/*
 * to_b: Converts decimal to binary
 * Input: integer d
 * Output: integer
*/
int to_b(int d)
{
	int b;

	// Using Recursive Method
	if ( d == 0 ) {
		return 0;
	} else {
		b = d%2 + to_b(d/2)*10;
		return b;
	}
}
int main()
{
	int i;


	printf("|    Dec    |    Bin    |    Oct    |    Hex    |\n| --------- | --------- | --------- | --------- |\n");

	for ( i=1; i<=256; i++ ) {
		printf("| %9d | %9d | %9o | %9X |\n", i, to_b(i), i, i);
	}


	return 0;
}
Esempio n. 3
0
void GridMap::_update_areas() {

	//clear the portals
	for (Map<int, Area *>::Element *E = area_map.front(); E; E = E->next()) {
		//this should somehow be faster...
		Area &a = *E->get();
		a.portals.clear();
		if (a.instance.is_valid()) {
			VisualServer::get_singleton()->free(a.instance);
			a.instance = RID();
		}
	}

	//test all areas against all areas and create portals - this sucks (slow :( )
	for (Map<int, Area *>::Element *E = area_map.front(); E; E = E->next()) {
		Area &a = *E->get();
		if (a.exterior_portal) //that's pretty much all it does... yes it is
			continue;
		Vector3 from_a(a.from.x, a.from.y, a.from.z);
		Vector3 to_a(a.to.x, a.to.y, a.to.z);

		for (Map<int, Area *>::Element *F = area_map.front(); F; F = F->next()) {

			Area &b = *F->get();
			Vector3 from_b(b.from.x, b.from.y, b.from.z);
			Vector3 to_b(b.to.x, b.to.y, b.to.z);

			// initially test intersection and discards
			int axis = -1;
			float sign = 0;
			bool valid = true;
			Vector3 axmin, axmax;

			for (int i = 0; i < 3; i++) {

				if (from_a[i] == to_b[i]) {

					if (axis != -1) {
						valid = false;
						break;
					}

					axis = i;
					sign = -1;
				} else if (from_b[i] == to_a[i]) {

					if (axis != -1) {
						valid = false;
						break;
					}
					axis = i;
					sign = +1;
				}

				if (from_a[i] > to_b[i] || to_a[i] < from_b[i]) {
					valid = false;
					break;
				} else {

					axmin[i] = (from_a[i] > from_b[i]) ? from_a[i] : from_b[i];
					axmax[i] = (to_a[i] < to_b[i]) ? to_a[i] : to_b[i];
				}
			}

			if (axis == -1 || !valid)
				continue;

			Transform xf;

			for (int i = 0; i < 3; i++) {

				int ax = (axis + i) % 3;
				Vector3 axis_vec;
				float scale = (i == 0) ? sign : ((axmax[ax] - axmin[ax]) * cell_size);
				axis_vec[ax] = scale;
				xf.basis.set_axis((2 + i) % 3, axis_vec);
				xf.origin[i] = axmin[i] * cell_size;
			}

			Area::Portal portal;
			portal.xform = xf;
			a.portals.push_back(portal);
		}
	}

	_update_area_instances();
}