コード例 #1
0
ファイル: object.c プロジェクト: jr314159/giraffe
/* obj_loadObjects
   Load objects for an area.
   (The map must be loaded first before this can be done.)
*/
void
obj_loadObjects(char *areafile)
{
  extern ObjContainer the_objects;
  int l;

  /* Allocate the same number of layers as the map has: */
  the_objects.n_layers = map_getNLayers();
  the_objects.layers = (ObjLayer *) dyn_1dArrayAlloc(the_objects.n_layers, sizeof(ObjLayer));

  /* Allocate the layers based on the dimensions of sectors and the dimensions
     of each map layer */
  for (l = 0; l < the_objects.n_layers; l++)
    {
      /* Make sure to round up here so that there are enough sectors: */
      the_objects.layers[l].w = (int) ceilf(obj_realToSectorX((float) map_mapToRealX(map_getLayerWidth(l))));
      the_objects.layers[l].h = (int) ceilf(obj_realToSectorY((float) map_mapToRealY(map_getLayerHeight(l))));

      the_objects.layers[l].obj_array = (Object ***) dyn_arrayAlloc(the_objects.layers[l].w, the_objects.layers[l].h, sizeof(Object *));
    }

  /* Load the objects from the area file */
  file_openFile(areafile, 'r');

  /* Loop through all of the objects in the file */
  while (file_nextObject(areafile))
    {
      Velocity vel;
      Point pos;
      int z, type;

      /* Get the attributes for this object */
      file_getObjectAtts(areafile, &z, &pos, &vel, &type);

      /* Create the object and put it into the container */
      insertObj(newObject(z, pos, vel, type));
    }

  /* Close the file */
  file_closeFile(areafile);
}
コード例 #2
0
ファイル: rtnCoordInsert.cpp プロジェクト: Niwalker/SequoiaDB
   INT32 rtnCoordInsert::shardAnObj( CHAR *pInsertor,
                                     const CoordCataInfoPtr &cataInfo,
                                     pmdEDUCB * cb,
                                     GroupSubCLMap &groupSubCLMap )
   {
      INT32 rc = SDB_OK;
      std::string subCLName ;
      UINT32 groupID = CAT_INVALID_GROUPID;

      try
      {
         BSONObj insertObj( pInsertor ) ;
         CoordCataInfoPtr subClCataInfo;
         rc = cataInfo->getSubCLNameByRecord( insertObj, subCLName ) ;
         PD_CHECK( SDB_OK == rc, SDB_CLS_COORD_NODE_CAT_VER_OLD, error,
                  PDWARNING, "couldn't find the match sub-collection(rc=%d)",
                  rc ) ;
         rc = rtnCoordGetCataInfo( cb, subCLName.c_str(), FALSE,
                                   subClCataInfo );
         PD_CHECK( SDB_OK == rc, SDB_CLS_COORD_NODE_CAT_VER_OLD, error,
                  PDWARNING, "failed to get catalog of sub-collection(%s)",
                  subCLName.c_str() );
         rc = subClCataInfo->getGroupByRecord( insertObj, groupID );
         PD_CHECK( SDB_OK == rc, SDB_CLS_COORD_NODE_CAT_VER_OLD, error,
                  PDWARNING, "couldn't find the match catalog of "
                  "sub-collection(%s)", subCLName.c_str() );
         (groupSubCLMap[ groupID ])[ subCLName ].push_back( pInsertor );
      }
      catch ( std::exception &e )
      {
         PD_CHECK( FALSE, SDB_INVALIDARG, error, PDERROR,
                   "Failed to shard the data, occur unexpected error:%s",
                   e.what() );
      }

   done:
      return rc ;
   error:
      goto done ;
   }
コード例 #3
0
ファイル: object.c プロジェクト: jr314159/giraffe
/* obj_handleSignals
   Handle signals that have accumulated in the module's queue.  Such signals
   may include object killing or spawning signals.
*/
void obj_handleSignals(void)
{
  extern SigQ signals;
  Signal sig;

  while (sig_poll(&signals, &sig))
    {
      switch (sig.type)
	{
	case SPAWN_KILL_SIG:
	  switch (sig.sig.sk.todo)
	    {
	    case SPAWN_OBJECT:
	      insertObj((Object *) sig.sig.sk.obj);
	      break;
	    case KILL_OBJECT:
	      freeObject((Object *) sig.sig.sk.obj);
	      break;
	    }
	  break;
	}
    }
}
コード例 #4
0
ファイル: object.c プロジェクト: jr314159/giraffe
/* obj_setObjPos
   sets the position of an object, making sure it is in the appropriate sector
*/
void
obj_setObjPos(Object *object_ptr, Point new_pos)
{
  /* Move it if the sector has changed: */
  if (obj_realToSectorX(new_pos.x) != obj_realToSectorX(object_ptr->pos.x)
      || obj_realToSectorY(new_pos.y) != obj_realToSectorY(object_ptr->pos.y))
    {
      
      /* Remove the object from its current sector: */
      removeObj(object_ptr);
      
      /* Actually update the position: */
      object_ptr->pos = new_pos;
      
      /* Insert the object into its new sector: */
      insertObj(object_ptr);
    }
  /* If it hasn't changed sectors just update the position: */
  else
    {
      object_ptr->pos = new_pos;
    }

}
コード例 #5
0
ファイル: graph.cpp プロジェクト: alonsovb/datos-grafos2
bool graph::processObj(string line) {
    try {
        int last = 0;
        for (unsigned int i = 0; i < line.length(); i++) {
            if (line.at(i) == ';') {
                string sub = line.substr(last, i - last + 1);

                int benefit, weight; string name;
                int slast = 0, type = 0;
                for (unsigned int j = 0; j < sub.length(); j++) {
                    if (sub.at(j) == ',' || sub.at(j) == ';' || j == sub.length() - 1) {
                        switch(type) {
                        case 0:
                            name = sub.substr(slast, j - slast);
                            break;
                        case 1:
                            weight = atoi(sub.substr(slast, j - slast).c_str());
                            break;
                        case 2:
                            benefit = atoi(sub.substr(slast, j - slast).c_str());
                            break;
                        }
                        slast = j + 1;
                        type++;
                    }
                }
            obj *nobj = new obj(objc++, name, weight, benefit);
            insertObj(nobj);
            last = i + 1;
            }
        }
        return true;
    } catch (exception e) {
        return false;
    }
}
コード例 #6
0
ファイル: basic.cpp プロジェクト: Spinduluz/blitz3d
void _bbObjInsAfter( BBObj *o1,BBObj *o2 ){
	if( o1==o2 ) return;
	unlinkObj( o1 );
	insertObj( o1,o2->next );
}
コード例 #7
0
ファイル: basic.cpp プロジェクト: Spinduluz/blitz3d
void _bbObjInsBefore( BBObj *o1,BBObj *o2 ){
	if( o1==o2 ) return;
	unlinkObj( o1 );
	insertObj( o1,o2 );
}
コード例 #8
0
ファイル: basic.cpp プロジェクト: Spinduluz/blitz3d
void _bbObjRelease( BBObj *obj ){
	if( !obj || --obj->ref_cnt ) return;
	unlinkObj( obj );
	insertObj( obj,&obj->type->free );
	--unrelObjCnt;
}
コード例 #9
0
ファイル: modeller.cpp プロジェクト: bickybilly/graphics
//callbacks
void keyboard(unsigned char key, int x, int y)
{
    switch (key)
    {
    case 27:
        exit (0);
        break;
    //draw objects
    case 'y':
        insertObj(Cube);
        break;
    case 'u':
        insertObj(Sphere);
        break;
    case 'i':
        insertObj(Cone);
        break;
    case 'o':
        insertObj(Torus);
        break;
    case 'p':
        insertObj(Teapot);
        break;
    //transformations
    case 'a': //-x
        if (sceneObjs->size()!=0) {
            if (mode%3==0) currentObj->translate(-0.1, 0, 0);
            if (mode%3==1&&!currentObj->isLight) currentObj->scale(-0.1, 0,0);
            if (mode%3==2&&!currentObj->isLight) currentObj->rotate(-5,0,0);
        }
        break;
    case 'd': //+x
        if (sceneObjs->size()!=0) {
            if (mode%3==0) currentObj->translate(0.1, 0, 0);
            if (mode%3==1&&!currentObj->isLight) currentObj->scale(0.1,0,0);
            if (mode%3==2&&!currentObj->isLight) currentObj->rotate(5,0,0);
        }
        break;
    case 'q': //-z
        if (sceneObjs->size()!=0) {
            if (mode%3==0) currentObj->translate(0, 0, -0.1);
            if (mode%3==1&&!currentObj->isLight) currentObj->scale(0, 0,-0.1);
            if (mode%3==2&&!currentObj->isLight) currentObj->rotate(0,0,-5);
        }
        break;
    case 'e': //+z
        if (sceneObjs->size()!=0) {
            if (mode%3==0) currentObj->translate(0, 0, 0.1);
            if (mode%3==1&&!currentObj->isLight) currentObj->scale(0, 0,0.1);
            if (mode%3==2&&!currentObj->isLight) currentObj->rotate(0,0,5);
        }
        break;
    case 's': //-y
        if (sceneObjs->size()!=0) {
            if (mode%3==0) currentObj->translate(0, -0.1, 0);
            if (mode%3==1&&!currentObj->isLight) currentObj->scale(0, -0.1,0);
            if (mode%3==2&&!currentObj->isLight) currentObj->rotate(0,-5,0);
        }
        break;
    case 'w': //+y
        if (sceneObjs->size()!=0) {
            if (mode%3==0) currentObj->translate(0, 0.1, 0);
            if (mode%3==1&&!currentObj->isLight) currentObj->scale(0, 0.1,0);
            if (mode%3==2&&!currentObj->isLight) currentObj->rotate(0,5,0);
        }
        break;
    case 't': //transform type toggle
        mode++;
        if (mode%3==0) transformMode = t;
        if (mode%3==1) transformMode = s;
        if (mode%3==2) transformMode = r;
        break;
    case 32: //load/save
        if (glutGetModifiers()==GLUT_ACTIVE_CTRL) {
            sceneObjs = SG->load();
            nextChild = sceneObjs->size();
            currentObj = sceneObjs->at(0);
            currentObj->select();
        }
        else SG->save();
        break;
    //toggle materials
    case '1':
        curMat = m1;
        break;
    case '2':
        curMat = m2;
        break;
    case '3':
        curMat = m3;
        break;
    case '4':
        curMat = m4;
        break;
    case '5':
        curMat = m5;
        break;
    //change selected object's material to current material
    case 'm':
        if (!currentObj->isLight) currentObj->changeMaterial(curMat);
        break;
    //delete selected object
    case 'x':
        if (sceneObjs->size()!=0) {
            deleteObj(currentObj->ID);
        }
        break;
    //reset scene
    case 'r':
        SG = new SceneGraph();
        nextChild = 0;
        sceneObjs = new vector<SceneObj*>;
        insertLight(light_pos0, amb0, diff0, spec0, 0);
        insertLight(light_pos1, amb1, diff1, spec1, 1);
        break;
    case 9: // toggle selected object (was used before ray picking implemented, still useful anyway)
        currentObj->unselect();
        currentObj = sceneObjs->at(currentObjIndex++%sceneObjs->size());
        currentObj->select();
        break;
    default:
        break;
    }
    glutPostRedisplay();
}