virtual void run() { // let all threads start at the same time startBarrier->block(); ossim_uint32 idx = 0; for(idx = 0; idx < m_numberOfPointsToQuery; ++idx) { ossim_float32 t = static_cast<double>(rand())/static_cast<double>(RAND_MAX); ossim_float32 centerx = 10000.0*t; ossim_float32 centery = 10000.0*t; ossimPolyArea2d polyArea1(ossimDrect(centerx-1000,centery-1000,centerx+2000,centery+2000)); ossimPolyArea2d polyArea2(ossimDrect(centerx-500,centery-500,centerx+2000,centery+2000)); ossimPolyArea2d temp1 = polyArea1&polyArea2; ossimPolyArea2d temp2 = polyArea1+polyArea2; ossimPolyArea2d temp3(polyArea1); ossimPolyArea2d temp4(polyArea2); temp3+=temp1; temp4&=temp3; // ossimGpt gpt(m_minLat + yt*m_latDelta, m_minLon + xt*m_lonDelta); } // let all threads end at the same time endBarrier->block(); }
PS2Sprite3D::PS2Sprite3D(): conversionMatrix(Matrix4x4::IDENTITY) { Vector4 temp1(-1,-1,0,1); Vector4 temp2(1,-1,0,1); Vector4 temp3(1,1,0,1); Vector4 temp4(-1,1,0,1); Initialise(temp1, temp2, temp3, temp4); }
// 색1 색2 색1 색2 색1 색2 void Take_Copter(Mat Cam, Mat Cam2, Copter& cop) { pthread_mutex_t mutex = PTHREAD_MUTEX_INITIALIZER; Mat YUV_PIC3; Mat Pic2_col1(cop.Picture3.rows,cop.Picture3.cols,CV_8UC1); Mat Pic2_col2(cop.Picture3.rows,cop.Picture3.cols,CV_8UC1); Mat temp3(cop.Picture3.rows,cop.Picture3.cols,CV_8UC1); Mat temp4(cop.Picture3.rows,cop.Picture3.cols,CV_8UC1); Mat temp5(cop.Picture3.rows,cop.Picture3.cols,CV_8UC1); Mat temp6(cop.Picture3.rows,cop.Picture3.cols,CV_8UC1); cvtColor(cop.Picture3,YUV_PIC3,CV_RGB2YCrCb); vector<Mat> yuv; Mat Corr_1_1;//색1 Mat Corr_1_2;//색1 Mat Corr_2_1;//색2 Mat Corr_2_2;//색2 int corr_size_X =0; int corr_size_Y =0; Mat Result; double min,max; Point Copter_point; for(int i=0; i<V_BUFFER_SIZE; i++) { cop.prev_cx[i] = -5000; cop.prev_cy[i] = -5000; } if(cop.find_mode == true){ cop.find_mode = false; matchTemplate(Cam,cop.Pic_Binary1,Corr_1_1,CV_TM_CCOEFF_NORMED); matchTemplate(Cam2,cop.Pic_Binary2,Corr_1_2,CV_TM_CCOEFF_NORMED); if(Corr_1_1.rows<Corr_1_2.rows) { corr_size_Y = Corr_1_1.rows; } else { corr_size_Y = Corr_1_2.rows; } if(Corr_1_1.cols<Corr_1_2.cols) { corr_size_X = Corr_1_1.cols; } else { corr_size_X = Corr_1_2.cols; } resize(Corr_1_1,Corr_1_1,Size(corr_size_X,corr_size_Y),0,0,INTER_CUBIC); resize(Corr_1_2,Corr_1_2,Size(corr_size_X,corr_size_Y),0,0,INTER_CUBIC); Result = (0.6*Corr_1_1)+(0.6*Corr_1_2); } else { cop.find_mode = true; split(YUV_PIC3,yuv); threshold(yuv[0],yuv[0],cop.Y_MAX,255,THRESH_TOZERO_INV); threshold(yuv[0],Pic2_col1,cop.Y_MIN,255,THRESH_BINARY); threshold(yuv[1],yuv[1],cop.Cb_MAX,255,THRESH_TOZERO_INV); threshold(yuv[1],temp3,cop.Cb_MIN,255,THRESH_BINARY); threshold(yuv[2],yuv[2],cop.Cr_MAX,255,THRESH_TOZERO_INV); threshold(yuv[2],temp4,cop.Cr_MIN,255,THRESH_BINARY); bitwise_and(Pic2_col1,temp3,temp3); bitwise_and(temp3,temp4,Pic2_col1); split(YUV_PIC3,yuv); threshold(yuv[0],yuv[0],cop.Y_MAX2,255,THRESH_TOZERO_INV); threshold(yuv[0],Pic2_col2,cop.Y_MIN2,255,THRESH_BINARY); threshold(yuv[1],yuv[1],cop.Cb_MAX2,255,THRESH_TOZERO_INV); threshold(yuv[1],temp5,cop.Cb_MIN2,255,THRESH_BINARY); threshold(yuv[2],yuv[2],cop.Cr_MAX2,255,THRESH_TOZERO_INV); threshold(yuv[2],temp6,cop.Cr_MIN2,255,THRESH_BINARY); bitwise_and(Pic2_col2,temp5,temp5); bitwise_and(temp5,temp6,Pic2_col2); matchTemplate(Cam,Pic2_col1,Corr_2_1,CV_TM_CCOEFF_NORMED); matchTemplate(Cam2,Pic2_col2,Corr_2_2,CV_TM_CCOEFF_NORMED); if(Corr_2_1.rows<Corr_2_2.rows) { corr_size_Y = Corr_2_1.rows; } else { corr_size_Y = Corr_2_2.rows; } if(Corr_2_1.cols<Corr_2_2.cols) { corr_size_X = Corr_2_1.cols; } else { corr_size_X = Corr_2_2.cols; } resize(Corr_2_1,Corr_2_1,Size(corr_size_X,corr_size_Y),0,0,INTER_CUBIC); resize(Corr_2_2,Corr_2_2,Size(corr_size_X,corr_size_Y),0,0,INTER_CUBIC); Result = (0.6*Corr_2_1)+(0.6*Corr_2_2); } // imshow("3",Pic2_col2); // imshow("2",Pic2_col1); // imshow("1",Result); minMaxLoc(Result,&min,&max,NULL,&Copter_point); cop.width = 3*(cop.Pic_Binary2.cols); cop.height =3*(cop.Pic_Binary2.rows); cop.x = Copter_point.x-(cop.width/3); cop.y = Copter_point.y-(cop.height/3); Reposition_minus(cop); pthread_mutex_lock(&mutex);// =========* resize(cop.Copter_Layer,cop.Copter_Layer,Size(cop.width,cop.height),0,0,INTER_NEAREST); if(cop.number == 1) cop.Copter_Layer = Cam_Image(Rect(cop.x , cop.y , cop.width , cop.height ) ); else if(cop.number == 2) cop.Copter_Layer = Cam_Image(Rect(cop.x,cop.y,cop.width,cop.height)); pthread_mutex_unlock(&mutex);// ==========* }
void Board::InitialiseLines() // Oh dear. { float zbase = 400; { Vector4 temp1(-390, 800, 1060 + zbase, 1); Vector4 temp2(-60, 800, 1060 + zbase, 1); Vector4 temp3(-60, 800, 1040 + zbase, 1); Vector4 temp4(-390, 800, 1040 + zbase, 1); boardlines[0].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(60, 800, 1060 + zbase, 1); Vector4 temp2(390, 800, 1060 + zbase, 1); Vector4 temp3(390, 800, 1040 + zbase, 1); Vector4 temp4(60, 800, 1040 + zbase, 1); boardlines[1].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(460, 800, 990 + zbase, 1); Vector4 temp2(460, 800, 660 + zbase, 1); Vector4 temp3(440, 800, 660 + zbase, 1); Vector4 temp4(440, 800, 990 + zbase, 1); boardlines[2].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(460, 800, 540 + zbase, 1); Vector4 temp2(460, 800, 210 + zbase, 1); Vector4 temp3(440, 800, 210 + zbase, 1); Vector4 temp4(440, 800, 540 + zbase, 1); boardlines[3].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(60, 800, 160 + zbase, 1); Vector4 temp2(390, 800, 160 + zbase, 1); Vector4 temp3(390, 800, 140 + zbase, 1); Vector4 temp4(60, 800, 140 + zbase, 1); boardlines[4].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(-390, 800, 160 + zbase, 1); Vector4 temp2(-60, 800, 160 + zbase, 1); Vector4 temp3(-60, 800, 140 + zbase, 1); Vector4 temp4(-390, 800, 140 + zbase, 1); boardlines[5].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(-460, 800, 540 + zbase, 1); Vector4 temp2(-440, 800, 540 + zbase, 1); Vector4 temp3(-440, 800, 210 + zbase, 1); Vector4 temp4(-460, 800, 210 + zbase, 1); boardlines[6].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(-460, 800, 990 + zbase, 1); Vector4 temp2(-440, 800, 990 + zbase, 1); Vector4 temp3(-440, 800, 660 + zbase, 1); Vector4 temp4(-460, 800, 660 + zbase, 1); boardlines[7].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(-240, 800, 910 + zbase, 1); Vector4 temp2(-60, 800, 910 + zbase, 1); Vector4 temp3(-60, 800, 890 + zbase, 1); Vector4 temp4(-240, 800, 890 + zbase, 1); boardlines[8].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(60, 800, 910 + zbase, 1); Vector4 temp2(240, 800, 910 + zbase, 1); Vector4 temp3(240, 800, 890 + zbase, 1); Vector4 temp4(60, 800, 890 + zbase, 1); boardlines[9].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(290, 800, 840 + zbase, 1); Vector4 temp2(310, 800, 840 + zbase, 1); Vector4 temp3(310, 800, 660 + zbase, 1); Vector4 temp4(290, 800, 660 + zbase, 1); boardlines[10].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(290, 800, 540 + zbase, 1); Vector4 temp2(310, 800, 540 + zbase, 1); Vector4 temp3(310, 800, 360 + zbase, 1); Vector4 temp4(290, 800, 360 + zbase, 1); boardlines[11].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(60, 800, 310 + zbase, 1); Vector4 temp2(240, 800, 310 + zbase, 1); Vector4 temp3(240, 800, 290 + zbase, 1); Vector4 temp4(60, 800, 290 + zbase, 1); boardlines[12].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(-240, 800, 310 + zbase, 1); Vector4 temp2(-60, 800, 310 + zbase, 1); Vector4 temp3(-60, 800, 290 + zbase, 1); Vector4 temp4(-240, 800, 290 + zbase, 1); boardlines[13].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(-290, 800, 540 + zbase, 1); Vector4 temp2(-310, 800, 540 + zbase, 1); Vector4 temp3(-310, 800, 360 + zbase, 1); Vector4 temp4(-290, 800, 360 + zbase, 1); boardlines[14].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(-290, 800, 840 + zbase, 1); Vector4 temp2(-310, 800, 840 + zbase, 1); Vector4 temp3(-310, 800, 660 + zbase, 1); Vector4 temp4(-290, 800, 660 + zbase, 1); boardlines[15].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(-90, 800, 760 + zbase, 1); Vector4 temp2(-60, 800, 760 + zbase, 1); Vector4 temp3(-60, 800, 740 + zbase, 1); Vector4 temp4(-90, 800, 740 + zbase, 1); boardlines[16].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(60, 800, 760 + zbase, 1); Vector4 temp2(90, 800, 760 + zbase, 1); Vector4 temp3(90, 800, 740 + zbase, 1); Vector4 temp4(60, 800, 740 + zbase, 1); boardlines[17].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(140, 800, 690 + zbase, 1); Vector4 temp2(150, 800, 690 + zbase, 1); Vector4 temp3(150, 800, 660 + zbase, 1); Vector4 temp4(140, 800, 660 + zbase, 1); boardlines[18].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(140, 800, 540 + zbase, 1); Vector4 temp2(150, 800, 540 + zbase, 1); Vector4 temp3(150, 800, 510 + zbase, 1); Vector4 temp4(140, 800, 510 + zbase, 1); boardlines[19].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(60, 800, 460 + zbase, 1); Vector4 temp2(90, 800, 460 + zbase, 1); Vector4 temp3(90, 800, 440 + zbase, 1); Vector4 temp4(60, 800, 440 + zbase, 1); boardlines[20].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(-90, 800, 460 + zbase, 1); Vector4 temp2(-60, 800, 460 + zbase, 1); Vector4 temp3(-60, 800, 440 + zbase, 1); Vector4 temp4(-90, 800, 440 + zbase, 1); boardlines[21].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(-160, 800, 540 + zbase, 1); Vector4 temp2(-140, 800, 540 + zbase, 1); Vector4 temp3(-140, 800, 510 + zbase, 1); Vector4 temp4(-160, 800, 510 + zbase, 1); boardlines[22].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(-160, 800, 690 + zbase, 1); Vector4 temp2(-140, 800, 690 + zbase, 1); Vector4 temp3(-140, 800, 660 + zbase, 1); Vector4 temp4(-160, 800, 660 + zbase, 1); boardlines[23].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(-10, 800, 840 + zbase, 1); Vector4 temp2(10, 800, 840 + zbase, 1); Vector4 temp3(10, 800, 810 + zbase, 1); Vector4 temp4(-10, 800, 810 + zbase, 1); boardlines[24].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(-10, 800, 990 + zbase, 1); Vector4 temp2(10, 800, 990 + zbase, 1); Vector4 temp3(10, 800, 960 + zbase, 1); Vector4 temp4(-10, 800, 960 + zbase, 1); boardlines[25].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(210, 800, 610 + zbase, 1); Vector4 temp2(240, 800, 610 + zbase, 1); Vector4 temp3(240, 800, 590 + zbase, 1); Vector4 temp4(210, 800, 590 + zbase, 1); boardlines[26].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(360, 800, 610 + zbase, 1); Vector4 temp2(390, 800, 610 + zbase, 1); Vector4 temp3(390, 800, 590 + zbase, 1); Vector4 temp4(360, 800, 590 + zbase, 1); boardlines[27].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(-10, 800, 390 + zbase, 1); Vector4 temp2(10, 800, 390 + zbase, 1); Vector4 temp3(10, 800, 360 + zbase, 1); Vector4 temp4(-10, 800, 360 + zbase, 1); boardlines[28].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(-10, 800, 240 + zbase, 1); Vector4 temp2(10, 800, 240 + zbase, 1); Vector4 temp3(10, 800, 210 + zbase, 1); Vector4 temp4(-10, 800, 210 + zbase, 1); boardlines[29].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(-390, 800, 610 + zbase, 1); Vector4 temp2(-360, 800, 610 + zbase, 1); Vector4 temp3(-360, 800, 590 + zbase, 1); Vector4 temp4(-390, 800, 590 + zbase, 1); boardlines[30].Initialise(temp1, temp2, temp3, temp4); } { Vector4 temp1(-240, 800, 610 + zbase, 1); Vector4 temp2(-210, 800, 610 + zbase, 1); Vector4 temp3(-210, 800, 590 + zbase, 1); Vector4 temp4(-240, 800, 590 + zbase, 1); boardlines[31].Initialise(temp1, temp2, temp3, temp4); } }
void Board::Initialise() { float zbase = 400; // Variable to store how deep in the z axis the object is based. Vector4 temp1(-600, 800, 1200 + zbase, 1); Vector4 temp2(600, 800, 1200 + zbase, 1); Vector4 temp3(600, 800, 0 + zbase, 1); Vector4 temp4(-600,800,0 + zbase,1); top.Initialise(temp1, temp2, temp3, temp4); // Set individual vertex locations for the top face of the board Vector4 col1(70,50,4,1); Vector4 col2(92,67,5,1); Vector4 col3(102,75,6,1); Vector4 col4(119,77,0,1); Vector4 col5(69, 25, 18, 1); top.SetColours(col1, col2, col2, col3); // Set individual colour values of each of those vertices Vector4 temp5(-600, 800, 0 + zbase, 1); Vector4 temp6(600, 800, 0 + zbase, 1); Vector4 temp7(600, 1000, 0 + zbase, 1); Vector4 temp8(-600,1000, 0 + zbase,1); // Individual vertices for the front face Vector4 temp9(-800, 1000, 1200 + zbase + 300, 1); Vector4 temp10(800, 1000, 1200 + zbase + 300, 1); Vector4 temp11(800, 1000, 100, 1); Vector4 temp12(-800, 1000, 100,1); // Individual vertices for the base face table.Initialise(temp9, temp10, temp11, temp12); table.SetColours(col5, col5, col5, col5); // Set to one mat colour, no shading. Vector4 temp13(-600, 800, 1200 + zbase, 1); Vector4 temp14(-600, 800, 0 + zbase, 1); Vector4 temp15(-600, 1000, 0 + zbase, 1); Vector4 temp16(-600, 1000, 1200 + zbase, 1); // Set individual vertices for the left face Vector4 temp17(600, 800, 0 + zbase, 1); Vector4 temp18(600, 800, 1200 + zbase, 1); Vector4 temp19(600, 1000, 1200 + zbase, 1); Vector4 temp20(600, 1000, 0 + zbase, 1); // Set individual vertices for the right face sides[0].Initialise(temp5, temp6, temp7, temp8); sides[1].Initialise(temp13, temp14, temp15, temp16); sides[2].Initialise(temp17, temp18, temp19, temp20); sides[3].Initialise(temp2, temp1, temp16, temp19); // Use known vertices to initialise the side faces sides[0].SetColours(col3, col4, col4, col2); sides[1].SetColours(col1, col2, col2, col1); sides[2].SetColours(col2, col1, col1, col2); sides[3].SetColours(col4, col4, col4, col4); // Then set the colours float positionLocations[24][2] = {{-450, 1050 + zbase}, //1 An array holding the centre locations {-300, 900 + zbase}, //2 of each of the positions where pieces {-150, 750 + zbase}, //3 can be placed. { 0 , 750 + zbase}, //4 { 150, 750 + zbase}, //5 { 300, 900 + zbase}, //6 { 450, 1050 + zbase}, //7 { 0 , 900 + zbase}, //8 { 0 , 1050 + zbase}, //9 {-450, 600 + zbase}, //10 {-300, 600 + zbase}, //11 {-150, 600 + zbase}, //12 {-450, 150 + zbase}, //13 {-300, 300 + zbase}, //14 {-150, 450 + zbase}, //15 { 0 , 150 + zbase}, //16 { 0 , 300 + zbase}, //17 { 0 , 450 + zbase}, //18 { 450, 150 + zbase}, //19 { 300, 300 + zbase}, //20 { 150, 450 + zbase}, //21 { 450, 600 + zbase}, //22 { 300, 600 + zbase}, //23 { 150, 600 + zbase}}; //24 for (int i = 0; i < 24; i++) { boardpositions[i].Initialise(positionLocations[i][0], positionLocations[i][1]); // Create the individual graphical representations } // (class Position) and put in array for easy drawing. InitialiseLines(); // Ugly function to draw each and every line on the // board with individual hand-placed vertices. SetupMills(); // Set up the mills (groups of three) with pointers to the positions // as alternate referencing option }
//write relation TEST(ParserAttList, ParAttList) { //CREATE TABLE species (kind VARCHAR(10)) PRIMARY KEY (kind); Token temp(Token::KEYWORD); temp.content = "CREATE"; tokens.push_back(temp); Token temp1(Token::KEYWORD); temp.content = "TABLE"; tokens.push_back(temp1); Token temp2(Token::VARIABLE); temp.content = "species"; tokens.push_back(temp2); Token temp3(Token::OPENPAREN); temp.content = "("; tokens.push_back(temp3); Token temp4(Token::VARIABLE); temp.content = "kind"; tokens.push_back(temp4); Token temp5(Token::KEYWORD); temp.content = "VARCHAR"; tokens.push_back(temp5); Token temp6(Token::OPENPAREN); temp.content = "("; tokens.push_back(temp6); Token temp7(Token::LITERAL); temp.content = "10"; tokens.push_back(temp7); Token temp8(Token::CLOSEPAREN); temp.content = ")"; tokens.push_back(temp8); Token temp9(Token::CLOSEPAREN); temp.content = ")"; tokens.push_back(temp9); Token temp10(Token::KEYWORD); temp.content = "PRIMARY"; tokens.push_back(temp10); Token temp11(Token::KEYWORD); temp.content = "KEY"; tokens.push_back(temp11); Token temp12(Token::OPENPAREN); temp.content = "("; tokens.push_back(temp12); Token temp13(Token::VARIABLE); temp.content = "kind"; tokens.push_back(temp13); Token temp14(Token::CLOSEPAREN); temp.content = ")"; tokens.push_back(temp14); pars.command(tokens); }