示例#1
0
// call every tick (0.1s)
void compute_speed(uint sim_time)
{
	if(sim_time % SPEED_AVERAGER_STEP == 0) {
		speed_.x = (pos_.x - old_pos_.x) * INV_DELTA_TIME * INV_SPEED_AVERAGER_STEP * SPEED_RESIZE_FACTOR;
		speed_.y = (pos_.y - old_pos_.y) * INV_DELTA_TIME * INV_SPEED_AVERAGER_STEP * SPEED_RESIZE_FACTOR;

		sp_x_term =  f_abs(speed_.x);
		sp_y_term =  f_abs(speed_.y);

		old_pos_.x = pos_.x;
		old_pos_.y = pos_.y;
	}
}
示例#2
0
inline static VALUE
f_divide(VALUE self, VALUE other,
	 VALUE (*func)(VALUE, VALUE), ID id)
{
    if (k_complex_p(other)) {
	int flo;
	get_dat2(self, other);

	flo = (k_float_p(adat->real) || k_float_p(adat->imag) ||
	       k_float_p(bdat->real) || k_float_p(bdat->imag));

	if (f_gt_p(f_abs(bdat->real), f_abs(bdat->imag))) {
	    VALUE r, n;

	    r = (*func)(bdat->imag, bdat->real);
	    n = f_mul(bdat->real, f_add(ONE, f_mul(r, r)));
	    if (flo)
		return f_complex_new2(CLASS_OF(self),
				      (*func)(self, n),
				      (*func)(f_negate(f_mul(self, r)), n));
	    return f_complex_new2(CLASS_OF(self),
				  (*func)(f_add(adat->real,
						f_mul(adat->imag, r)), n),
				  (*func)(f_sub(adat->imag,
						f_mul(adat->real, r)), n));
	}
	else {
	    VALUE r, n;

	    r = (*func)(bdat->real, bdat->imag);
	    n = f_mul(bdat->imag, f_add(ONE, f_mul(r, r)));
	    if (flo)
		return f_complex_new2(CLASS_OF(self),
				      (*func)(f_mul(self, r), n),
				      (*func)(f_negate(self), n));
	    return f_complex_new2(CLASS_OF(self),
				  (*func)(f_add(f_mul(adat->real, r),
						adat->imag), n),
				  (*func)(f_sub(f_mul(adat->imag, r),
						adat->real), n));
	}
    }
    if (k_numeric_p(other) && f_real_p(other)) {
	get_dat1(self);

	return f_complex_new2(CLASS_OF(self),
			      (*func)(dat->real, other),
			      (*func)(dat->imag, other));
    }
    return rb_num_coerce_bin(self, other, id);
}
示例#3
0
inline static VALUE
f_lcm(VALUE x, VALUE y)
{
    if (f_zero_p(x) || f_zero_p(y))
	return ZERO;
    return f_abs(f_mul(f_div(x, f_gcd(x, y)), y));
}
示例#4
0
文件: FNN.c 项目: jssmile/TestEPW2
void switching(float e1, float e2){
	/* dP = |e * Bp| */
	/* P = P + dP*t */
	/* PP = sign(dP)*P */
	float dp[2];
	dp[0] =  e1 * Bp[0][0] + e2 * Bp[1][0];
	dp[1] =  e1 * Bp[0][1] + e2 * Bp[1][1];

	P[0] = P[0] + f_abs(dp[0]) * st;
	P[1] = P[1] + f_abs(dp[1]) * st;

	/* limit of value */
	if(P[0] >= 5) P[0] = 5.0f;
	if(P[1] >= 5) P[1] = 5.0f;

	ys[0] = f_sign(dp[0])*P[0];
	ys[1] = f_sign(dp[1])*P[1];
}
示例#5
0
/*
 * call-seq:
 *    cmp.abs        ->  real
 *    cmp.magnitude  ->  real
 *
 * Returns the absolute part of its polar form.
 *
 *    Complex(-1).abs         #=> 1
 *    Complex(3.0, -4.0).abs  #=> 5.0
 */
static VALUE
nucomp_abs(VALUE self)
{
    get_dat1(self);

    if (f_zero_p(dat->real)) {
	VALUE a = f_abs(dat->imag);
	if (k_float_p(dat->real) && !k_float_p(dat->imag))
	    a = f_to_f(a);
	return a;
    }
    if (f_zero_p(dat->imag)) {
	VALUE a = f_abs(dat->real);
	if (!k_float_p(dat->real) && k_float_p(dat->imag))
	    a = f_to_f(a);
	return a;
    }
    return m_hypot(dat->real, dat->imag);
}
示例#6
0
/* f_tanh *********************************************************************/
inline float
f_tanh(float x)
{
    double xa = f_abs(x);
    double x2 = xa * xa;
    double x3 = xa * x2;
    double x4 = x2 * x2;
    double x7 = x3 * x4;
    double res = (1.0 - 1.0 / (1.0 + xa + x2 + 0.58576695 * x3 + 0.55442112 * x4 + 0.057481508 * x7));
    return (x > 0 ? res : -res);
}
示例#7
0
void mfm_(){
	int index = 0;

	for(index = 0; index < N_MFM; index++) {
		// 0: ball far from population center, 1: ball close to population center
		vector2d distance =  v_sub(pos_, center[index]);
		float dist_x = f_abs(distance.x);
		float dist_y = f_abs(distance.y);

		float Iext = (2.0 - dist_x) / 2.0;

		float dv = ( -F_x[index] + IF( Iext ) ) * TAU_M;

		F_x[index] += dv;


		Iext = (2.0 - dist_y) / 2.0;

		dv = ( -F_y[index] + IF( Iext ) ) * TAU_M;

		F_y[index] += dv;
	}
}
示例#8
0
bool TestExtMath::test_abs() {
  VS(f_abs(-4.2), 4.2);
  VS(f_abs(5), 5);
  VS(f_abs(-5), 5);
  VS(f_abs("-4.2"), 4.2);
  VS(f_abs("5"), 5);
  VS(f_abs("-5"), 5);
  return Count(true);
}
示例#9
0
static VALUE
f_format(VALUE self, VALUE (*func)(VALUE))
{
    VALUE s, impos;

    get_dat1(self);

    impos = f_tpositive_p(dat->imag);

    s = (*func)(dat->real);
    rb_str_cat2(s, !impos ? "-" : "+");

    rb_str_concat(s, (*func)(f_abs(dat->imag)));
    if (!rb_isdigit(RSTRING_PTR(s)[RSTRING_LEN(s) - 1]))
	rb_str_cat2(s, "*");
    rb_str_cat2(s, "i");

    return s;
}
示例#10
0
static VALUE
m_sqrt(VALUE x)
{
    if (f_real_p(x)) {
	if (f_positive_p(x))
	    return m_sqrt_bang(x);
	return f_complex_new2(rb_cComplex, ZERO, m_sqrt_bang(f_negate(x)));
    }
    else {
	get_dat1(x);

	if (f_negative_p(dat->imag))
	    return f_conj(m_sqrt(f_conj(x)));
	else {
	    VALUE a = f_abs(x);
	    return f_complex_new2(rb_cComplex,
				  m_sqrt_bang(f_div(f_add(a, dat->real), TWO)),
				  m_sqrt_bang(f_div(f_sub(a, dat->real), TWO)));
	}
    }
}
示例#11
0
/*
 * call-seq:
 *    cmp ** numeric  ->  complex
 *
 * Performs exponentiation.
 *
 *    Complex('i') ** 2              #=> (-1+0i)
 *    Complex(-8) ** Rational(1, 3)  #=> (1.0000000000000002+1.7320508075688772i)
 */
static VALUE
nucomp_expt(VALUE self, VALUE other)
{
    if (k_numeric_p(other) && k_exact_zero_p(other))
	return f_complex_new_bang1(CLASS_OF(self), ONE);

    if (k_rational_p(other) && f_one_p(f_denominator(other)))
	other = f_numerator(other); /* c14n */

    if (k_complex_p(other)) {
	get_dat1(other);

	if (k_exact_zero_p(dat->imag))
	    other = dat->real; /* c14n */
    }

    if (k_complex_p(other)) {
	VALUE r, theta, nr, ntheta;

	get_dat1(other);

	r = f_abs(self);
	theta = f_arg(self);

	nr = m_exp_bang(f_sub(f_mul(dat->real, m_log_bang(r)),
			      f_mul(dat->imag, theta)));
	ntheta = f_add(f_mul(theta, dat->real),
		       f_mul(dat->imag, m_log_bang(r)));
	return f_complex_polar(CLASS_OF(self), nr, ntheta);
    }
    if (k_fixnum_p(other)) {
	if (f_gt_p(other, ZERO)) {
	    VALUE x, z;
	    long n;

	    x = self;
	    z = x;
	    n = FIX2LONG(other) - 1;

	    while (n) {
		long q, r;

		while (1) {
		    get_dat1(x);

		    q = n / 2;
		    r = n % 2;

		    if (r)
			break;

		    x = nucomp_s_new_internal(CLASS_OF(self),
				       f_sub(f_mul(dat->real, dat->real),
					     f_mul(dat->imag, dat->imag)),
				       f_mul(f_mul(TWO, dat->real), dat->imag));
		    n = q;
		}
		z = f_mul(z, x);
		n--;
	    }
	    return z;
	}
	return f_expt(f_reciprocal(self), f_negate(other));
    }
    if (k_numeric_p(other) && f_real_p(other)) {
	VALUE r, theta;

	if (k_bignum_p(other))
	    rb_warn("in a**b, b may be too big");

	r = f_abs(self);
	theta = f_arg(self);

	return f_complex_polar(CLASS_OF(self), f_expt(r, other),
			       f_mul(theta, other));
    }
    return rb_num_coerce_bin(self, other, id_expt);
}
示例#12
0
/*
 * call-seq:
 *    num.polar  ->  array
 *
 * Returns an array; [num.abs, num.arg].
 */
static VALUE
numeric_polar(VALUE self)
{
    return rb_assoc_new(f_abs(self), f_arg(self));
}
示例#13
0
float r_pos_y() {
	return 1.0 - f_abs(pos_.y);
}
示例#14
0
// reward
float r_pos_x() {
	return 1.0 - f_abs(pos_.x);
}
示例#15
0
void __UpdateEnemy(Game* MyGame)
{
	int i=0;
	static int db = 0;
	Projectile* iter = MyGame->player->proj_list->eleje->kovetkezo;
	db++;
	for(i=0;i<10;i++)
	{
		if(db>20)
		{
			MyGame->enemy[i]->coord.y += MyGame->enemy[i]->speed; // statikus változó segítségével szabályozzuk a block sebességt
		
		}
		if(MyGame->enemy[i]->coord.y > SCREEN_H) 
		{
			FreeEnemy(MyGame->enemy[i]);
			NewEnemy(MyGame,i);				//ha egy ellenség eléri a képernyõ alját vesztünk egy életet
			MyGame->player->life_left--;	//és új ellenfél kerül a listára
		}
		for(iter = MyGame->player->proj_list->eleje->kovetkezo;
			iter != MyGame->player->proj_list->vege;
			iter = iter->kovetkezo)
		{
			if(iter->shot == 1)
			{
				if(f_abs(iter->coord.x - MyGame->enemy[i]->coord.x) < 70 &&		//az ütközés vizsgálása
					(f_abs((iter->coord.y) - MyGame->enemy[i]->coord.y)) < 0.1f && 
					MyGame->enemy[i]->dead != 1)
				{
					if(
						 (f_abs(iter->coord.x - MyGame->enemy[i]->coord.x)) < 0.1f &&	//a találat vizsgálása
						 (f_abs((iter->coord.y) - MyGame->enemy[i]->coord.y)) < 0.1f &&
						 (MyGame->enemy[i]->type == iter->type)
					 )
					{
						
  							MyGame->enemy_down++;
							if(MyGame->enemy_down == 11) // a háttér lebomálásának mûvelete
							{
								MyGame->enemy_down = 0;
								
								
								MyGame->next_bgforeground_index++;
								if(MyGame->next_bgforeground_index == MyGame->MaxBackGround)
								{
									MyGame->next_bgforeground_index = MyGame->next_bgbackground_index; // ha vége van a hátterek számának ciklikusan visszatér
								}																		// az elejére
								MyGame->next_bgbackground_index++;
								if(MyGame->next_bgbackground_index == MyGame->MaxBackGround)
								{
									MyGame->next_bgbackground_index = 0;
								}
								
								
							
							}
							if(MyGame->enemy_down == 5 && MyGame->next_bgforeground_index >= 1)
							{
								NewSurprise(MyGame->surprise,MyGame->SurprisePath[MyGame->next_bgforeground_index - 1]);
							}

							
							MyGame->enemy[i]->dead = 1; //találat esetén meghal az enemy
							GameBGLoad(MyGame,MyGame->enemy_down);
							
							
							
						
					
						
					}
					if(iter !=  MyGame->player->proj_list->vege)
					iter = FreeListedProjectile(iter); //ütközés esetén a projectile elvész
					NewListedProjectile(MyGame);
				}

			}
		}

		if(MyGame->enemy[i]->ready_to_free == 1)
		{
			FreeEnemy(MyGame->enemy[i]); //dead animation végén felszabadítjuk a resource-t
			NewEnemy(MyGame,i); 
		}
	
	}
	if(db>20)
	{
		db = 0;
	}
}