Esempio n. 1
0
void startSearch()
{
    int currentNodeID = 0;  //Current node while starting is 0


    init_Dfs();         //Initialize the stack spine
    init_motors();      
    run();

    int nextNodeID;
    addNeigbourNodesToFrontier(currentNodeID);
    addToSet(&markedNodes,currentNodeID);  
    push(&spine, currentNodeID);
    nextNodeID = DecideNextNode(currentNodeID);
    int cnt = 0;
while(1)
{
    //scanAndSearch();    //openCV code 
    
    if(objectFound == true)
    {
        // Functionality here TBD 

    	printf("Obj found: %d",cnt);
	    cnt ++;
	    rotate360();
    	objectFound = false;	

       /* while(isObjectClose() == 0)
           moveForward(); // Provided by the motor library
    
            if(distanceTravelledFromPrevNode == distanceToNextNode)
                addToSet(&markedNodes,currentNodeID);
           //?? Who updates the current position of the object
	*/
        //Keep track of the distance so that obj position is known
        //Keep track of where we are in the graph

    }
    else
    {
        
  
        printf("Spine. \n");
        printStack(&spine);
        printf("\n\n");

        printf("Next node to be traversed: %d\n", nextNodeID);
     
        moveToNextNode(currentNodeID,nextNodeID); //Move to the next node
        currentNodeID = nextNodeID;             
        
        addToSet(&markedNodes,currentNodeID);   //Current Node has been traversed. Add to the set
        addNeigbourNodesToFrontier(currentNodeID);  //Adding frontier nodes from the new current node
        removeNodeFromSet(&frontierNodes,currentNodeID); //Removing the current node from frontier
     
        printf("Done nodes : \n");
        listSet(markedNodes);
        printf("Frontier Nodes : \n");
        listSet(frontierNodes);



        if (checkIfNeighborExistsInFrontier(currentNodeID)) //Check if neighbor exists in frontier
        {                                                   // If so visit there
         
            push(&spine, currentNodeID);  //Change
            nextNodeID = DecideNextNode(currentNodeID);
        }
        else
        { 
        if(isStackEmpty(&spine))
            return ; // Done traversing. Stop
        else
            {
                nextNodeID = pop(&spine);                
            }
        }
            
       }
        
}
}
Esempio n. 2
0
void Planet::load()
{
   unload();
   
   if ( fileName[0] && (!manager->isServer())) {
      ResourceManager &rm = *SimResource::get(manager);
      // const char *filename = SimTagDictionary::getString(manager, textureTag);
   
      // load the texture
      hTexture = rm.load(fileName);
      AssertWarn((bool)hTexture, 
         avar("Error reading bitmap file \"%s\"", fileName));
      // don't want to assert fatal because we don't want to bring down
      // the mission editor
      if ((bool)hTexture) {
         planet.texture = (GFXBitmap *)hTexture;
         addToSet(SimRenderSetId);
         inRenderSet = true;
         loaded = true;
      }         
   }   
   else
      planet.texture = NULL;

   // calculate planet position in world coordinates
   // add 90 to azimuth so that zero is at up Y axis
   if (incidence > 89.0f)
      incidence = 89.0f;
   if (incidence < -89.0f)
      incidence = -89.0f;
   const float az = azimuth + 90.0f;
   const float c = planet.distance*m_cos(DEGRAD*incidence);
   planet.position = Point3F(c*m_cos(DEGRAD*az), c*m_sin(DEGRAD*az), planet.distance*m_sin(DEGRAD*incidence));

   // initialize light if any
   Point3F direction = planet.position;
   direction.normalize();
   direction *= -1.0f;

   if (castShadows) {
      // set static data items
      shadowDirection = direction;
      shadows = true;
   }


   light.setAim(direction);
   //light.setType(TS::Light::LightDirectional);
   light.setType(TS::Light::LightDirectionalWrap);
   light.setIntensity(intensity.red, intensity.green, intensity.blue);
   if (intensity.red > 0.0f || intensity.green > 0.0f || intensity.blue > 0.0f 
      || ambient.red > 0.0f || ambient.green > 0.0f || ambient.blue > 0.0f) {
      addToSet(SimLightSetId);
      inLightSet = true;
      lensFlare.setColor(intensity);
   }
   planet.lensFlare = useLensFlare ? &lensFlare : NULL;

   // initialize static texture coordinates
   textCoord[0].x = 0.0f;  textCoord[0].y = 0.0f;
   textCoord[1].x = 1.0f;  textCoord[1].y = 0.0f;
   textCoord[2].x = 1.0f;  textCoord[2].y = 1.0f;
   textCoord[3].x = 0.0f;  textCoord[3].y = 1.0f;

   setMaskBits(Modified);
}
Esempio n. 3
0
bool 
SimInterior::loadShape(const char* fileName)
{
   // setFilename returns false if the filename is invalid, OR if the filename
   //  is the same as the one already set.  In either case, we exit wo/ doing
   //  any work...
   //
   if (setFilename(fileName) == false) {
      return false;
   }
   
   // NOTE: This function is VERY poor on error checking, there are only a few
   //  asserts in ITRInstance().  Maybe restructure to be a bit more robust?
   //
   ResourceManager *rm = SimResource::get(manager);

   Resource<ITRShape> itrShape;
    
   bool missionLit;  
   // check if we need to try and find the missionlit ver
   if( rm->findFile( fileName ) )
   {
      missionLit = missionLitName();
      itrShape = rm->load( fileName);
   }
   else
   {
      if( !missionLitName() )
         return( false );
      String base = String(fileName);
      getBaseFilename( base );
      if( rm->findFile( base.c_str() ) )
         itrShape = rm->load(base.c_str());
      missionLit = false;
   }
   
   if( !bool( itrShape ) )
      return( false );

   // If we make it to here, then all is cool, nuke the old resources...
   //
   unloadResources();

   ITRInstance* pInstance = new ITRInstance(rm, itrShape, 0);
   if( missionLit )
      pInstance->setMissionLit();
   renderImage.instance = pInstance;

   // Set the geometry for the database and collision image.  Note that this
   //  is the highest level of state 0 for the interior.  May have to change
   //  the collision image geometry pointer on detail level change, probably
   //  will only change the database pointer on state switches...
   //
   updateBoundingBox();
	SimContainer* root = NULL;
   
   root = findObject(manager,SimRootContainerId,root);
	root->addObject(this);

   getInstance()->getAutoStartIDs(animatingLights);

   SimSet* pITRTimerSet = dynamic_cast<SimSet*>(manager->findObject(SimITRTimerSetId));
   if (pITRTimerSet == NULL)
      manager->addObject(new SimTimerSet(1.0f/15.0f, SimITRTimerSetId));
   bool timerSuccess = addToSet(SimITRTimerSetId);
   AssertFatal(timerSuccess == true, "Could not add to SimITRTimerSet");


   return true;
}