void TrainingSet::initTS(const vector<vector<double> > &inputs, const vector<vector<double> > &targets) { setInputs(inputs); setTargets(targets); // originalTS = new TrainingSet(*this); }
path *spreadExecSearchAlgorithm::GetPath(GraphAbstraction *_aMap, node *from, node *to, reservationProvider *_rp) { setTargets(_aMap, from, to, _rp); path *p; while ((p = think()) == 0) {} return p; }
TrainingSet &TrainingSet::operator=(const TrainingSet &trset) { setInputs(trset.getInputs()); setTargets(trset.getTargets()); return *this; }
void VisualTracker::onSimEventSetVisualTracker(SimEventQueue& q, rutz::shared_ptr<SimEventSetVisualTracker>& e) { #ifdef HAVE_OPENCV Point2D<int> targetLoc = e->getTargetLoc(); LINFO("Set visual tracker to %ix%i", targetLoc.i, targetLoc.j); setTargets(itsCurrentGreyImg, targetLoc); #endif }
void RandomActiveTester::setTestingTargets() { char read_string[MAX_READ_SIZE]; FILE * file_in = fopen(targetfile.c_str(), "r"); setTargets(file_in, read_string, MAX_READ_SIZE); char out_string[8192]; rotateInputFile(file_in, read_string, out_string, 8192); log->addAddressToSchedule(target1); log->addAddressToSchedule(target2); fclose(file_in); FILE * file_out = fopen(targetfile.c_str(), "w"); rewriteTargetFile(file_out, out_string); fclose(file_out); }
void SelectTargetDialog::setTargetSet(const QString& name) { m_targets = NULL; m_allTargets.clear(); m_targetsList->clear(); m_command->setText(""); m_targetName->clear(); for (int i=0; i<m_targetSets.size(); i++) { if (m_targetSets.at(i).name == name) { m_currentTargetSet->setCurrentIndex(i); setTargets(m_targetSets.at(i).targets); return; } } }
void Toolbar::render(Editor* editor) { //Checks if the selected units are the same if(mChange) { editor->setPlayer(mCurrPlayer); editor->setUnit(mCurrUnit); setTargets(editor->mLevel); mChange=false; } if(mDelete) { editor->setUnit(mCurrUnit); editor->setPlayer(mCurrPlayer); editor->deleteSelected(); mDelete=false; unIniPlayer(); unIniUnit(); } //Change UIItems if(mNewPos) { if(editor->collide(mCurrUnit)) { mCurrUnit.getObject()->setPosition(mCurrUnit.getOriginal()); } else { mCurrUnit.setOriginal(mCurrUnit.getObject()->getPosition()); } mNewPos=false; setTargets(editor->mLevel); } if(!mSelected) { setUIActives(); } //Renders stuff RenderWindow& window=editor->getWindow(); window.setView(View(FloatRect(Vector2f(0,0),Vector2f(window.getSize())))); Vector2f Size(mViewSize.x/window.getSize().x,mViewSize.y/window.getSize().y), Position(mPosition.x/window.getSize().x,mPosition.y/window.getSize().y); sf::RectangleShape Bar(mSize),Frame(mSize),Indicator; Bar.setPosition(mPosition); Frame.setPosition(mPosition); Frame.setOutlineThickness(2); Frame.setOutlineColor(Color(0,0,0,255)); Frame.setFillColor(sf::Color::Transparent); Bar.setFillColor(mBackground); window.draw(Bar); //Renders the minimap View MiniView=window.getDefaultView(); MiniView.setViewport(FloatRect(Position,Size)); float scale=0; if(editor->mLevel.getSize().x!=0&&editor->mLevel.getSize().y!=0) { scale=window.convertCoords(Vector2i(mPosition+mViewSize),MiniView).x/editor->mLevel.getSize().x; if(scale>window.convertCoords(Vector2i(mPosition+mViewSize),MiniView).y/editor->mLevel.getSize().y) { scale=window.convertCoords(Vector2i(mPosition+mViewSize),MiniView).y/editor->mLevel.getSize().y; } } else { scale=window.convertCoords(Vector2i(mPosition+mViewSize),MiniView).x/1280; if(scale>window.convertCoords(Vector2i(mPosition+mViewSize),MiniView).y/800) { scale=window.convertCoords(Vector2i(mPosition+mViewSize),MiniView).y/800; } } if(scale>1) { MiniView.zoom(scale); } editor->renderLevel(MiniView); //Renders the rect showing your view on the minimap Position=window.convertCoords(Vector2i(0,editor->mLevelTool.getSize().y),editor->mCurrView)+Vector2f(10,10); Size=window.convertCoords(Vector2i(editor->mCurrView.getViewport().width*window.getSize().x, editor->mCurrView.getViewport().height*window.getSize().y+editor->mLevelTool.getSize().y),editor->mCurrView)-Position-Vector2f(10,10); Indicator.setSize(Size); Indicator.setPosition(Position); Indicator.setFillColor(sf::Color::Transparent); Indicator.setOutlineColor(sf::Color(255,0,0,255)); Indicator.setOutlineThickness(10); window.setView(MiniView); window.draw(Indicator); //Renders the Frame window.setView(View(FloatRect(Vector2f(0,0),Vector2f(window.getSize())))); window.draw(Frame); //Draws the UIItems int i=0; for(UISet::iterator it=mUIItems.accessActive().begin();it!=mUIItems.accessActive().end();it++) { int Height=mViewSize.y+5; for(UISet::iterator et=mUIItems.accessActive().begin();et!=it;et++) { Height+=(*et)->getHitBox(Position).height; } i++; (*it)->draw(window,Vector2f(mPosition.x+5,mPosition.y+Height)); } }
void MultilayerPerceptronPattern::initMLPP(double *targets, size_t s) { setTargets(targets, s); }
void hack_draw (xstuff_t * XStuff, double currentTime, float frameTime) { int i; static int ionsReleased = 0; static float releaseTime = 0.0f; Display *dpy = XStuff->display; #ifdef BENCHMARK static int a = 1; #endif Window window = XStuff->window; elapsedTime = frameTime; #ifdef BENCHMARK if (a++ == 1000) exit(0); elapsedTime = 0.1f; #endif // Camera movements // first do translation (distance from center) static float oldCameraDistance; static float cameraDistance; static float targetCameraDistance = -1000.0f; static float preCameraInterp = PI; float cameraInterp; preCameraInterp += float (dCameraspeed) * elapsedTime * 0.01f; cameraInterp = 0.5f - (0.5f * cos (preCameraInterp)); cameraDistance = (1.0f - cameraInterp) * oldCameraDistance + cameraInterp * targetCameraDistance; if (preCameraInterp >= PI) { oldCameraDistance = targetCameraDistance; targetCameraDistance = -rsRandf (1300.0f) - 200.0f; preCameraInterp = 0.0f; } glMatrixMode (GL_MODELVIEW); glLoadIdentity (); glTranslatef (0.0, 0.0, cameraDistance); // then do rotation static rsVec radialVel = rsVec (0.0f, 0.0f, 0.0f); static rsVec targetRadialVel = radialVel; static rsQuat rotQuat = rsQuat (0.0f, 0.0f, 0.0f, 1.0f); rsVec radialVelDiff = targetRadialVel - radialVel; float changeRemaining = radialVelDiff.normalize (); float change = float (dCameraspeed) * 0.0002f * elapsedTime; if (changeRemaining > change) { radialVelDiff *= change; radialVel += radialVelDiff; } else { radialVel = targetRadialVel; if (rsRandi (2)) { targetRadialVel = rsVec (rsRandf (1.0f), rsRandf (1.0f), rsRandf (1.0f)); targetRadialVel.normalize (); targetRadialVel *= float (dCameraspeed) * rsRandf (0.002f); } else targetRadialVel = rsVec (0.0f, 0.0f, 0.0f); } rsVec tempRadialVel = radialVel; float angle = tempRadialVel.normalize (); rsQuat radialQuat; radialQuat.make (angle, tempRadialVel[0], tempRadialVel[1], tempRadialVel[2]); rotQuat.preMult (radialQuat); rsMatrix rotMat; rotMat.fromQuat (rotQuat); // make billboard matrix for rotating particles when they are drawn rotMat.get (billboardMat); // Calculate new color static rsVec oldHsl, newHsl = rsVec (rsRandf (1.0f), 1.0f, 1.0f), targetHsl; static float colorInterp = 1.0f, colorChange; colorInterp += elapsedTime * colorChange; if (colorInterp >= 1.0f) { if (!rsRandi (3) && dIons >= 100) // change color suddenly newHsl = rsVec (rsRandf (1.0f), 1.0f - (rsRandf (1.0f) * rsRandf (1.0f)), 1.0f); oldHsl = newHsl; targetHsl = rsVec (rsRandf (1.0f), 1.0f - (rsRandf (1.0f) * rsRandf (1.0f)), 1.0f); colorInterp = 0.0f; // amount by which to change colorInterp each second colorChange = rsRandf (0.005f * float (dSpeed)) + (0.002f * float (dSpeed)); } else { float diff = targetHsl[0] - oldHsl[0]; if (diff < -0.5f || (diff > 0.0f && diff < 0.5f)) newHsl[0] = oldHsl[0] + colorInterp * diff; else newHsl[0] = oldHsl[0] - colorInterp * diff; diff = targetHsl[1] - oldHsl[1]; newHsl[1] = oldHsl[1] + colorInterp * diff; if (newHsl[0] < 0.0f) newHsl[0] += 1.0f; if (newHsl[0] > 1.0f) newHsl[0] -= 1.0f; hsl2rgb (newHsl[0], newHsl[1], 1.0f, newRgb[0], newRgb[1], newRgb[2]); } // Release ions if (ionsReleased < dIons) { releaseTime -= elapsedTime; while (ionsReleased < dIons && releaseTime <= 0.0f) { ilist[ionsReleased].start (); ionsReleased++; // all ions released after 2 minutes releaseTime += 120.0f / float (dIons); } } // Set interpolation value for emitters and attracters static float wait = 0.0f; static float preinterp = PI, interp; static float interpconst = 0.001f; wait -= elapsedTime; if (wait <= 0.0f) { preinterp += elapsedTime * float (dSpeed) * interpconst; interp = 0.5f - (0.5f * cos (preinterp)); } if (preinterp >= PI) { // select new taget points (not the same pattern twice in a row) static int newTarget = 0, lastTarget; lastTarget = newTarget; newTarget = rsRandi (10); if (newTarget == lastTarget) newTarget++; setTargets (newTarget); preinterp = 0.0f; interp = 0.0f; wait = 10.0f; // pause after forming each new pattern interpconst = 0.001f; if (!rsRandi (4)) // interpolate really fast sometimes interpconst = 0.1f; } // Update particles for (i = 0; i < dEmitters; i++) { elist[i].interppos (interp); elist[i].update (); } for (i = 0; i < dAttracters; i++) { alist[i].interppos (interp); alist[i].update (); } for (i = 0; i < ionsReleased; i++) ilist[i].update (); // Calculate surface if (dSurface) { for (i = 0; i < dEmitters; i++) spheres[i].setPosition (elist[i].pos[0], elist[i].pos[1], elist[i].pos[2]); for (i = 0; i < dAttracters; i++) spheres[dEmitters + i].setPosition (alist[i].pos[0], alist[i].pos[1], alist[i].pos[2]); impCrawlPointVector cpv; for(i=0; i<dEmitters+dAttracters; i++) spheres[i].addCrawlPoint(cpv); surface->reset (); static float valuetrig = 0.0f; valuetrig += elapsedTime; volume->setSurfaceValue(0.45f + 0.05f * cosf(valuetrig)); volume->makeSurface(cpv); } // Draw // clear the screen if (dBlur) { // partially glMatrixMode (GL_PROJECTION); glPushMatrix (); glLoadIdentity(); glOrtho(0.0, 1.0, 0.0, 1.0, 1.0, -1.0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(0.0f, 0.0f, 0.0f, 0.5f - (float(sqrtf(sqrtf(float(dBlur)))) * 0.15495f)); glBegin(GL_TRIANGLE_STRIP); glVertex3f(0.0f, 0.0f, 0.0f); glVertex3f(1.0f, 0.0f, 0.0f); glVertex3f(0.0f, 1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 0.0f); glEnd(); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); } else // completely glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Draw ions glMatrixMode(GL_MODELVIEW); glBlendFunc (GL_ONE, GL_ONE); glBindTexture (GL_TEXTURE_2D, 1); for (i = 0; i < ionsReleased; i++) ilist[i].draw (); // Draw surfaces float brightFactor = 0; float surfaceColor[3] = { 0.0f, 0.0f, 0.0f }; if (dSurface) { glBindTexture (GL_TEXTURE_2D, 2); glEnable (GL_TEXTURE_GEN_S); glEnable (GL_TEXTURE_GEN_T); // find color for surfaces if (dIons >= 100) { if (dWireframe) brightFactor = 2.0f / (float (dBlur + 30) * float (dBlur + 30)); else brightFactor = 4.0f / (float (dBlur + 30) * float (dBlur + 30)); for (i = 0; i < 100; i++) { surfaceColor[0] += ilist[i].rgb[0] * brightFactor; surfaceColor[1] += ilist[i].rgb[1] * brightFactor; surfaceColor[2] += ilist[i].rgb[2] * brightFactor; } glColor3fv (surfaceColor); } else { if (dWireframe) brightFactor = 200.0f / (float (dBlur + 30) * float (dBlur + 30)); else brightFactor = 400.0f / (float (dBlur + 30) * float (dBlur + 30)); glColor3f (newRgb[0] * brightFactor, newRgb[1] * brightFactor, newRgb[2] * brightFactor); } // draw the surface glPushMatrix (); glMultMatrixf (billboardMat); if (dWireframe) { glDisable (GL_TEXTURE_2D); surface->draw_wireframe (); glEnable (GL_TEXTURE_2D); } else surface->draw (); glPopMatrix (); glDisable (GL_TEXTURE_GEN_S); glDisable (GL_TEXTURE_GEN_T); } // If graphics card does a true buffer swap instead of a copy swap // then everything must get drawn on both buffers if (dBlur & pfd_swap_exchange) { glXSwapBuffers (dpy, window); // wglSwapLayerBuffers(hdc, WGL_SWAP_MAIN_PLANE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f (0.0f, 0.0f, 0.0f, 0.5f - (float (sqrt (sqrt (double (dBlur)))) * 0.15495f)); glPushMatrix (); glLoadIdentity (); glBegin (GL_TRIANGLE_STRIP); glVertex3f (-5.0f, -4.0f, -3.0f); glVertex3f (5.0f, -4.0f, -3.0f); glVertex3f (-5.0f, 4.0f, -3.0f); glVertex3f (5.0f, 4.0f, -3.0f); glEnd (); glPopMatrix (); // Draw ions glBlendFunc (GL_ONE, GL_ONE); glBindTexture (GL_TEXTURE_2D, 1); for (i = 0; i < ionsReleased; i++) ilist[i].draw (); // Draw surfaces if (dSurface) { glBindTexture (GL_TEXTURE_2D, 2); glEnable (GL_TEXTURE_GEN_S); glEnable (GL_TEXTURE_GEN_T); if (dIons >= 100) glColor3fv (surfaceColor); else glColor3f (newRgb[0] * brightFactor, newRgb[1] * brightFactor, newRgb[2] * brightFactor); glPushMatrix (); glMultMatrixf (billboardMat); if (dWireframe) { glDisable (GL_TEXTURE_2D); surface->draw_wireframe (); glEnable (GL_TEXTURE_2D); } else surface->draw (); glPopMatrix (); glDisable (GL_TEXTURE_GEN_S); glDisable (GL_TEXTURE_GEN_T); } } }
void CBuilder::build(const QString &target) { setTargets(target); build(); } // build