コード例 #1
0
// calculates suffix array.
// O(n*logn)
vector<int> suffix_array(const vector<T>& in) {
    int n = (int)in.size(), c = 0;
    vector<int> temp(n), pos2bckt(n), bckt(n), bpos(n), out(n);
    for (int i = 0; i < n; i++) out[i] = i;
    sort(out.begin(), out.end(), [&](int a, int b) { return in[a] < in[b]; });
    for (int i = 0; i < n; i++) {
        bckt[i] = c;
        if (i + 1 == n || in[out[i]] != in[out[i + 1]]) c++;
    }
    for (int h = 1; h < n && c < n; h <<= 1) {
        for (int i = 0; i < n; i++) pos2bckt[out[i]] = bckt[i];
        for (int i = n - 1; i >= 0; i--) bpos[bckt[i]] = i;
        for (int i = 0; i < n; i++)
            if (out[i] >= n - h) temp[bpos[bckt[i]]++] = out[i];
        for (int i = 0; i < n; i++)
            if (out[i] >= h) temp[bpos[pos2bckt[out[i] - h]]++] = out[i] - h;
        c = 0;
        for (int i = 0; i + 1 < n; i++) {
            int a = (bckt[i] != bckt[i + 1]) || (temp[i] >= n - h)
                    || (pos2bckt[temp[i + 1] + h] != pos2bckt[temp[i] + h]);
            bckt[i] = c;
            c += a;
        }
        bckt[n - 1] = c++;
        temp.swap(out);
    }
    return out;
}
コード例 #2
0
void GameLogic::ProcessPlayerBullets()
{
    if (inputManager->IsSpacebarPressed())
    {
        //shoot
        Model::Bullet* b = new Model::Bullet();
        Model::Position bpos(playerDraw->getDimensions().getPosition());
        bpos.incY(+0.1f);
        b->setPosition(bpos);
        player->getBullets().push_back(b); //draw bullets
    }

    std::vector<Model::Bullet*> bullets = player->getBullets();

    std::cout << "bullets address(1): " << &bullets << std::endl;
    for (std::vector<Model::Bullet*>::iterator it = bullets.begin() ; it != bullets.end(); ++it) {
        std::cout << (*it)->getPosition().getY() << std::endl;
        //(*it)->getPosition().setY(0.0f);
        std::cout << &(*it) << " "<< (*it)->getPosition().getY() << std::endl;
    }

    bulletDraw->Render(bullets);

    for (std::vector<Model::Bullet*>::iterator it = bullets.begin() ; it != bullets.end(); ++it) {
        //(*it)->getPosition().setY(-0.5f);
        std::cout << &(*it) << " "<< (*it)->getPosition().getY() << std::endl;
    }
}
コード例 #3
0
ファイル: CharacterObject.cpp プロジェクト: darkf/openrw
void CharacterObject::setPosition(const glm::vec3& pos)
{
	if( physCharacter )
	{
		btVector3 bpos(pos.x, pos.y, pos.z);
		if( std::abs(-100.f - pos.z) < 0.01f )
		{
			// Find the ground position
			auto gpos = engine->getGroundAtPosition(pos);
			bpos.setZ(gpos.z+1.f);
		}
		physCharacter->warp(bpos);
	}
	position = pos;
}
コード例 #4
0
/*!

*/
void
PlayerControlPainter::draw( QPainter & painter )
{
    const Options & opt = Options::instance();

    if ( ! opt.showKickAccelArea() )
    {
        return;
    }

    int number = opt.selectedNumber();
    if ( number == 0 )
    {
        return;
    }

    MonitorViewConstPtr view = M_main_data.getCurrentViewData();

    if ( ! view )
    {
        return;
    }

    const Ball & ball = view->ball();

    if ( ! ball.hasDelta() )
    {
        return;
    }

    const rcsc::ServerParam & SP = rcsc::ServerParam::i();
    const DrawConfig & dconf = DrawConfig::instance();

    const Player & player = view->players()[ ( number > 0
                                               ? number - 1
                                               : -number - 1 + 11 ) ];
    const rcsc::PlayerType & ptype = M_main_data.viewHolder().playerType( player.type() );

    rcsc::Vector2D ppos( player.x(), player.y() );
    rcsc::Vector2D bpos( ball.x(), ball.y() );
    rcsc::Vector2D player_to_ball = bpos - ppos;
    player_to_ball.rotate( - player.body() );

    rcsc::Vector2D bnext( bpos.x + ball.deltaX(),
                          bpos.y + ball.deltaY() );
    double ball_dist = player_to_ball.r();

    if ( ball_dist < ptype.kickableArea() )
    {
        double max_kick_accel
            = SP.maxPower()
            //* SP.kickPowerRate()
            * ptype.kickPowerRate()
            * ( 1.0 - 0.25 * player_to_ball.th().abs() / 180.0
                - 0.25
                * ( ball_dist - ptype.playerSize() - SP.ballSize() )
                / ptype.kickableMargin() );

        if ( max_kick_accel > SP.ballAccelMax() )
        {
            max_kick_accel = SP.ballAccelMax();
        }

        QPointF bpos_screen( opt.screenXF( bpos.x ),
                             opt.screenYF( bpos.y ) );
        QPointF bnext_screen( opt.screenXF( bnext.x ),
                              opt.screenYF( bnext.y ) );
        double max_speed_screen = opt.scaleF( SP.ballSpeedMax() );
        double max_kick_accel_screen = opt.scaleF( max_kick_accel );

        painter.setPen( dconf.kickAccelPen() );
        painter.setBrush( dconf.transparentBrush() );

        // draw no noise next ball move only by inertia
        painter.drawLine( QLineF( bpos_screen, bnext_screen ) );

        rcsc::Circle2D max_speed_circle( bpos, SP.ballSpeedMax() );
        rcsc::Circle2D max_accel_circle( bnext, max_kick_accel );
        rcsc::Vector2D intersection_1, intersection_2;

        if ( max_speed_circle.intersection( max_accel_circle,
                                            &intersection_1,
                                            &intersection_2 ) != 2 )

        {
            // no intersection points

            // just draw a next ball reachable area by max accel
            painter.drawEllipse( QRectF( bnext_screen.x() - max_kick_accel_screen,
                                         bnext_screen.y() - max_kick_accel_screen,
                                         max_kick_accel_screen * 2,
                                         max_kick_accel_screen * 2 ) );
        }
        else
        {
            // exists 2 intersection points

            rcsc::AngleDeg bpos_to_intersection_1 = ( intersection_1 - bpos ).th();
            rcsc::AngleDeg bpos_to_intersection_2 = ( intersection_2 - bpos ).th();

            rcsc::AngleDeg bpos_to_bnext_angle = ( bnext - bpos ).th();

            rcsc::AngleDeg * bpos_start_angle = 0;
            double bpos_angle_span = 0.0;
            if ( bpos_to_intersection_1.isLeftOf( bpos_to_bnext_angle ) )
            {
                bpos_start_angle = &bpos_to_intersection_1;
                bpos_angle_span = ( bpos_to_intersection_2 - bpos_to_intersection_1 ).degree();
                if ( bpos_angle_span < 0.0 )
                {
                    bpos_angle_span += 360.0;
                }
                bpos_angle_span *= -1.0;
            }
            else
            {
                bpos_start_angle = &bpos_to_intersection_2;
                bpos_angle_span = ( bpos_to_intersection_1 - bpos_to_intersection_2 ).degree();
                if ( bpos_angle_span < 0.0 )
                {
                    bpos_angle_span += 360.0;
                }
                bpos_angle_span *= -1.0;
            }

            if ( opt.reverseSide() )
            {
                *bpos_start_angle += 180.0;
            }

            int bpos_start_angle_int
                = static_cast< int >( rint( - bpos_start_angle->degree() * 16 ) );
            int bpos_angle_span_int
                = static_cast< int >( rint( bpos_angle_span * 16 ) );
            painter.drawArc( QRectF( bpos_screen.x() - max_speed_screen,
                                     bpos_screen.y() - max_speed_screen,
                                     max_speed_screen * 2,
                                     max_speed_screen * 2 ),
                             bpos_start_angle_int,
                             bpos_angle_span_int  );

            rcsc::AngleDeg bnext_to_intersection_1 = ( intersection_1 - bnext ).th();
            rcsc::AngleDeg bnext_to_intersection_2 = ( intersection_2 - bnext ).th();

            rcsc::AngleDeg bnext_to_bpos_angle = bpos_to_bnext_angle + 180.0;

            rcsc::AngleDeg * bnext_start_angle = 0;
            double bnext_angle_span = 0.0;
            if ( bnext_to_intersection_1.isLeftOf( bnext_to_bpos_angle ) )
            {
                bnext_start_angle = &bnext_to_intersection_1;
                bnext_angle_span = ( bnext_to_intersection_2 - bnext_to_intersection_1 ).degree();
                if ( bnext_angle_span < 0.0 )
                {
                    bnext_angle_span += 360.0;
                }
                bnext_angle_span *= -1.0;
            }
            else
            {
                bnext_start_angle = &bnext_to_intersection_2;
                bnext_angle_span = ( bnext_to_intersection_1 - bnext_to_intersection_2 ).degree();
                if ( bnext_angle_span < 0.0 )
                {
                    bnext_angle_span += 360.0;
                }
                bnext_angle_span *= -1.0;
            }

            if ( opt.reverseSide() )
            {
                *bnext_start_angle += 180.0;
            }

            int bnext_start_angle_int
                = static_cast< int >( rint( - bnext_start_angle->degree() * 16 ) );
            int bnext_angle_span_int
                = static_cast< int >( rint( bnext_angle_span * 16 ) );
            painter.drawArc( QRectF( bnext_screen.x() - max_kick_accel_screen,
                                     bnext_screen.y() - max_kick_accel_screen,
                                     max_kick_accel_screen * 2,
                                     max_kick_accel_screen * 2 ),
                             bnext_start_angle_int,
                             bnext_angle_span_int );
        }

        // draw kick info text
        painter.setFont( dconf.playerFont() );
        painter.setPen( dconf.kickAccelPen() );

        //snprintf( buf, 32, "MaxAccel=%.3f", max_kick_accel );
        painter.drawText( QPointF( bnext_screen.x() + 10,
                                   bnext_screen.y() + painter.fontMetrics().ascent() ),
                          QString( "MaxAccel=%1" ).arg( max_kick_accel, 0, 'g', 4 ) );
    }
}
コード例 #5
0
/*!

 */
void
PlayerPainter::drawKickAccelArea( QPainter & painter,
                                  const PlayerPainter::Param & param ) const
{
    //
    // draw kick accel area
    //

    if ( ! param.ball_.hasVelocity() )
    {
        return;
    }

    const Options & opt = Options::instance();
    const rcss::rcg::ServerParamT & SP = M_main_data.serverParam();

    Vector2D ppos( param.player_.x_,
                   param.player_.y_ );
    Vector2D bpos( param.ball_.x_,
                   param.ball_.y_ );

    Vector2D player_to_ball = bpos - ppos;
    player_to_ball.rotate( - param.player_.body_ );

    double ball_dist = player_to_ball.r();

    if ( ball_dist > ( param.player_type_.player_size_
                       + param.player_type_.kickable_margin_
                       + SP.ball_size_ ) )
    {
        return;
    }

    double max_kick_accel
        = SP.max_power_
        //* SP.kick_power_rate_
        * param.player_type_.kick_power_rate_
        * ( 1.0 - 0.25 * player_to_ball.th().abs() / 180.0
            - 0.25
            * ( ball_dist - param.player_type_.player_size_ - SP.ball_size_ )
            / param.player_type_.kickable_margin_ );

    if ( max_kick_accel > SP.ball_accel_max_ )
    {
        max_kick_accel = SP.ball_accel_max_;
    }

    Vector2D bnext( bpos.x + param.ball_.vx_,
                    bpos.y + param.ball_.vy_ );

    QPoint bpos_screen( opt.screenX( bpos.x ),
                        opt.screenY( bpos.y ) );
    QPoint bnext_screen( opt.screenX( bnext.x ),
                         opt.screenY( bnext.y ) );
    int max_speed_screen = opt.scale( SP.ball_speed_max_ );
    int max_kick_accel_screen = opt.scale( max_kick_accel );

    painter.setPen( M_kick_accel_pen );
    painter.setBrush( Qt::NoBrush );

    // draw no noise ball move line
    painter.drawLine( bpos_screen, bnext_screen );

    Circle2D max_speed_circle( bpos, SP.ball_speed_max_ );
    Circle2D max_accel_circle( bnext, max_kick_accel );
    Vector2D intersection_1, intersection_2;

    if ( max_speed_circle.intersection( max_accel_circle,
                                        &intersection_1,
                                        &intersection_2 ) != 2 )
    {
        // no intersection points

        // just draw a next ball reachable area by max accel
        painter.drawEllipse( bnext_screen.x() - max_kick_accel_screen,
                             bnext_screen.y() - max_kick_accel_screen,
                             max_kick_accel_screen * 2,
                             max_kick_accel_screen * 2 );
    }
    else
    {
        // exists 2 intersection points

        AngleDeg bpos_to_intersection_1 = ( intersection_1 - bpos ).th();
        AngleDeg bpos_to_intersection_2 = ( intersection_2 - bpos ).th();

        AngleDeg bpos_to_bnext_angle = ( bnext - bpos ).th();

        AngleDeg * bpos_start_angle = 0;
        double bpos_angle_span = 0.0;
        if ( bpos_to_intersection_1.isLeftOf( bpos_to_bnext_angle ) )
        {
            bpos_start_angle = &bpos_to_intersection_1;
            bpos_angle_span = ( bpos_to_intersection_2 - bpos_to_intersection_1 ).degree();
            if ( bpos_angle_span < 0.0 )
            {
                bpos_angle_span += 360.0;
            }
            bpos_angle_span *= -1.0;
        }
        else
        {
            bpos_start_angle = &bpos_to_intersection_2;
            bpos_angle_span = ( bpos_to_intersection_1 - bpos_to_intersection_2 ).degree();
            if ( bpos_angle_span < 0.0 )
            {
                bpos_angle_span += 360.0;
            }
            bpos_angle_span *= -1.0;
        }

        int bpos_start_angle_int
            = static_cast< int >( rint( - bpos_start_angle->degree() * 16 ) );
        int bpos_angle_span_int
            = static_cast< int >( rint( bpos_angle_span * 16 ) );
        painter.drawArc( bpos_screen.x() - max_speed_screen,
                         bpos_screen.y() - max_speed_screen,
                         max_speed_screen * 2,
                         max_speed_screen * 2,
                         bpos_start_angle_int,
                         bpos_angle_span_int  );

        AngleDeg bnext_to_intersection_1 = ( intersection_1 - bnext ).th();
        AngleDeg bnext_to_intersection_2 = ( intersection_2 - bnext ).th();

        AngleDeg bnext_to_bpos_angle = bpos_to_bnext_angle + 180.0;

        AngleDeg * bnext_start_angle = 0;
        double bnext_angle_span = 0.0;
        if ( bnext_to_intersection_1.isLeftOf( bnext_to_bpos_angle ) )
        {
            bnext_start_angle = &bnext_to_intersection_1;
            bnext_angle_span = ( bnext_to_intersection_2 - bnext_to_intersection_1 ).degree();
            if ( bnext_angle_span < 0.0 )
            {
                bnext_angle_span += 360.0;
            }
            bnext_angle_span *= -1.0;
        }
        else
        {
            bnext_start_angle = &bnext_to_intersection_2;
            bnext_angle_span = ( bnext_to_intersection_1 - bnext_to_intersection_2 ).degree();
            if ( bnext_angle_span < 0.0 )
            {
                bnext_angle_span += 360.0;
            }
            bnext_angle_span *= -1.0;
        }

        int bnext_start_angle_int
            = static_cast< int >( rint( - bnext_start_angle->degree() * 16 ) );
        int bnext_angle_span_int
            = static_cast< int >( rint( bnext_angle_span * 16 ) );
        painter.drawArc( bnext_screen.x() - max_kick_accel_screen,
                         bnext_screen.y() - max_kick_accel_screen,
                         max_kick_accel_screen * 2,
                         max_kick_accel_screen * 2,
                         bnext_start_angle_int,
                         bnext_angle_span_int );
    }

    // draw kick info text
    painter.setFont( M_player_font );
    painter.setPen( M_kick_accel_pen );

    char buf[32];
    snprintf( buf, 32, "MaxAccel=%.3f", max_kick_accel );
    painter.drawText( bnext_screen.x() + 10,
                      bnext_screen.y() + painter.fontMetrics().ascent(),
                      QString::fromAscii( buf ) );
}
コード例 #6
0
/*!

 */
void
PlayerPainter::drawTackleArea( QPainter & painter,
                               const PlayerPainter::Param & param ) const
{
    //
    // draw tackle area & probability
    //

    const Options & opt = Options::instance();
    const rcss::rcg::ServerParamT & SP = M_main_data.serverParam();

    Vector2D ppos( param.player_.x_,
                   param.player_.y_ );
    Vector2D bpos( param.ball_.x_,
                   param.ball_.y_ );

    Vector2D player_to_ball = bpos - ppos;
    player_to_ball.rotate( - param.player_.body_ );

    double tackle_dist = ( player_to_ball.x > 0.0
                           ? SP.tackle_dist_
                           : SP.tackle_back_dist_ );
    if ( tackle_dist < 1.0e-5 )
    {
        return;
    }

    double tackle_fail_prob = ( std::pow( player_to_ball.absX() / tackle_dist,
                                          SP.tackle_exponent_ )
                                + std::pow( player_to_ball.absY() / SP.tackle_width_,
                                            SP.tackle_exponent_ ) );
    double foul_fail_prob = ( std::pow( player_to_ball.absX() / tackle_dist,
                                        SP.foul_exponent_ )
                              + std::pow( player_to_ball.absY() / SP.tackle_width_,
                                          SP.foul_exponent_ ) );

    if ( tackle_fail_prob < 1.0
         || foul_fail_prob < 1.0 )
    {
        painter.save();
        painter.translate( param.x_, param.y_ );
        painter.rotate( param.player_.body_ );

        painter.setPen( M_tackle_pen );
        painter.setBrush( Qt::NoBrush );

        painter.drawRect( opt.scale( - SP.tackle_back_dist_ ),
                          opt.scale( - SP.tackle_width_ ),
                          opt.scale( SP.tackle_dist_ + SP.tackle_back_dist_ ),
                          opt.scale( SP.tackle_width_ * 2.0 ) );
        painter.restore();

        int text_radius = std::min( 40, param.draw_radius_ );

        painter.setFont( M_player_font );
        painter.setPen( M_tackle_pen );

        if ( tackle_fail_prob < 1.0
             && foul_fail_prob < 1.0 )
        {
            painter.drawText( param.x_ + text_radius,
                              param.y_ + 2 + painter.fontMetrics().ascent(),
                              QString( "T=%1,F=%2" )
                              .arg( 1.0 - tackle_fail_prob, 0, 'g', 3 )
                              .arg( 1.0 - foul_fail_prob, 0, 'g', 3 ) );
        }
        else if ( tackle_fail_prob < 1.0 )
        {
            painter.drawText( param.x_ + text_radius,
                              param.y_ + 2 + painter.fontMetrics().ascent(),
                              QString( "Tackle=%1" )
                              .arg( 1.0 - tackle_fail_prob, 0, 'g', 3 ) );
        }
        else if ( foul_fail_prob < 1.0 )
        {
            painter.drawText( param.x_ + text_radius,
                              param.y_ + 2 + painter.fontMetrics().ascent(),
                              QString( "Foul=%1" )
                              .arg( 1.0 - foul_fail_prob, 0, 'g', 3 ) );
        }
    }
}
コード例 #7
0
ファイル: CharacterObject.cpp プロジェクト: darkf/openrw
void CharacterObject::updateCharacter(float dt)
{
	/*
	 * You can fire weapons while moving
	 *
	 * Two Modes: Moving and Action
	 * Moving covers walking & jumping
	 * Action covers complex things like shooting, entering vehicles etc.
	 *
	 * Movement animation should be handled here
	 *  If Current weapon is one handed, then it can be used while walking.
	 *  This means blending the weapon animation with the walk animation.
	 *  No weapons can be used while sprinting.
	 *  Need an "aim vector" to apply torso correction.
	 *
	 *  If movement vector is less than some threshold, fully walk animation
	 *  (time adjusted for velocity).
	 */

	if(physCharacter) {
		glm::vec3 walkDir = updateMovementAnimation(dt);

		position = getPosition();

		if (canTurn()) {
			rotation = glm::angleAxis(m_look.x, glm::vec3{0.f, 0.f, 1.f});
		}

		walkDir = rotation * walkDir;

		if( jumped )
		{
			if( !isOnGround() )
			{
				walkDir = rotation * glm::vec3(0.f, jumpSpeed * dt, 0.f);
			}
		}

		if (isAlive())
		{
			physCharacter->setWalkDirection(btVector3(walkDir.x, walkDir.y, walkDir.z));
		}
		else
		{
			physCharacter->setWalkDirection(btVector3(0.f, 0.f, 0.f));
		}

		auto Pos = physCharacter->getGhostObject()->getWorldTransform().getOrigin();
		position = glm::vec3(Pos.x(), Pos.y(), Pos.z());

		// Handle above waist height water.
		auto wi = engine->data->getWaterIndexAt(getPosition());
		if( wi != NO_WATER_INDEX ) {
			float wh = engine->data->waterHeights[wi];
			auto ws = getPosition();
			wh += engine->data->getWaveHeightAt(ws);
			
			// If Not in water before
			//  If last position was above water
			//   Now Underwater
			//  Else Not Underwater
			// Else
			//  Underwater
			
			if( ! inWater && ws.z < wh && _lastHeight > wh ) {
				ws.z = wh;

				btVector3 bpos(ws.x, ws.y, ws.z);
				physCharacter->warp(bpos);
				auto& wt = physObject->getWorldTransform();
				wt.setOrigin(bpos);
				physObject->setWorldTransform(wt);

				physCharacter->setGravity(0.f);
				inWater = true;
			}
			else {
				physCharacter->setGravity(9.81f);
				inWater = false;
			}
		}
		_lastHeight = getPosition().z;
	}
	else
	{
		updateMovementAnimation(dt);
	}
}
コード例 #8
0
ファイル: lib.cpp プロジェクト: djezuz/Inteligencia
 void down() { unsigned bp = bpos(), t = cont(VSTEP+bp); set(VSTEP+bp,0); set(bp,t); }
コード例 #9
0
ファイル: lib.cpp プロジェクト: djezuz/Inteligencia
 void up() { unsigned bp = bpos(), t = cont(bp-VSTEP); set(bp-VSTEP,0); set(bp,t); }
コード例 #10
0
ファイル: lib.cpp プロジェクト: djezuz/Inteligencia
 void right() { unsigned bp = bpos(), t = cont(HSTEP+bp); set(HSTEP+bp,0); set(bp,t); }
コード例 #11
0
ファイル: lib.cpp プロジェクト: djezuz/Inteligencia
 void left() { unsigned bp = bpos(), t = cont(bp-HSTEP); set(bp-HSTEP, 0); set(bp, t); }
コード例 #12
0
ファイル: lib.cpp プロジェクト: djezuz/Inteligencia
 short allowed_steps() { unsigned bp = bpos(); return ( (bp<4?(m1_>>(bp<<2)):(m2_>>((bp-4)<<2))) & 0xF ); }
コード例 #13
0
ファイル: TPhysicsObject.cpp プロジェクト: bdbdonp/tubras
 //-----------------------------------------------------------------------
 //                        a p p l y I m p u l s e
 //-----------------------------------------------------------------------
 void TPhysicsObject::applyImpulse(const TVector3& impulse, const TVector3& rel_pos)
 {
     btVector3 bpos(rel_pos.X, rel_pos.Y, rel_pos.Z);
     btVector3 bimpulse(impulse.X, impulse.Y, impulse.Z);
     m_rigidBody->applyImpulse(bimpulse,bpos);
 }