footModel->GetTraceModel()->numVerts; j++ ) { w += footModel->GetTraceModel()->verts[j]; } gameRenderWorld->DebugWinding( colorRed, w, results.endpos, results.endAxis ); } } // adjust heights of the ankles float smallestShift = idMath::INFINITY; float largestAnkleHeight = -idMath::INFINITY; for ( int i = 0; i < legs.Num(); i++ ) { leg_t& leg = legs[ i ]; idVec3 ankleOrigin; idVec3 footOrigin; animator->GetJointTransform( leg.ankleJoint, gameLocal.time, ankleOrigin, leg.current.ankleAxis ); animator->GetJointTransform( leg.footJoint, gameLocal.time, footOrigin ); float shift = leg.current.floorHeight - modelHeight + footShift; if ( shift < smallestShift ) { smallestShift = shift; } leg.current.jointWorldOrigin = modelOrigin + ankleOrigin * modelAxis; float height = leg.current.jointWorldOrigin * normal; if ( oldHeightsValid ) { float step = height + shift - leg.oldAnkleHeight; if ( step < 0 ) { shift -= smoothing * step; } else { shift -= downsmoothing * step; } } float newHeight = height + shift; if ( newHeight > largestAnkleHeight ) { largestAnkleHeight = newHeight; } leg.oldAnkleHeight = newHeight; leg.current.jointWorldOrigin += shift * normal; } idVec3 waistOrigin; animator->GetJointTransform( waistJoint, gameLocal.time, waistOrigin ); waistOrigin = modelOrigin + waistOrigin * modelAxis; // adjust position of the waist waistOffset = ( smallestShift + waistShift ) * normal; // if the waist should be at least a certain distance above the floor if ( minWaistFloorDist > 0.0f && waistOffset * normal < 0.0f ) { idVec3 start = waistOrigin; idVec3 end = waistOrigin + waistOffset - normal * minWaistFloorDist; gameLocal.clip.Translation( CLIP_DEBUG_PARMS results, start, end, footModel, modelAxis, CONTENTS_SOLID, self ); float height = ( waistOrigin + waistOffset - results.endpos ) * normal; if ( height < minWaistFloorDist ) { waistOffset += ( minWaistFloorDist - height ) * normal; } } // if the waist should be at least a certain distance above the ankles if ( minWaistAnkleDist > 0.0f ) { float height = ( waistOrigin + waistOffset ) * normal; if ( height - largestAnkleHeight < minWaistAnkleDist ) { waistOffset += ( minWaistAnkleDist - ( height - largestAnkleHeight ) ) * normal; } } if ( oldHeightsValid ) { // smoothly adjust height of waist float newHeight = ( waistOrigin + waistOffset ) * normal; float step = newHeight - oldWaistHeight; waistOffset -= waistSmoothing * step * normal; } // save height of waist for smoothing oldWaistHeight = ( waistOrigin + waistOffset ) * normal; if ( !oldHeightsValid ) { oldHeightsValid = true; return false; } // solve IK for ( int i = 0; i < legs.Num(); i++ ) { leg_t& leg = legs[ i ]; idVec3 hipOrigin; idMat3 axis; // get the position of the hip in world space animator->GetJointTransform( leg.hipJoint, gameLocal.time, hipOrigin, axis ); hipOrigin = modelOrigin + waistOffset + hipOrigin * modelAxis; // DebugAxis( hipOrigin, axis * modelAxis ); idVec3 hipDir = leg.hipForward * axis * modelAxis; idVec3 midOrigin; // get the IK bend direction animator->GetJointTransform( leg.midJoint, gameLocal.time, midOrigin, axis ); midOrigin = modelOrigin + waistOffset + midOrigin * modelAxis; // DebugAxis( midOrigin, axis * modelAxis ); idVec3 midDir = leg.midForward * axis * modelAxis; idVec3 midSideDir = leg.midSide * axis * modelAxis; idVec3 kneeOrigin; // get the IK bend direction animator->GetJointTransform( leg.kneeJoint, gameLocal.time, kneeOrigin, axis ); kneeOrigin = modelOrigin + waistOffset + kneeOrigin * modelAxis; // DebugAxis( kneeOrigin, axis * modelAxis ); idVec3 kneeDir = leg.kneeForward * axis * modelAxis; idVec3 ankleOrigin; animator->GetJointTransform( leg.ankleJoint, gameLocal.time, ankleOrigin, axis ); ankleOrigin = modelOrigin + waistOffset + ankleOrigin * modelAxis; float len1 = leg.upperLegLength; float minLen2 = fabs( leg.midLegLength - leg.lowerLegLength ); float maxLen2 = leg.midLegLength + leg.lowerLegLength; float wantLen = ( hipOrigin - leg.current.jointWorldOrigin ).Length(); float constrainedMaxLen2, constrainedMinLen2; float lenTotal = 0; if( minLen2 < fabs( wantLen - len1 ) ) { minLen2 = fabs( wantLen - len1 ); } float minTotal = FindSmallest( len1, minLen2, maxLen2, constrainedMaxLen2, constrainedMinLen2 ); float maxTotal = len1 + maxLen2; if ( maxTotal < wantLen ) { lenTotal = maxTotal; } else if ( minTotal > wantLen ) { lenTotal = constrainedMaxLen2; } else { float scale = compressionInterpolate.GetCurrentValue( MS2SEC( gameLocal.time ) ); lenTotal = Lerp( minLen2, maxLen2, scale ); } // solve IK and calculate upper knee position SolveTwoBones( hipOrigin, leg.current.jointWorldOrigin, midDir, leg.upperLegLength, lenTotal, midOrigin ); float d1 = ( hipOrigin - midOrigin ).Length(); idVec3 kneeDirTest = kneeDir; kneeDirTest.z += invertedLegDirOffset; kneeDirTest.NormalizeFast(); // solve IK and calculate lower knee position, using -kneeDir, as lower leg is inverted SolveTwoBones( midOrigin, leg.current.jointWorldOrigin, -kneeDirTest, leg.midLegLength, leg.lowerLegLength, kneeOrigin ); float d2 = ( midOrigin - kneeOrigin ).Length(); if ( ik_debug.GetBool() ) { gameRenderWorld->DebugLine( colorCyan, hipOrigin, midOrigin ); gameRenderWorld->DebugLine( colorRed, midOrigin, kneeOrigin ); gameRenderWorld->DebugLine( colorBlue, kneeOrigin, leg.current.jointWorldOrigin ); gameRenderWorld->DebugLine( colorYellow, midOrigin, midOrigin + ( midSideDir * 32 ) ); gameRenderWorld->DebugLine( colorGreen, hipOrigin, hipOrigin + ( hipDir * 32 ) ); gameRenderWorld->DebugLine( colorGreen, midOrigin, midOrigin + ( midDir * 32 ) ); gameRenderWorld->DebugLine( colorGreen, kneeOrigin, kneeOrigin + ( -kneeDirTest * 32 ) ); } // get the axis for the hip joint GetBoneAxis( hipOrigin, midOrigin, hipDir, axis ); leg.current.hipAxis = leg.upperLegToHipJoint * ( axis * modelAxis.Transpose() ); // get the axis for the knee joint GetBoneAxis( midOrigin, kneeOrigin, midSideDir, axis ); leg.current.midAxis = leg.midToUpperLegJoint * ( axis * modelAxis.Transpose() ); // get the axis for the knee joint GetBoneAxis( kneeOrigin, leg.current.jointWorldOrigin, kneeDir, axis ); leg.current.kneeAxis = leg.lowerLegToKneeJoint * ( axis * modelAxis.Transpose() ); } // set the joint mods animator->SetJointPos( waistJoint, JOINTMOD_WORLD_OVERRIDE, ( waistOrigin + waistOffset - modelOrigin ) * modelAxis.Transpose() ); for ( int i = 0; i < legs.Num(); i++ ) { leg_t& leg = legs[ i ]; animator->SetJointAxis( leg.hipJoint, JOINTMOD_WORLD_OVERRIDE, leg.current.hipAxis ); animator->SetJointAxis( leg.midJoint, JOINTMOD_WORLD_OVERRIDE, leg.current.midAxis ); animator->SetJointAxis( leg.kneeJoint, JOINTMOD_WORLD_OVERRIDE, leg.current.kneeAxis ); animator->SetJointAxis( leg.ankleJoint, JOINTMOD_WORLD_OVERRIDE, leg.current.ankleAxis * leg.lastAnkleAxes ); } return true; }