コード例 #1
0
ファイル: PDESolver.hpp プロジェクト: JustJob/PDESolver
void PDESolver<T,lFunc,rFunc,bFunc,tFunc,force>::resize(const ulong size)
{
  if(size != m_size)
  {
    m_size = size;
    generateB();
    generateA();
  }
}
コード例 #2
0
ファイル: World.cpp プロジェクト: tatjam/WorldCivilizations
void World::generate(WorldType type)
{
	switch (type)
	{
		case WorldType::SYMETRY:
		{
			generateA();
		}
		case WorldType::TERRA:
		{
			generateB();
		}
	}
}
コード例 #3
0
ファイル: PDESolver.hpp プロジェクト: JustJob/PDESolver
PDESolver<T,lFunc,rFunc,bFunc,tFunc,force>::PDESolver(const ulong size, 
            const T lBound, const T rBound, const T bBound, const T tBound)
{
  m_size = size;
  if(lBound >= rBound)
    throw InvalidBound("Left bound needs to be less than right bound");
  if(bBound >= tBound)
    throw InvalidBound("Lower bound needs to be less than upper bound");
  m_leftBound = lBound;
  m_rightBound = rBound;
  m_upperBound = tBound;
  m_lowerBound = bBound;
  generateB();
  generateA();
}
コード例 #4
0
ファイル: NavierStokesSolver.cpp プロジェクト: ZJLi2013/HPC1
PetscErrorCode NavierStokesSolver::initializeCommon()
{
	PetscErrorCode ierr;

	ierr = createVecs(); CHKERRQ(ierr);

	initializeMeshSpacings(); 
	ierr = initializeFluxes(); CHKERRQ(ierr);
	ierr = initializeLambda(); CHKERRQ(ierr);
	ierr = updateBoundaryGhosts(); CHKERRQ(ierr);

	ierr = createLocalToGlobalMappingsFluxes(); CHKERRQ(ierr);
	ierr = createLocalToGlobalMappingsLambda(); CHKERRQ(ierr);

	ierr = generateDiagonalMatrices(); CHKERRQ(ierr);
	ierr = generateA(); CHKERRQ(ierr);
	ierr = generateBNQ(); CHKERRQ(ierr);
	ierr = generateQTBNQ(); CHKERRQ(ierr);
	ierr = createKSPs(); CHKERRQ(ierr);
	ierr = setNullSpace(); CHKERRQ(ierr);

	return 0;
}
コード例 #5
0
ファイル: Ship.cpp プロジェクト: brayou/TomatoFighters
sf::Sprite Ship::act(EventHandler e, Util* u)
{
	int * tar = e.getTarget(alignment);
	double dx = tar[0];
	double dy = tar[1];

	dx = dx-(x+radius);
	dy = dy-(y+radius);

	double magnitude = 2/std::sqrt(std::abs(dx)*std::abs(dx)+std::abs(dy)*std::abs(dy));

	bool hitBarrier = false;
	if(std::abs(dx) > 1 || std::abs(dy) > 1)
	{
		x += dx*magnitude;
		y += dy*magnitude;
		for (int i = 0; i < barrierVector.size() && !hitBarrier; i++) // check barrier collisions
		{
			if (didICollide(&barrierVector.at(i)))
			{
				hitBarrier = true;
			}
		}
	}

	if(x+radius<0 || x+radius > mx || hitBarrier)
		x -= dx*magnitude;
	if(y+radius<0 || y+radius > my || hitBarrier)
		y -= dy*magnitude;
	shipSprite.setPosition(x, y);
	end = e.myClock.getElapsedTime();
	special(e, u);
	if(end - start >= sf::milliseconds(curAtkDelay)) // start bullet creation stuff
	{
		int dir = -(alignment*2-1);
		start = end;

		if(specialA > 0)
		{
			specialA--;
			u->addBullet(generateA(specialA, dir));

		}else if(specialB>0)
		{
			specialB--;	
			u->addBullet(generateB(specialB, dir, e));

		}else if(e.shootNow(alignment))
		{

			//double dx = e.mouseX-(x+radius);
			//double dy = e.mouseY-(y+radius);
			curAtkDelay = attackDelay;
			double dx = 0;
			double dy = dir;
			double magnitude = 4/dy; // equivalent to 4/std::sqrt(std::abs(dx)*std::abs(dx)+std::abs(dy)*std::abs(dy));
	
			sf::Color newColor(curColor.r, curColor.g, curColor.b, sf::Int8(180));
			Bullet * mine = new Bullet(x+radius/2, y+radius/2, dx*magnitude,  dy*magnitude, mx, my, alignment, newColor);
			u->addBullet(mine);
			

		}
	}
	//std::cout << "pointer of first:" << u.first << "\n";
	return shipSprite;
}