Esempio n. 1
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void door(void) {
    initLeds();
    col1();
    col4();
    col7();
    _delay_ms(200);
    col1();
    col5();
    col9();
    _delay_ms(200);
    col1();
    col2();
    col3();
    _delay_ms(200);
}
Esempio n. 2
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void FibreReader<DIM>::GetAllOrtho(std::vector< c_vector<double, DIM> >& first_direction,
                                   std::vector< c_vector<double, DIM> >& second_direction,
                                   std::vector< c_vector<double, DIM> >& third_direction)
{
    assert(first_direction.empty());
    assert(second_direction.empty());
    assert(third_direction.empty());
    if (mNumItemsPerLine != DIM*DIM)
    {
        EXCEPTION("Use GetAllAxi when reading axisymmetric fibres");
    }
    for (unsigned i=0; i<mNumLinesOfData; i++)
    {
        c_matrix<double, DIM, DIM> temp_matrix;
        GetFibreSheetAndNormalMatrix(i, temp_matrix, true);

        //Note that although the matrix appears row-wise in the ascii .ortho file,
        //for convenience it is stored column-wise.
        matrix_column<c_matrix<double, DIM, DIM> > col0(temp_matrix, 0);
        first_direction.push_back(col0);
        if (DIM>=2)
        {
            matrix_column<c_matrix<double, DIM, DIM> > col1(temp_matrix, 1);
            second_direction.push_back(col1);
        }
        if (DIM==3)
        {
            matrix_column<c_matrix<double, DIM, DIM> > col2(temp_matrix, 2);
            third_direction.push_back(col2);
        }
    }
}
Esempio n. 3
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BOOST_AUTO_TEST_CASE_TEMPLATE(create, T, float_types) {
	// default constructor
	vmath::core::Matrix<T, 3, 2> M_default;
	BOOST_CHECK_SMALL(M_default[0][0], static_cast<T>(1e-7));
	BOOST_CHECK_SMALL(M_default[0][1], static_cast<T>(1e-7));
	BOOST_CHECK_SMALL(M_default[0][2], static_cast<T>(1e-7));
	BOOST_CHECK_SMALL(M_default[1][0], static_cast<T>(1e-7));
	BOOST_CHECK_SMALL(M_default[1][1], static_cast<T>(1e-7));
	BOOST_CHECK_SMALL(M_default[1][2], static_cast<T>(1e-7));
	// parameterized constructor
	std::array<vmath::core::Vector<T, 3>, 2> data = {{
			vmath::core::Vector<T, 3>(static_cast<T>(1.0), static_cast<T>(2.0), static_cast<T>(3.0)),
			vmath::core::Vector<T, 3>(static_cast<T>(4.0), static_cast<T>(5.0), static_cast<T>(6.0))
		}};
	vmath::core::Matrix<T, 3, 2> M_param(data);
	BOOST_CHECK_CLOSE(M_param[0][0], static_cast<T>(1.0), 1e-4f);
	BOOST_CHECK_CLOSE(M_param[0][1], static_cast<T>(2.0), 1e-4f);
	BOOST_CHECK_CLOSE(M_param[0][2], static_cast<T>(3.0), 1e-4f);
	BOOST_CHECK_CLOSE(M_param[1][0], static_cast<T>(4.0), 1e-4f);
	BOOST_CHECK_CLOSE(M_param[1][1], static_cast<T>(5.0), 1e-4f);
	BOOST_CHECK_CLOSE(M_param[1][2], static_cast<T>(6.0), 1e-4f);
	// parameterized constructor
	vmath::core::Vector<T, 3> col1(static_cast<T>(1.0), static_cast<T>(2.0), static_cast<T>(3.0));
	vmath::core::Vector<T, 3> col2(static_cast<T>(4.0), static_cast<T>(5.0), static_cast<T>(6.0));
	vmath::core::Matrix<T, 3, 2> M_param2(col1, col2);
	BOOST_CHECK_CLOSE(M_param2[0][0], static_cast<T>(1.0), 1e-4f);
	BOOST_CHECK_CLOSE(M_param2[0][1], static_cast<T>(2.0), 1e-4f);
	BOOST_CHECK_CLOSE(M_param2[0][2], static_cast<T>(3.0), 1e-4f);
	BOOST_CHECK_CLOSE(M_param2[1][0], static_cast<T>(4.0), 1e-4f);
	BOOST_CHECK_CLOSE(M_param2[1][1], static_cast<T>(5.0), 1e-4f);
	BOOST_CHECK_CLOSE(M_param2[1][2], static_cast<T>(6.0), 1e-4f);
}
TEST(PaletteTranslator, BuildSortLuminance)
{
	//uint32 y = r * 299 + g * 587 + b * 114;

	Color col0(0, 0, 10);
	Color col1(0, 0, 11);
	Color col2(10, 0, 0);
	Color col3(11, 0, 0);
	Color col4(0, 10, 0);
	Color col5(0, 11, 0);

	Palette pal;
	pal.m_count = 6;
	pal[0] = col3;
	pal[1] = col5;
	pal[2] = col1;
	pal[3] = col2;
	pal[4] = col4;
	pal[5] = col0;

	Palette exp;
	exp.m_count = 6;
	exp[0] = col0;
	exp[1] = col1;
	exp[2] = col2;
	exp[3] = col3;
	exp[4] = col4;
	exp[5] = col5;

	PaletteTranslator pt;
	pt.BuildSortLuminance(pal, nullptr);

	ASSERT_TRUE( pal == exp );
}
Esempio n. 5
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Matrix4 Matrix4::multiply(Matrix4 a)
{
    Matrix4 b;
  /*
	for (int i = 0; i < 4; i++) {
		for (int j = 0; j < 4; j++) {
			b.m[i][j] = m[0][j] * a.m[i][0] + m[1][j] * a.m[i][1] + m[2][j] * a.m[i][2] + m[3][j] * a.m[i][3];
		}
	}*/
	Vector4 row1(m[0][0], m[1][0], m[2][0], m[3][0]);
	Vector4 row2(m[0][1], m[1][1], m[2][1], m[3][1]);
	Vector4 row3(m[0][2], m[1][2], m[2][2], m[3][2]);
	Vector4 row4(m[0][3], m[1][3], m[2][3], m[3][3]);

	Vector4 col1(a.m[0][0], a.m[0][1], a.m[0][2], a.m[0][3]);
	Vector4 col2(a.m[1][0], a.m[1][1], a.m[1][2], a.m[1][3]);
	Vector4 col3(a.m[2][0], a.m[2][1], a.m[2][2], a.m[2][3]);
	Vector4 col4(a.m[3][0], a.m[3][1], a.m[3][2], a.m[3][3]);

	b.set(row1.dot(col1), row2.dot(col1), row3.dot(col1), row4.dot(col1),
		row1.dot(col2), row2.dot(col2), row3.dot(col2), row4.dot(col2),
		row1.dot(col3), row2.dot(col3), row3.dot(col3), row4.dot(col3),
		row1.dot(col4), row2.dot(col4), row3.dot(col4), row4.dot(col4));

    return b;
}
Esempio n. 6
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void ScreenAlignedText::tessellate(void)
{

	//cout << "ScreenAlignedText::tessellate called" << endl;

	if( _mfText.empty() )
		return;
	Text fontText;

	//SFSharedFontStylePtr *psfsp = getSFFont();
	//SFSharedFontStyleWrapperPtr *wrapperPtr = getSFFont();
	SharedFontStyleWrapperPtr wrapperPtr = getFont();
		   
	//SFSharedFontStylePtr psfsp = wrapperPtr->getSFFStyleContainer();

	//SharedFontStylePtr psfs = psfsp->getValue();
	SharedFontStylePtr psfs = wrapperPtr->getFStyleContainer();

	if( psfs == NullFC )
	{
		cerr << "ScreenAlignedText::tessellate:  psfs = NullFC ! " << endl;
		return;
	}
	FontStyleP pFS = psfs->getContainedFontStyle();
	if( pFS == NULL )
	{		
		cerr << "ScreenAlignedText::tessellate:  pFS = NULL ! " << endl;
		return;
	}

    fontText.setFontStyle( pFS );
    fontText.setJustifyMajor(MIDDLE_JT);

	// Colors are changed during rendering, 
	// but are needed for 
	// calling the fillImage routine
    Color4ub    col1( 255, 255, 255, 255);
    Color4ub    col2( 0, 0, 0, 0 );
	ImagePtr pImg = Image::create();

	std::vector<std::string> lineVec;

	for(unsigned int i = 0; i < _mfText.size(); i++ )
	{
		lineVec.push_back( _mfText[i] );
	}

	vector<NodePtr> cNodes;

    if(fontText.fillImage(pImg, lineVec, &col1, &col2,
						  false, 0, 0, SET_TEX_TCM, CLEAR_ADD_MM, 1, true ) )
    {	
		_sfRenderImage.setValue( pImg );
	}

	// cout << "ScreenAlignedText::tessellate(void)" << endl;
}
Esempio n. 7
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/**
 * Decomposes matrix M such that T * R * S = M, where T is translation matrix,
 * R is rotation matrix and S is scaling matrix.
 * http://code.google.com/p/assimp-net/source/browse/trunk/AssimpNet/Matrix4x4.cs
 * (this method is exact to at least 0.0001f)
 *
 * | 1  0  0  T1 | | R11 R12 R13 0 | | a 0 0 0 |   | aR11 bR12 cR13 T1 |
 * | 0  1  0  T2 |.| R21 R22 R23 0 |.| 0 b 0 0 | = | aR21 bR22 cR23 T2 |
 * | 0  0  0  T3 | | R31 R32 R33 0 | | 0 0 c 0 |   | aR31 bR32 cR33 T3 |
 * | 0  0  0   1 | |  0   0   0  1 | | 0 0 0 1 |   |  0    0    0    1 |
 *
 * @param m (in) matrix to decompose
 * @param scaling (out) scaling vector
 * @param rotation (out) rotation matrix
 * @param translation (out) translation vector
 */
void decomposeTRS(const glm::mat4& m, glm::vec3& translation, glm::mat4& rotation, glm::vec3& scaling)
{
    // Extract the translation
    translation.x = m[3][0];
    translation.y = m[3][1];
    translation.z = m[3][2];

    // Extract col vectors of the matrix
    glm::vec3 col1(m[0][0], m[0][1], m[0][2]);
    glm::vec3 col2(m[1][0], m[1][1], m[1][2]);
    glm::vec3 col3(m[2][0], m[2][1], m[2][2]);

    //Extract the scaling factors
    scaling.x = glm::length(col1);
    scaling.y = glm::length(col2);
    scaling.z = glm::length(col3);

    // Handle negative scaling
    if (glm::determinant(m) < 0) {
        scaling.x = -scaling.x;
        scaling.y = -scaling.y;
        scaling.z = -scaling.z;
    }

    // Remove scaling from the matrix
    if (scaling.x != 0) {
        col1 /= scaling.x;
    }

    if (scaling.y != 0) {
        col2 /= scaling.y;
    }

    if (scaling.z != 0) {
        col3 /= scaling.z;
    }

    rotation[0][0] = col1.x;
    rotation[0][1] = col1.y;
    rotation[0][2] = col1.z;
    rotation[0][3] = 0.0;

    rotation[1][0] = col2.x;
    rotation[1][1] = col2.y;
    rotation[1][2] = col2.z;
    rotation[1][3] = 0.0;

    rotation[2][0] = col3.x;
    rotation[2][1] = col3.y;
    rotation[2][2] = col3.z;
    rotation[2][3] = 0.0;

    rotation[3][0] = 0.0;
    rotation[3][1] = 0.0;
    rotation[3][2] = 0.0;
    rotation[3][3] = 1.0;
}
Esempio n. 8
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int main()
{
	zdb::Database database(L"test");
	zdb::DbColumn col1(L"lalka1", DbDataType::Int32);
	zdb::DbColumn col2(L"lalka2", DbDataType::Int64);
	zdb::DbColumn col3(L"lalka3", DbDataType::Int8);
	std::vector<zdb::DbColumn> columns = { col1, col2, col3 };
	database.AddTable(L"testTable", columns);
	return 0;
}
Esempio n. 9
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File: draw.c Progetto: gabkk/Project
void		put_current_pixel(t_env *e, LG cx, LG cy, LG i)
{
	if (!i)
		my_pixel_timage(cx - e->dat->currentx, cy - \
			e->dat->currenty, e->dat->setcolornoi, e);
	else if (e->dat->col == '0')
		col(cx, cy, i, e);
	else
		col1(cx, cy, i, e);
}
Esempio n. 10
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/* GLTexture::bgTex
 * Returns the global chequered 'background' texture
 *******************************************************************/
GLTexture& GLTexture::bgTex() {
	if (!tex_background.isLoaded()) {
		wxColour col1(bgtx_colour1);
		wxColour col2(bgtx_colour2);
		tex_background.genChequeredTexture(8,
			rgba_t(col1.Red(), col1.Green(), col1.Blue(), 255),
			rgba_t(col2.Red(), col2.Green(), col2.Blue(), 255));
	}
	return tex_background;
}
Esempio n. 11
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void CGpApp::DrawEnergyBar()
{
	LC_RECTF	rc1(0,0,  (FLOAT)INT(1.5F * ENERGYBARmax), 16);
	LC_RECTF	rc2(0,0,  (FLOAT)INT(1.5F * ENERGYBARmax * m_ShieldEnergy / SHIELDENERGYmax), 16);
	LCXVECTOR2	vcTrn(0, m_nScnH - 20.0F);
	LCXCOLOR	col2(1,0,0,0.7F);
	LCXCOLOR	col1(0,0,1,0.7F);

	m_pSpt->DrawEx(NULL, &rc1, &vcTrn, NULL, NULL, 0, &col1);
	m_pSpt->Draw(NULL, &rc2, &vcTrn, &col2);
}
Esempio n. 12
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//-------------------------------------------------------------------------------
// @ IvRenderer::SetWorldMatrix()
//-------------------------------------------------------------------------------
// Sets the world matrix for the renderer
//-------------------------------------------------------------------------------
void IvRenderer::SetWorldMatrix(const IvMatrix44& matrix)
{
    mWorldMat = matrix;
    mWVPMat = mProjectionMat*mViewMat*mWorldMat;
    IvMatrix33 worldMat3x3;
    IvVector3 col0(mWorldMat(0,0), mWorldMat(1,0), mWorldMat(2,0));
    IvVector3 col1(mWorldMat(0,1), mWorldMat(1,1), mWorldMat(2,1));
    IvVector3 col2(mWorldMat(0,2), mWorldMat(1,2), mWorldMat(2,2));
    worldMat3x3.SetColumns(col0, col1, col2);
    mNormalMat.Rotation(Transpose(Inverse(worldMat3x3)));
}
Esempio n. 13
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LOCAL_C void CreateTable()
	{
	CDbColSet *cs=CDbColSet::NewLC();
	TDbCol col1(KColumnInt,EDbColInt32);
	col1.iAttributes=TDbCol::ENotNull;
	cs->AddL(col1);
	TDbCol col2(KColumnText,EDbColText,200/sizeof(TText));
	col2.iAttributes=TDbCol::ENotNull;
	cs->AddL(col2);
	test(TheDatabase.CreateTable(KTableName,*cs)==KErrNone);
	CleanupStack::PopAndDestroy();
	}
Esempio n. 14
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void
ColumnMajorMatrixTest::ThreeColConstructor()
{
  VectorValue<Real> col1( 1, 2, 3 );
  VectorValue<Real> col2( 4, 5, 6 );
  VectorValue<Real> col3( 7, 8, 9 );

  ColumnMajorMatrix test( col1, col2, col3 );

  CPPUNIT_ASSERT( test == *a );
  CPPUNIT_ASSERT( test.numEntries() == 9 );
}
Esempio n. 15
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    // extract frustum plane in world space.
    // the normals facing inward.
    // pass in view * projection matrix.
    void Frustum::InitFromMatrix(const Matrix &VP)
    {

        // near and far plane corners
        static float3 verts[8] =
        {
            // near plane corners
            float3( -1, -1,0 ),
            float3( 1, -1,0 ),
            float3( 1, 1,0 ),
            float3( -1, 1 ,0),

            // far plane corners.
            float3( -1, -1 ,1),
            float3( 1,  -1,1 ),
            float3( 1,  1,1 ),
            float3( -1, 1,1 )
        };

        this->m_matrix = VP;

        float4 col0(VP(0,0), VP(1,0), VP(2,0), VP(3,0));
        float4 col1(VP(0,1), VP(1,1), VP(2,1), VP(3,1));
        float4 col2(VP(0,2), VP(1,2), VP(2,2), VP(3,2));
        float4 col3(VP(0,3), VP(1,3), VP(2,3), VP(3,3));

        
        // Planes face inward.
        m_planes[Near]   = Plane(col2);        // near
        m_planes[Far]    = Plane(col3 - col2); // far
        m_planes[Left]   = Plane(col3 + col0); // left
        m_planes[Right]  = Plane(col3 - col0); // right
        m_planes[Top]    = Plane(col3 - col1); // top
        m_planes[Bottom] = Plane(col3 + col1); // bottom

        // normalize all six planes
        for(int i = 0; i < 6; i++)
        {
            m_planes[i].Normalize();
        }


        // tranform eight corner from device coordiate to world coordinate.
        Matrix invVP = VP;
        invVP.Invert();
        for(int i = 0; i < 8; i++)
        {
            this->m_corners[i] = float3::Transform(verts[i],invVP);
        }
    }
Esempio n. 16
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void wxZEdit::EndPanel()
{
    wxCaptionBarStyle style;
    wxColour col1(193,208,233), col2(49,106,197);
    style.SetFirstColour(col1);
    style.SetSecondColour(col2);
    style.SetCaptionStyle(wxCAPTIONBAR_FILLED_RECTANGLE);
    m_pnl->ApplyCaptionStyleAll(style);

    // ask for a resize
    wxSizeEvent mevent( GetSize()+wxSize(1,1), GetId() );
    mevent.SetEventObject( this );
    ProcessEvent( mevent );

}
Esempio n. 17
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//
// Look at the materials of this level's edges.  If they all use the
// same material, return it.  Otherwise, return BMAT_UNKNOWN.
//
bool vtLevel::GetOverallEdgeColor(RGBi &color)
{
	RGBi col1(-1, -1, -1);

	int edges = NumEdges();
	for (int i = 0; i < edges; i++)
	{
		vtEdge *pEdge = GetEdge(i);
		RGBi col2 = pEdge->m_Color;
		if (col1.r == -1)
			col1 = col2;
		else if (col1 != col2)
			return false;
	}
	color = col1;
	return true;
}
/*---------------------------------------------------------------------*//**
	次のストーリーを予約
**//*---------------------------------------------------------------------*/
void StoryManager::reserveNextStory(s32 storyid)
{
	// ストーリーを予約
	ASSERT(_storyidReserved == 0);
	_storyidReserved = storyid;

	// 次のストーリー開始まで、たいていの場合、
	// フェードアウトとフェードインの間の画面が表示されてしまうので、
	// 1フレームの塗りつぶしを入れる
	ScreenEffect* screff = Game::getGame()->getSceneScreenEffect();
	// 色設定
	ColorU8 col1(0, 0, 0, 255);
	screff->setColor1(&col1);	// 現仕様では黒のみ対応
	// フレーム数設定
	screff->setMaxFrame(1);
	// 実行
	screff->start(ScreenEffect::MODE_FILL);
}
Esempio n. 19
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//==============================================================================
void DebugDrawer::drawGrid()
{
	Vec4 col0(0.5, 0.5, 0.5, 1.0);
	Vec4 col1(0.0, 0.0, 1.0, 1.0);
	Vec4 col2(1.0, 0.0, 0.0, 1.0);

	const F32 SPACE = 1.0; // space between lines
	const U NUM = 57;  // lines number. must be odd

	const F32 GRID_HALF_SIZE = ((NUM - 1) * SPACE / 2);

	setColor(col0);

	begin(GL_LINES);

	for(U x = - NUM / 2 * SPACE; x < NUM / 2 * SPACE; x += SPACE)
	{
		setColor(col0);

		// if the middle line then change color
		if(x == 0)
		{
			setColor(col1);
		}

		// line in z
		pushBackVertex(Vec3(x, 0.0, -GRID_HALF_SIZE));
		pushBackVertex(Vec3(x, 0.0, GRID_HALF_SIZE));

		// if middle line change col so you can highlight the x-axis
		if(x == 0)
		{
			setColor(col2);
		}

		// line in the x
		pushBackVertex(Vec3(-GRID_HALF_SIZE, 0.0, x));
		pushBackVertex(Vec3(GRID_HALF_SIZE, 0.0, x));
	}

	// render
	end();
}
Esempio n. 20
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void Camera::buildFrustumPlanes()
{
	D3DXMATRIX VP = m_view * m_proj;

	D3DXVECTOR4 col0(VP(0, 0), VP(1, 0), VP(2, 0), VP(3, 0));
	D3DXVECTOR4 col1(VP(0, 1), VP(1, 1), VP(2, 1), VP(3, 1));
	D3DXVECTOR4 col2(VP(0, 2), VP(1, 2), VP(2, 2), VP(3, 2));
	D3DXVECTOR4 col3(VP(0, 3), VP(1, 3), VP(2, 3), VP(3, 3));

	// Planes face inward.
	mFrustumPlanes[0] = (D3DXPLANE)(col2);        // near
	mFrustumPlanes[1] = (D3DXPLANE)(col3 - col2); // far
	mFrustumPlanes[2] = (D3DXPLANE)(col3 + col0); // left
	mFrustumPlanes[3] = (D3DXPLANE)(col3 - col0); // right
	mFrustumPlanes[4] = (D3DXPLANE)(col3 - col1); // top
	mFrustumPlanes[5] = (D3DXPLANE)(col3 + col1); // bottom

	for (int i = 0; i < 6; i++)
		D3DXPlaneNormalize(&mFrustumPlanes[i], &mFrustumPlanes[i]);
}
Esempio n. 21
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bool CopyArrayOperator::
SplitDisconnectedUnit( DepCompCopyArrayCollect& collect,
                        DepCompCopyArrayCollect::CopyArrayUnit& unit,
                        DepCompAstRefGraphCreate& refDep,
                       DepCompCopyArrayCollect::CopyArrayUnit::NodeSet& cuts)
{
  assert(unit.refs.size() > 0);
  DepCompCopyArrayCollect::CopyArrayUnit::InsideGraph insidegraph(&refDep,unit);
  const DepCompAstRefGraphNode* cur = *unit.refs.begin();

  GraphGetNodeReachable<DepCompCopyArrayCollect::CopyArrayUnit::InsideGraph, 
                        AppendPtrSet<const DepCompAstRefGraphNode> > op;
  DepCompCopyArrayCollect::CopyArrayUnit::NodeSet innodes;
  AppendPtrSet<const DepCompAstRefGraphNode> col1(innodes), col2(cuts);
  op(&insidegraph, cur, GraphAccess::EdgeIn,col1); 
  for (DepCompCopyArrayCollect::CopyArrayUnit::NodeSet::const_iterator p1 = innodes.begin();
       !p1.ReachEnd(); ++p1) {
     op(&insidegraph, (*p1), GraphAccess::EdgeOut,col2); 
  }
  cuts |= innodes;
  return cuts.size() < unit.refs.size();
}
Esempio n. 22
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	TextureManager::TextureManager()
	{
		sf::Image textureimage;
		textureimage.create(32, 32, sf::Color(255, 0, 0));

		sf::Color col1(254, 254, 234);
		sf::Color col2(0, 72, 180);

		for(int i = 0; i < 32; ++i)
		{
			for(int j = i * 0.5; j < 32 - (i * 0.5); ++j) {
				textureimage.setPixel(i, j, col1);
			}
		}

		for(int i = 0; i < 32; ++i) {
			textureimage.setPixel(31, i, col2);
			textureimage.setPixel(i, 31, col2);
		}

		fallbacktexture = new sf::Texture();
		fallbacktexture->loadFromImage(textureimage);
	}
TEST(PaletteTranslator, BuildDuplicatedColors)
{
	Color col0(11, 12, 13);
	Color col1(14, 15, 16);
	Color col2(20, 21, 22, 0);
	Color col3(11, 12, 13);
	Color col4(30, 31, 32, 0);

	Palette pal;
	pal.m_count = 5;
	pal[0] = col0;
	pal[1] = col1;
	pal[2] = col2;
	pal[3] = col3;
	pal[4] = col4;

	Palette exp;
	exp.m_count = 3;
	exp[0] = col0;
	exp[1] = col1;
	exp[2] = col2;

	uint32 colCounts[256] = { 1, 10, 100, 1000, 10000 };
	uint32 expectedColCounts[256] = { 1001, 10, 10100, 0, 0 };

	PaletteTranslator pt;
	pt.BuildDuplicatedColors(pal, colCounts);
	ASSERT_TRUE( pal == exp );
	ASSERT_TRUE( memcmp(colCounts, expectedColCounts, sizeof(colCounts)) == 0 );

	uint8 pixels[] = { 0, 1, 2, 3, 4 };
	const uint8 expectedPixels[] = { 0, 1, 2, 0, 2 };
	
	pt.Translate(pixels, sizeof(pixels));
	
	ASSERT_TRUE( memcmp(pixels, expectedPixels, sizeof(pixels)) == 0 );
}
Esempio n. 24
0
int Lua_Color_Equal(LuaPlus::LuaState *lua)
{
	LuaPlus::LuaStack args(lua);
	float a[2]={0}, r[2]={0}, g[2]={0}, b[2]={0};

	if (args.Count()==2)
	{
		for (int i=0; i<2; i++)
		{
			if (args[i+1].IsTable())
			{
				if (args[i+1]["a"].IsNumber()) a[i]=args[i+1]["a"].GetFloat();
				if (args[i+1]["r"].IsNumber()) r[i]=args[i+1]["r"].GetFloat();
				if (args[i+1]["g"].IsNumber()) g[i]=args[i+1]["g"].GetFloat();
				if (args[i+1]["b"].IsNumber()) b[i]=args[i+1]["b"].GetFloat();
			}
		}
	}

	RUGE::CColor col1(a[0], r[0], g[0], b[0]), col2(a[1], r[1], g[1], b[1]);

	lua->PushBoolean(col1==col2 ? true : false);
	return 1;
}
Esempio n. 25
0
void KNDdeTorusCollocation::init(const KNVector& sol, const KNVector& par)
{
  double* t1 = new double[NTAU+1];
  double* t2 = new double[NTAU+1];
  for (size_t i2 = 0; i2 < nint2; i2++)
  {
    for (size_t i1 = 0; i1 < nint1; i1++)
    {
      for (size_t j2 = 0; j2 < ndeg2; j2++)
      {
        for (size_t j1 = 0; j1 < ndeg1; j1++)
        {
          const size_t idx = idxmap(j1, j2, i1, i2); // this is a unique

          time1(idx) = ((double)i1 + col1(j1)) / nint1;
          time2(idx) = ((double)i2 + col2(j2)) / nint2;
        }
      }
    }
  }

  sys->p_tau(p_tau, time1, par);

  p_xx.clear();
  for (size_t idx = 0; idx < time1.size(); ++idx)
  {
    t1[0] = time1(idx);
    t2[0] = time2(idx);
    for (size_t k = 0; k < NTAU; k++)
    {
      t1[1+k] = (t1[0] - p_tau(k,idx) / par(0)) - floor(t1[0] - p_tau(k,idx) / par(0));
      t2[1+k] = (t2[0] - par(RHO) * p_tau(k,idx) / par(0)) - floor(t2[0] - par(RHO) * p_tau(k,idx) / par(0));
    }

    for (size_t k = 0; k < NTAU + 1; k++)
    {
      size_t i1 = static_cast<size_t>(floor(nint1 * t1[k]));
      size_t i2 = static_cast<size_t>(floor(nint2 * t2[k]));
      // some error checking
      if ((t1[k] > 1.0) || (t2[k] > 1.0) ||
          (t1[k] < 0.0) || (t2[k] < 0.0)) std::cout << "Er ";
      if ((i1 >= nint1) || (i2 >= nint2)) std::cout << "Ei ";
      // end error checking
      for (size_t j2 = 0; j2 < ndeg2 + 1; j2++)
      {
        for (size_t j1 = 0; j1 < ndeg1 + 1; j1++)
        {
          const size_t idxKK = idxkk(j1, j2, k);
          kk(idxKK,idx) = idxmap(j1, j2, i1, i2);
          ee(idxKK,idx) = idxKK;
        }
      }
    }

    // sorting
    comp aa(kk.pointer(0,idx));
    std::sort(ee.pointer(0,idx), ee.pointer(0,idx) + (NTAU + 1)*(ndeg1 + 1)*(ndeg2 + 1), aa);

    // filtering same indices
    rr(ee(0,idx),idx) = 0;
    size_t nz = 0;
    for (size_t i = 1; i < (NTAU + 1)*(ndeg1 + 1)*(ndeg2 + 1); i++)
    {
      if (kk(ee(i-1,idx),idx) != kk(ee(i,idx),idx)) nz++;
      rr(ee(i,idx),idx) = nz;
    }

    // interpolate the solution
    for (size_t k = 1; k < NTAU + 1; k++)
    {
      const double c1 = nint1 * t1[k] - floor(nint1 * t1[k]);
      const double c2 = nint2 * t2[k] - floor(nint2 * t2[k]);
      for (size_t j2 = 0; j2 < ndeg2 + 1; j2++)
      {
        for (size_t j1 = 0; j1 < ndeg1 + 1; j1++)
        {
          const size_t idxKK = idxkk(j1, j2, k);
          const double cf = poly_lgr_eval(mesh1, j1, c1) * poly_lgr_eval(mesh2, j2, c2);
          for (size_t p = 0; p < NDIM; p++)
          {
            p_xx(p, k - 1, idx) += cf * sol(p + NDIM * kk(idxKK, idx));
          }
        }
      }
    }
    // derivatives at all delays
    for (size_t k = 0; k < NTAU + 1; k++)
    {
      const double c1 = nint1 * t1[k] - floor(nint1 * t1[k]);
      const double c2 = nint2 * t2[k] - floor(nint2 * t2[k]);
      for (size_t j2 = 0; j2 < ndeg2 + 1; j2++)
      {
        for (size_t j1 = 0; j1 < ndeg1 + 1; j1++)
        {
          const size_t idxKK = idxkk(j1, j2, k);
          const double cf1 = poly_dlg_eval(mesh1, j1, c1) * nint1 * poly_lgr_eval(mesh2, j2, c2);
          const double cf2 = poly_lgr_eval(mesh1, j1, c1) * poly_dlg_eval(mesh2, j2, c2) * nint2;
          for (size_t p = 0; p < NDIM; p++)
          {
            p_xx(p, NTAU + 2*k, idx)   += cf1 * sol(p + NDIM * kk(idxKK, idx));
            p_xx(p, NTAU + 2*k + 1, idx) += cf2 * sol(p + NDIM * kk(idxKK, idx));
          }
        }
      }
    }
  }
//   for (int idx = 0; idx < time1.size(); ++idx) std::cout<<p_xx(0, NTAU, idx)<<"\t";
//   std::cout<<"\np_xx(0,...) was\n";
  delete[] t2;
  delete[] t1;
}
Esempio n. 26
0
bool ossim::matrixToHpr( ossim_float64 hpr[3], const NEWMAT::Matrix& rotation )
{
    //implementation converted from plib's sg.cxx
    //PLIB - A Suite of Portable Game Libraries
    //Copyright (C) 1998,2002  Steve Baker
    //For further information visit http://plib.sourceforge.net
    
   NEWMAT::Matrix mat(rotation);
    
   ossimDpt3d col1(rotation[0][0], rotation[1][0], rotation[2][0]);
   double s = col1.length();
   
   hpr[0] = 0.0;
   hpr[1] = 0.0;
   hpr[2] = 0.0;

   if ( s <= 0.00001 )
   {
      return true;
   }
   
   
   double oneOverS = 1.0f / s;
   for( int i = 0; i < 3; i++ )
      for( int j = 0; j < 3; j++ )
         mat[i][j] = rotation[j][i] * oneOverS;
   
   
   hpr[1] = ossim::asind(ossim::clamp(mat[1][2], -1.0, 1.0));
   
   double cp = ossim::cosd(hpr[1]);
   
   if ( cp > -0.00001 && cp < 0.00001 )
   {
      double cr = ossim::clamp(mat[0][1], -1.0, 1.0);
      double sr = ossim::clamp(-mat[2][1], -1.0, 1.0);
      
      hpr[0] = 0.0f;
      hpr[2] = ossim::atan2d(sr,cr);
   }
   else
   {
      cp = 1.0 / cp;
      double sr = ossim::clamp((-mat[0][2] * cp), -1.0,1.0);
      double cr = ossim::clamp((mat[2][2] * cp), -1.0, 1.0);
      double sh = ossim::clamp((-mat[1][0] * cp), -1.0, 1.0);
      double ch = ossim::clamp((mat[1][1] * cp), -1.0, 1.0);
      
      if ( (sh == 0.0f && ch == 0.0f) || (sr == 0.0f && cr == 0.0f) )
      {
         cr = ossim::clamp(mat[0][1], -1.0, 1.0);
         sr = ossim::clamp(-mat[2][1], -1.0, 1.0);
         
         hpr[0] = 0.0f;
      }
      else
      {
         hpr[0] = ossim::atan2d(sh, ch);
      }
      
      hpr[2] = ossim::atan2d(sr, cr);
   }
   
   hpr[0] *= -1.0;
   return true;
}
Esempio n. 27
0
int main(void)
{
   int firmver;
   char eingabe[20];
   char *file;
   char row, col, row2, col2;
   long int *ticker;
   struct padtime mytime;
   char seribyte;

   eingabe[0] = 0; 
   firmver=padgetversion();

   SNDCHAL = 50;
   SNDCHAH = 30;

   ticker = padgetticker();
   printf("Ticker is: %li\n", *ticker);
   
   padgettime(&mytime);
   printf("Address is: %u\n", (unsigned int)mytime);
   printf("Date: %i.%i. Time is %i:%i:%i\n", mytime.month, mytime.date, mytime.hour, mytime.minute, mytime.second);

   while(1) 
   {
    while(!padserialwaiting());
    printf("Serial data waiting...\n");   
    padinserial(&seribyte);
    printf("Byte: %02x\n", seribyte);
    padoutserial(seribyte + 1);
   }

   getchar();

   // txtsetwindow(10,1,50,6);
   if(txtgetwindow(&col, &row, &col2, &row2))
   {
     printf("The window coordinates are (%i,%i) - (%i,%i)\n", col, row, col2, row2);
   }
   
   
   txtoutput(65);
   txtwrchar(66);
   
   printf("Current Time: %s\n", dasciitime);
   txtsetcursor(1,1);
   printf("C on the Amstrad Notepad, Build %i\n", BUILD);
   txtboldon();
   printf("Your firmware version is: %i, mmu0 is %02X\n", firmver,copyofmmu0);
   txtboldoff();
   printf("Please enter your name:");
   kmcharreturn(65);
   txtcuroff();
   if (editbuf(eingabe, 20, EDITBUF_DOTTY))
   {
    txtgetcursor(&col, &row);
    printf("\nYour name is %s and the cursor was at (%i, %i)\n", eingabe, col, row);
   }
   else
   {
    printf("\nOk, you're to shy!\n");
   }
   txtcuron();
   getchar();
   
   txtclearwindow();
   printf("\nPress any key to continue");
   kmsettickcount(0,0);
   kmwaitkbd();
   col1();
   printf("Press a key to quit!");
   kmwaitkbd();
   file = selectfile();
   if (file == NULL) {
    printf("Don't you want to view a file?\n");
   } else {
    printf("Your file was %s!\n", file);
   }
   
   kmwaitkbd();
   // getchar();
   
   return 0;
}
Esempio n. 28
0
void    GLUI_Translation::draw_2d_arrow( int radius, int filled, int orientation )
{
  float x1 = .2, x2 = .4, y1 = .54, y2 = .94, y0;
  float x1a, x1b;
  vec3  col1( 0.0, 0.0, 0.0 ), col2( .45, .45, .45 ), 
    col3( .7, .7, .7 ), col4( 1.0, 1.0, 1.0 );
  vec3  c1, c2, c3, c4, c5, c6;
  vec3  white(1.0,1.0,1.0), black(0.0,0.0,0.0), gray(.45,.45,.45), 
    bkgd(.7,.7,.7);
  int   c_off; /* color index offset */

  if ( glui )
    bkgd.set(glui->bkgd_color_f[0],
	     glui->bkgd_color_f[1],
	     glui->bkgd_color_f[2]);

  /*	bkgd[0] = 255.0; bkgd[1] = 0;              */

  /** The following 8 colors define the shading of an octagon, in
    clockwise order, starting from the upstroke on the left  **/
  /** This is for an outside and inside octagons **/
  vec3 colors_out[]={white, white, white, gray, black, black, black, gray};
  vec3 colors_in[] ={bkgd,white,bkgd,gray,gray,gray,gray,gray};

#define SET_COL_OUT(i) glColor3fv((float*) &colors_out[(i)%8][0]);
#define SET_COL_IN(i) glColor3fv((float*) &colors_in[(i)%8][0]);

  x1 = (float)radius * .2;
  x2 = x1 * 2;
  y1 = (float)radius * .54;
  y2 = y1 + x2;
  x1a = x1;
  x1b = x1;

  glMatrixMode(GL_MODELVIEW);
  glPushMatrix();

#define DRAW_SEG( xa,ya,xb,yb ) glVertex2f(xa,ya); glVertex2f(xb,yb);

  glScalef( -1.0, 1.0, 1.0 );
	
  if ( orientation == 2 ) {
    c_off = 4;
  }
  else if ( orientation == 0 ) {
    c_off = 0;
    glRotatef( 180.0, 0.0, 0.0, 1.0 );
  }
  else if ( orientation == 1 ) {
    c_off = 2;
    glRotatef( 90.0, 0.0, 0.0, 1.0 );
  }
  else if ( orientation == 3 ) {
    c_off = 6;
    glRotatef( -90.0, 0.0, 0.0, 1.0 );
  }

  if ( trans_type == GLUI_TRANSLATION_Z )
    y0 = 0.0;
  else if ( trans_type == GLUI_TRANSLATION_XY )
    y0 = x1;
  else
    y0 = 0.0;

	
  if ( trans_type == GLUI_TRANSLATION_Z ) {
    if ( orientation == 0 ) {
      y1 += 2.0;
      y2 += 0.0;

      x1b -= 2.0;
      x2  -= 2.0;
      x1a += 2.0;
    }
    else if ( orientation == 2 ) {
      y1 -= 6.0;
      x1a += 2.0;
      x1b += 4.0;
      x2  += 6.0; 
    }
  }

  /*** Fill in inside of arrow  ***/
  if ( NOT filled ) {  /*** Means button is up - control is not clicked ***/
    /*glColor3f( .8, .8, .8 );              */
    set_to_bkgd_color();
    glColor3f( bkgd[0]+.07, bkgd[1]+.07, bkgd[2]+.07 );
  }
  else {               /*** Button is down on control ***/
    glColor3f( .6, .6, .6 );
    c_off += 4;  /* Indents the shadows - goes from a raised look to embossed */
  }

  /*** Check if control is enabled or not ***/
  if ( NOT enabled ) {
    set_to_bkgd_color();
    /*c_off += 4;  -- Indents the shadows - goes from a raised look to embossed */              
    colors_out[0] = colors_out[1] = colors_out[2] = colors_out[7] = gray;
    colors_out[3] = colors_out[4] = colors_out[5] = colors_out[6] = white;
    colors_in[0] = colors_in[1] = colors_in[2] = colors_in[7] = white;
    colors_in[3] = colors_in[4] = colors_in[5] = colors_in[6] = gray;
	
  }

  glBegin( GL_POLYGON );
  glVertex2f( 0.0, 0.0  );  glVertex2f( -x1a, 0.0 );
  glVertex2f( -x1a, 0.0   );  glVertex2f( -x1b, y1 );
  glVertex2f( x1b, y1);      glVertex2f( x1a, 0.0 );
  glVertex2f( x1a, 0.0 );     glVertex2f( 0.0, 0.0  );
  glEnd();
  glBegin( GL_TRIANGLES );
  glVertex2f( -x2, y1 ); glVertex2f( 0.0, y2 ); glVertex2f( x2, y1 );
  glEnd();

  glLineWidth( 1.0 );
  /*** Draw arrow outline ***/
  glBegin( GL_LINES );

  SET_COL_IN(1+c_off);  DRAW_SEG( 0.0, y2-1.0, -x2, y1-1.0 );
  SET_COL_IN(6+c_off);	DRAW_SEG( -x2+2.0, y1+1.0, -x1b+1.0, y1+1.0 );
  SET_COL_IN(0+c_off);	DRAW_SEG( -x1b+1.0, y1+1.0, -x1a+1.0, y0 );
  SET_COL_IN(3+c_off);	DRAW_SEG( 0.0, y2-1.0, x2, y1-1.0 );
  SET_COL_IN(6+c_off);	DRAW_SEG( x2-1.0, y1+1.0, x1b-1.0, y1+1.0 );
  SET_COL_IN(4+c_off);	DRAW_SEG( x1b-1.0, y1+1.0, x1a-1.0, y0 );

  SET_COL_OUT(0+c_off);  DRAW_SEG( -x1a, y0, -x1b, y1  );
  SET_COL_OUT(6+c_off);  DRAW_SEG( -x1b, y1,  -x2, y1  );
  SET_COL_OUT(1+c_off);  DRAW_SEG( -x2, y1,  0.0, y2  );
  SET_COL_OUT(3+c_off);  DRAW_SEG( 0.0, y2,   x2, y1  );
  SET_COL_OUT(6+c_off);  DRAW_SEG(  x2, y1,   x1b, y1  );
  SET_COL_OUT(4+c_off);  DRAW_SEG(  x1b, y1,   x1a, y0 );

  glEnd();

#undef DRAW_SEG

  glPopMatrix();
}
Esempio n. 29
0
//----- paintGL ----------------------------------------------
void QGLWidgetTest::paintGL() {

	GInt32 i, j, k, w, ofs;
	GPoint<GDouble, 2> a, b, c;
	GPoint2 p1, p2;
	GPoint<GDouble, 3> col1(1.0f, 0.74f, 0.2f);
	GPoint<GDouble, 3> col2(0.4f, 0.1f, 0.6f);
	GPoint<GDouble, 3> col;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	setLightAndTransform();

	glDisable(GL_LINE_SMOOTH);
	glLineWidth(1.0f);

	if (gFillDraw) {
		k = gTriangles.size() / 3;
		glBegin(GL_TRIANGLES);
		for (i = 0; i < k; i++) {
			a = gTriangles[i * 3];
			b = gTriangles[i * 3 + 1];
			c = gTriangles[i * 3 + 2];

			col = GMath::Lerp(GMath::Clamp(a[G_Y], (GDouble)0, (GDouble)1), col1, col2);
			glColor3d(col[0], col[1], col[2]);
			glVertex3d(a[G_X], a[G_Y], 1.0f);

			col = GMath::Lerp(GMath::Clamp(b[G_Y], (GDouble)0, (GDouble)1), col1, col2);
			glColor3d(col[0], col[1], col[2]);
			glVertex3d(b[G_X], b[G_Y], 1.0f);

			col = GMath::Lerp(GMath::Clamp(c[G_Y], (GDouble)0, (GDouble)1), col1, col2);
			glColor3d(col[0], col[1], col[2]);
			glVertex3d(c[G_X], c[G_Y], 1.0f);
		}
		glEnd();

		if (!gWireFrame)
			return;

		glLineWidth(1.0f);
		glBegin(GL_LINES);
		glColor3f(1.0f, 1.0f, 1.0f);
		for (i = 0; i < k; i++) {
			a = gTriangles[i * 3];
			b = gTriangles[i * 3 + 1];
			c = gTriangles[i * 3 + 2];
			glVertex3d(a[G_X], a[G_Y], 1.0f);
			glVertex3d(b[G_X], b[G_Y], 1.0f);
			glVertex3d(a[G_X], a[G_Y], 1.0f);
			glVertex3d(c[G_X], c[G_Y], 1.0f);
			glVertex3d(b[G_X], b[G_Y], 1.0f);
			glVertex3d(c[G_X], c[G_Y], 1.0f);
		}
		glEnd();
	}
	else {
		glBegin(GL_LINES);
		glColor3f(1.0f, 1.0f, 1.0f);

		j = gIndex.size();
		ofs = 0;
		for (i = 0; i < j; i++) {
			k = gIndex[i];
			for (w = 0; w < k - 1; w++) {
				p1 = gVertices[ofs + w];
				p2 = gVertices[ofs + w + 1];
				glVertex3f(p1[G_X], p1[G_Y], 1.0f);
				glVertex3f(p2[G_X], p2[G_Y], 1.0f);
			}
			p1 = gVertices[ofs + k - 1];
			p2 = gVertices[ofs];
			glVertex3f(p1[G_X], p1[G_Y], 1.0f);
			glVertex3f(p2[G_X], p2[G_Y], 1.0f);
			ofs += k;
		}
		glEnd();
	}

	glFlush();
}
Esempio n. 30
0
File: main.cpp Progetto: EQ4/axLib
void FolderContent::OnPaint()
{
	BlockDrawing();

	axGC* gc = GetGC();
	axRect rect0(axPoint(0, 0), GetRect().size);

	gc->SetColor(axColor(0.9, 0.9, 0.9), 1.0);
	gc->DrawRectangle(axRect(1, 1, rect0.size.x - 2, rect0.size.y -1));

	// Folder Content.
	axColor col1(0.7, 0.7, 0.7);
	axColor col2(0.8, 0.8, 0.8);

	int y = 0;
	int x = 40;
	gc->SetFontSize(12);

	deque<DirectoryNavigation::FileInfo>& dirNames = *_dirNavigation->GetFileInfoDeque();

	for(int i = 0; i < dirNames.size(); i++)
	{
		if(i % 2) gc->SetColor(col1);
		else gc->SetColor(col2);
		
		// Draw file background.
		axRect backfileRect(1, y, rect0.size.x - 1, 24);
		gc->DrawRectangle(backfileRect);

		// Draw file highlight.
		if(_selected_file == i)
		{
			gc->SetColor(axColor(0.7, 0.7, 1.0), 0.5);

			axRect selected_rect(1, y, rect0.size.x - 2, 24);
			gc->DrawRectangle(selected_rect);
			gc->DrawRectangleColorFade(selected_rect, 
						  			   axColor(0.7, 0.7, 0.7), 0.5, 
						 			   axColor(0.8, 0.8, 0.8), 0.5);
		}

		// Draw file icon.
		if(dirNames[i].second != DirectoryNavigation::ICON_NONE)
		{
			gc->DrawImageResize(_icons[dirNames[i].second], axPoint(3, y), axSize(24, 24));
		}

		// Draw file name.
		gc->SetColor(axColor(0.0, 0.0, 0.0), 1.0);
		gc->DrawString(dirNames[i].first, axPoint(x, y+4));

		y += 24;
	
		if(i > 30)
		{
			break;
		}
	}

	gc->SetColor(axColor(0.0, 0.0, 0.0), 1.0);
	gc->DrawRectangleContour(axRect(1, 1, rect0.size.x - 1, rect0.size.y - 1));

	UnBlockDrawing();
}