示例#1
0
void testvector()
{

     std::vector<boost::shared_ptr<A> > v(10);
     
     A *pA = new A();
     
     A *pB = new A();
     
     boost::shared_ptr<A> sp1(pA);
     
     boost::shared_ptr<A> sp2(pB);
     
     std::cout<<"The Smartptr now has "<<sp1.use_count()<<" references\n";
     
     
     v[0] = sp1;
     std::cout<<"The Smartptr now has "<<sp1.use_count()<<" references\n";
     
     std::vector<boost::shared_ptr<A> > ::iterator k = v.begin();
     
     //v.erase(k);//删除第一个元素    
     //v.pop_back();
     v[0] = sp2;
     
     std::cout<<"The Smartptr now has "<<sp1.use_count()<<" references\n";
     
     // std::cout<<"vertor size :"<<v.len()<<" references\n";


}
示例#2
0
void testmap()
{

    std::map<std::string, boost::shared_ptr<A> > m;
    
    A *pA = new A();
    
    A *pB = new A();
    
    boost::shared_ptr<A> sp1(pA);
    
    boost::shared_ptr<A> sp2(pB);  
    
    std::cout<<"The Smartptr now has "<<sp1.use_count()<<" references\n";
    
    
    m["1"] = sp1;
    std::cout<<"The Smartptr now has "<<sp1.use_count()<<" references\n";
    
    // std::vector<boost::shared_ptr<A> > ::iterator k = v.begin();
    
    //v.erase(k);//删除第一个元素    
    //v.pop_back();
    //v[0] = sp2;
    m["1"] = SMART_PTR_NULL_A;
    
    std::cout<<"The Smartptr now has "<<sp1.use_count()<<" references\n";
    
    // std::cout<<"vertor size :"<<v.len()<<" references\n";
    m["1"] = sp1;
    std::cout<<"The Smartptr now has "<<sp1.use_count()<<" references\n";

}
示例#3
0
文件: main.cpp 项目: Strade288/42
int main()
{
	srand(std::time(0));
	try
	{
		Span sp = Span(5);
		sp.addNumber(5);
		sp.addNumber(3);
		sp.addNumber(17);
		sp.addNumber(9);
		sp.addNumber(11);
		std::cout << sp.shortestSpan() << std::endl;
		std::cout << sp.longestSpan() << std::endl;

		Span big(10000);
		big.initAll(randNumber);
		std::cout << big.shortestSpan() << std::endl;
		std::cout << big.longestSpan() << std::endl;

		Span sp2(1);
		std::cout << sp2.shortestSpan() << std::endl;
	}
	catch (std::exception & e)
	{
		std::cout << e.what() << std::endl;
	}
}
示例#4
0
	void step(float dtime, bool send_recommended)
	{
		ScopeProfiler sp2(g_profiler, "step avg", SPT_AVG);

		assert(m_env);

		const float interval = 0.2;
		if(m_move_interval.step(dtime, interval)==false)
			return;
		dtime = interval;
		
		core::aabbox3d<f32> box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.);
		collisionMoveResult moveresult;
		// Apply gravity
		m_speed_f += v3f(0, -dtime*9.81*BS, 0);
		// Maximum movement without glitches
		f32 pos_max_d = BS*0.25;
		// Limit speed
		if(m_speed_f.getLength()*dtime > pos_max_d)
			m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
		v3f pos_f = getBasePosition();
		v3f pos_f_old = pos_f;
		v3f accel_f = v3f(0,0,0);
		f32 stepheight = 0;
		IGameDef *gamedef = m_env->getGameDef();
		moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
				pos_max_d, box, stepheight, dtime,
				pos_f, m_speed_f, accel_f);
		
		if(send_recommended == false)
			return;

		if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
		{
			setBasePosition(pos_f);
			m_last_sent_position = pos_f;

			std::ostringstream os(std::ios::binary);
			// command (0 = update position)
			writeU8(os, 0);
			// pos
			writeV3F1000(os, m_base_position);
			// create message and add to list
			ActiveObjectMessage aom(getId(), false, os.str());
			m_messages_out.push_back(aom);
		}
		if(m_itemstring_changed)
		{
			m_itemstring_changed = false;

			std::ostringstream os(std::ios::binary);
			// command (1 = update itemstring)
			writeU8(os, 1);
			// itemstring
			os<<serializeString(m_itemstring);
			// create message and add to list
			ActiveObjectMessage aom(getId(), false, os.str());
			m_messages_out.push_back(aom);
		}
	}
/**
 * \brief Render the players oxygen.
 * \param e (out) The scene elements.
 */
void ptb::throwable_item_component::render( scene_element_list& e ) const
{
  bear::visual::coordinate_type pos_y = height() / 2;

  bear::visual::scene_sprite s1
    ( get_render_position().x, 
      ( pos_y - m_throwable_item_animation.get_sprite().height() ) / 2 + 
      get_render_position().y, 
      m_throwable_item_animation.get_sprite());

  bear::visual::scene_writing s2
    ( get_render_position().x + 
      m_throwable_item_animation.get_max_size().x + s_margin, 
      ( pos_y - m_throwable_item.get_height() ) / 2 + 
      get_render_position().y , m_throwable_item );

  e.push_back( s1 );
  e.push_back( s2 );

  floating_bonus_list::const_iterator it;
  for ( it = m_floating_bonus.begin(); 
	it != m_floating_bonus.end(); ++it )
    {
      bear::visual::scene_sprite sp2
	( it->get_position().x, it->get_position().y, 
          get_level_globals().auto_sprite( "gfx/ui/ui-1.png", it->get_name() ));
      e.push_back( sp2 );
    } 
} // throwable_item_component::render()
示例#6
0
int main(int, const char * []) {
  IloEnv env;
  try {
    IloIntVarArray x(env);
    for (IloInt i = 0; i < 10; i++) {
      char name[6];
      sprintf(name, "X%ld", i);
      x.add(IloIntVar(env, 0, 100 - 2*(i / 2), name));
    }
    IloModel mdl(env);
    mdl.add(IloAllDiff(env, x));
    mdl.add(x);

    IloIntVarChooser varChooser   = ChooseSmallestCentroid(env);
    IloIntValueChooser valChooser = ChooseSmallestDistanceFromCentroid(env);
    IloSearchPhase sp1(env, x, varChooser, valChooser);

    IloIntVarEval   varEval       = Centroid(env);
    IloIntValueEval valEval       = DistanceFromCentroid(env);
    IloSearchPhase sp2(env, x, IloSelectSmallest(varEval),
                               IloSelectSmallest(valEval));

    // sp2 can have ties as two variable or values could evaluate
    // to the same values.  sp3 shows how to break these ties
    // choosing, for equivalent centroid and distance-to-centroid
    // evaluations, the lowest indexed variable in x and the
    // lowest value.
    IloVarSelectorArray selVar(env);
    selVar.add(IloSelectSmallest(varEval));
    selVar.add(IloSelectSmallest(IloVarIndex(env, x))); // break ties on index

    IloValueSelectorArray selValue(env);
    selValue.add(IloSelectSmallest(valEval));
    selValue.add(IloSelectSmallest(IloValue(env))); // break ties on smallest

    IloSearchPhase sp3(env, x, selVar, selValue);

    IloCP cp(mdl);
    cp.setParameter(IloCP::Workers, 1);
    cp.setParameter(IloCP::SearchType, IloCP::DepthFirst);
    cp.setParameter(IloCP::LogPeriod, 1);
    cp.out() << "Choosers" << std::endl;
    cp.solve(sp1);
    cp.out() << cp.domain(x) << std::endl;

    cp.out() << "Evaluators" << std::endl;
    cp.solve(sp2);
    cp.out() << cp.domain(x) << std::endl;
    cp.out() << "Evaluators (with tie-break)" << std::endl;
    cp.solve(sp3);
    cp.out() << cp.domain(x) << std::endl;

    cp.end();
  } catch (IloException & ex) {
    env.out() << "Caught: " << ex << std::endl;
  }
  env.end();
  return 0;
}
示例#7
0
static void BM_SharedPtrIncDecRef(benchmark::State& st) {
  auto sp = std::make_shared<int>(42);
  benchmark::DoNotOptimize(sp.get());
  while (st.KeepRunning()) {
    std::shared_ptr<int> sp2(sp);
    benchmark::ClobberMemory();
  }
}
示例#8
0
文件: corrsp.c 项目: ombt/ombt
/* main entry */
submain(int argc, char **argv)
{
	int c;

	/* get command line options */
	while ((c = getopt(argc, argv, "?")) != EOF)
	{
		/* get options */
		switch (c)
		{
		case '?':
			/* help message */
			usage(argv[0]);
			return(0);

		default:
			/* error */
			ERROR("invalid option.", EINVAL);
			usage(argv[0]);
			return(2);
		}
	}

	/* check if spectra and output file were given */
	if ((optind + 3) > argc)
	{
		ERROR("missing spectrum or output file.", EINVAL);
		usage(argv[0]);
		return(2);
	}

	/* create spectra */
	Spectrum sp1(argv[optind]);
	if ((errno = sp1.getStatus()) != OK)
	{
		ERRORS("spectrum constructor failed for spectrum.", 
			argv[optind], errno);
		exit(2);
	}
	Spectrum sp2(argv[optind+1]);
	if ((errno = sp2.getStatus()) != OK)
	{
		ERRORS("spectrum constructor failed for spectrum.", 
			argv[optind+1], errno);
		exit(2);
	}

	/* do correlation */
	Spectrum corrsp = correlation(sp1, sp2);
	
	/* write out spectrum */
	corrsp.writeSpectrum(argv[optind+2]);

	/* all done */
	return(0);
}
示例#9
0
void ItemSAO::step(float dtime, bool send_recommended)
{
	ScopeProfiler sp2(g_profiler, "ItemSAO::step avg", SPT_AVG);

	assert(m_env);

	const float interval = 0.2;
	if(m_move_interval.step(dtime, interval)==false)
		return;
	dtime = interval;
	
	core::aabbox3d<f32> box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.);
	collisionMoveResult moveresult;
	// Apply gravity
	m_speed_f += v3f(0, -dtime*9.81*BS, 0);
	// Maximum movement without glitches
	f32 pos_max_d = BS*0.25;
	// Limit speed
	if(m_speed_f.getLength()*dtime > pos_max_d)
		m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
	v3f pos_f = getBasePosition();
	v3f pos_f_old = pos_f;
	IGameDef *gamedef = m_env->getGameDef();
	moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
			pos_max_d, box, dtime, pos_f, m_speed_f);
	
	if(send_recommended == false)
		return;

	if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
	{
		setBasePosition(pos_f);
		m_last_sent_position = pos_f;

		std::ostringstream os(std::ios::binary);
		char buf[6];
		// command (0 = update position)
		buf[0] = 0;
		os.write(buf, 1);
		// pos
		writeS32((u8*)buf, m_base_position.X*1000);
		os.write(buf, 4);
		writeS32((u8*)buf, m_base_position.Y*1000);
		os.write(buf, 4);
		writeS32((u8*)buf, m_base_position.Z*1000);
		os.write(buf, 4);
		// create message and add to list
		ActiveObjectMessage aom(getId(), false, os.str());
		m_messages_out.push_back(aom);
	}
}
示例#10
0
// Render radioitem bullet.
void ClsXPMenu::RenderRadioBullet( ClsDC *pDC, ClsRect& rcRect, COLORREF crColor, DWORD dwItemState )
{
	// Snapshot...
	int sDC = pDC->SaveDC();

	// Make ellipse rectangle.
	ClsRect rc = rcRect;
	rc.Right() = rc.Left() + 12;
	rc.Bottom() = rc.Top() + 12;
	rc.Offset( rcRect.Width() / 2 - 6, rcRect.Height() / 2 - 6 );

	// Create GDI objects for unchecked radio-button.
	ClsPen p( PS_SOLID, 0, XPColors.GetXPColor( ClsXPColors::XPC_IMAGE_DISABLED ));
	ClsBrush b( XPColors.GetXPColor( ClsXPColors::XPC_TEXT_BACKGROUND ));

	// Brace the code so that the ClsSelector objects
	// go out of scope before the device context
	// is restored.
	{
		// Select brush and pen.
		ClsSelector sb( pDC, b );
		ClsSelector sp( pDC, p );

		// Render first ellipse... This yields better
		// results than the Ellipse() method...
		pDC->RoundRect( rc.Left(), rc.Top(), rc.Right(), rc.Bottom(), 11, 11 );

		// Deflate rectangle by three pixels.
		rc.Deflate( 3, 3 );

		// Checked?
		if ( dwItemState & ODS_CHECKED )
		{
			// Destroy current GDI objects and create new
			// ones for the inner ellipse.
			b.Delete(); p.Delete();
			b.CreateSolidBrush( crColor );
			p.CreatePen( PS_SOLID, 1, crColor );

			// Select them in the DC.
			ClsSelector sb2( pDC, b );
			ClsSelector sp2( pDC, p );

			// Rendert the ellipse.
			pDC->RoundRect( rc.Left(), rc.Top(), rc.Right(), rc.Bottom(), rc.Width() - 1, rc.Width() - 1 );
		}
	}

	// Restore original content.
	pDC->RestoreDC( sDC );
}
示例#11
0
TEST(Test, Correction) {
  StringPiece s1(g_s1, sizeof(g_s1) - 1);
  StringPiece s2(g_s2, sizeof(g_s2) - 1);

  StringPiece sp1(g_s1, sizeof(g_s1) - 1);
  StringPiece sp2(g_s2, sizeof(g_s2) - 1);

  EXPECT_EQ(s1 == s2, sp1 == sp2);
  EXPECT_EQ(s1 != s2, sp1 != sp2);
  EXPECT_EQ(s1 < s2, sp1 < sp2);
  EXPECT_EQ(s1 <= s2, sp1 <= sp2);
  EXPECT_EQ(s1 > s2, sp1 > sp2);
  EXPECT_EQ(s1 >= s2, sp1 >= sp2);
}
void 
OpenSteer::SharedPointerTest::testAssignment()
{
    // Testing assignment of shared pointers pointing to 0.
    {
        SharedPointer< SharedPointerTester< 0 > > sp0;
        SharedPointer< SharedPointerTester< 0 > > sp1( sp0 );
        CPPUNIT_ASSERT( 0 == sp0.get() );
        CPPUNIT_ASSERT( 0 == sp1.get() );
    }
    CPPUNIT_ASSERT_EQUAL( 0, SharedPointerTester< 0 >::static_counter_ );
    
    
    // Testing assignment to a shared pointer holding 0.
    {
        SharedPointerTester< 0 >* rawPointer = new SharedPointerTester< 0 >();
        SharedPointer< SharedPointerTester< 0 > > sp0;
        SharedPointer< SharedPointerTester< 0 > > sp1( rawPointer );
        SharedPointer< SharedPointerTester< 0 > > sp2( sp0 );
        
        sp0 = sp1;
        CPPUNIT_ASSERT( 2 == sp0.useCount() );
        CPPUNIT_ASSERT( 2 == sp1.useCount() );
        CPPUNIT_ASSERT_EQUAL( rawPointer, sp0.get() );
        CPPUNIT_ASSERT_EQUAL( rawPointer, sp1.get() );
        CPPUNIT_ASSERT( 0 == sp2.get() );
    }
    CPPUNIT_ASSERT_EQUAL( 0, SharedPointerTester< 0 >::static_counter_ );
    
    
    // Testing assignment that should lead to a  destruction.
    {
        SharedPointerTester< 0 >* rawPointer0 = new SharedPointerTester< 0 >();
        SharedPointerTester< 0 >* rawPointer1 = new SharedPointerTester< 0 >();
        CPPUNIT_ASSERT_EQUAL( 2, SharedPointerTester< 0 >::static_counter_ );
        
        SharedPointer< SharedPointerTester< 0 > > sp0( rawPointer0 );
        SharedPointer< SharedPointerTester< 0 > > sp1( rawPointer1 );
        sp1 = sp0;
        
        CPPUNIT_ASSERT_EQUAL( 1, SharedPointerTester< 0 >::static_counter_ );
        CPPUNIT_ASSERT( 2 == sp0.useCount() );
        CPPUNIT_ASSERT( 2 == sp1.useCount() );
        CPPUNIT_ASSERT_EQUAL( rawPointer0, sp0.get() );
        CPPUNIT_ASSERT_EQUAL( rawPointer0, sp1.get() );
    }
    CPPUNIT_ASSERT_EQUAL( 0, SharedPointerTester< 0 >::static_counter_ );
    
}
static
int main_v()
{
	a_template<int> sp1 = new int; 
	a_template<B> sp2(new B);

	//the presence of this call, has no influence on whether the template using int implements the method
	sp2.optionalCompiledMethod();

	//sp1.optionalCompiledMethod(); //this will give a compile error, because it forces the template to implement the method which uses a member function that int doesn't have

	std::cout << "press enter to close" << std::endl;
	std::cin.get();

	return 0;
}
示例#14
0
float calVelUpdateStepLen(const FwiParams &params,
    const float *wlt,
    const float *dobs,
    const float *derr,
    float epsil,
    const EnquistAbc2d &fmMethod,
    const ShotPosition &allSrcPos,
    const ShotPosition &allGeoPos
    )
{
  int nt = params.nt;
  int nz = params.nz;
  int nx = params.nx;
  int ng = params.ng;
  int ns = params.ns;

  std::vector<float> dcal(ng, 0); /* calculated/synthetic seismic data */
  std::vector<float> sp0(nz * nx); /* source wavefield p0 */
  std::vector<float> sp1(nz * nx); /* source wavefield p1 */
  std::vector<float> sp2(nz * nx); /* source wavefield p2 */

  std::vector<float> alpha1(ng, 0); /* numerator of alpha, length=ng */
  std::vector<float> alpha2(ng, 0); /* denominator of alpha, length=ng */

  for (int is = 0; is < ns; is++) {
    std::fill(sp0.begin(), sp0.end(), 0);
    std::fill(sp1.begin(), sp1.end(), 0);
    ShotPosition currSrcPos = allSrcPos.clip(is);

    for (int it = 0; it < nt; it++) {
      fmMethod.addSource(&sp1[0], &wlt[it], currSrcPos);
      fmMethod.stepForward(&sp0[0], &sp1[0], &sp2[0]);

      cycleSwap(sp0, sp1, sp2);

      fmMethod.recordSeis(&dcal[0], &sp0[0], allGeoPos);

      sum_alpha12(&alpha1[0], &alpha2[0], &dcal[0], &dobs[is * nt * ng + it * ng], &derr[is * ng * nt + it * ng], ng);
    }
  }

  float alpha = cal_alpha(&alpha1[0], &alpha2[0], epsil, ng);

  return alpha;
}
示例#15
0
int main()
{
    iset data;
    spi sp0(new int(0));
    spi sp1(new int(1));
    spi sp2(new int(2));
    spi sp3(sp1);
    spi sp4(new int(1));

    data.insert(sp0);
    data.insert(sp1);
    data.insert(sp2);
    lookup(data, sp1);
    lookup(data, sp3);
    lookup(data, sp4);

    return 0;
}
示例#16
0
SetPartition CCPivot::Run(const SetPartitionVector& SPV)
{
  srand((unsigned)time(NULL));
  SetPartition sp(_Run(SPV));
  int mindist = SPV.SumOfRandDistance(sp);

  for (int i = 0; i < 49; ++i)
  {
    SetPartition sp2(_Run(SPV));
    int d = SPV.SumOfRandDistance(sp2);
    if (d < mindist)
    {
      mindist = d;
      sp = sp2;
    }
  }
  return sp;
}
示例#17
0
void SharedPtr() {
    struct Object {
        Object() { std::cout << "(Object ctor)  " << std::flush; }
        ~Object() { std::cout << "(Object dtor)  " << std::flush; }
    };
    outHeader("shared_ptr");
    outIdent();
    std::cout << "(Creating Object)  " << std::flush;
    std::shared_ptr<Object> sp(new Object);
    {
        std::cout << "(1st Sharing Object ownership)  " << std::flush;
        std::shared_ptr<Object> sp2(sp);
        {
            std::cout << "(2nd Sharing Object ownership)  " << std::flush;
            std::shared_ptr<Object> sp3(sp);
        }
    }
    std::cout << std::endl;
}
/* Method swap() : exchange the content of the shared pointers. 
 * not empty 
 * not empty 
 * is empty 
 */ 
int main() 
{

     std::tr1::shared_ptr<std::string> sp1; 
     std::tr1::shared_ptr<std::string> sp2(new std::string("demo"));

      PtrUtil::is_empty(sp1); 
      PtrUtil::is_empty(sp2);


       sp1.swap(sp2);

        PtrUtil::is_empty(sp1); 
        PtrUtil::is_empty(sp2); 


        return 0; 

} 
//-------------------------------------------------------------------------
void StartingPolynomialTest::TestAllMethods()
//-------------------------------------------------------------------------
{

/** scale operation*/
// StartingPolynomial<Degree> StartingPolynomial<Degree>::scale(const double& s) const

	StartingPolynomial<1> sp1;
  sp1.start = 50;
  StartingPolynomial<1> s1 = sp1.scale(2);
  CPPUNIT_ASSERT(s1.start == sp1.start*2);


/** shift operation*/
// StartingPolynomial<Degree> StartingPolynomial<Degree>::shift(const double& s) const

  StartingPolynomial<1> sp2(sp1);
  StartingPolynomial<1> s2 = sp2.shift(10);
  CPPUNIT_ASSERT(s2.start == sp2.start+10);
}
示例#20
0
void testcopy()
{
    A *pA = new A();
    
    A *pB = new A();
    
    boost::shared_ptr<A> sp1(pA);
    
    boost::shared_ptr<A> sp2(pB);
    boost::shared_ptr<A> sp3;
    std::cout<<"testcopy The Smartptr now has "<<sp1.use_count()<<" references\n";
    
    sp3= sp1;
    std::cout<<"testcopy The Smartptr now has "<<sp1.use_count()<<" references\n";
    
    //sp3= sp2;
    
    std::cout<<"testcopy The Smartptr now has "<<sp1.use_count()<<" references\n";
    
}
示例#21
0
//Create a triangle that contains all other vertices
Triangle createSuperTriangle(const std::vector<Vector2>& vertices)
{
	float M = vertices[0].mX;

	//Get max X and Y
	for (std::vector<Vector2>::const_iterator it = vertices.begin(); it != vertices.end(); ++it)
	{
		float xAbs = fabs(it->mX);
		float yAbs = fabs(it->mY);
		if (xAbs > M) M = xAbs;
		if (yAbs > M) M = yAbs;
	}

	//Create super triangle
	Vector2 sp1(10 * M, 0);
	Vector2 sp2(0, 10 * M);
	Vector2 sp3(-10 * M, -10 * M);

	return Triangle(sp1, sp2, sp3);
}
/**
 * \brief Render the players oxygen.
 * \param e (out) The scene elements.
 */
void ptb::corrupting_bonus_component::render( scene_element_list& e ) const
{
  if ( m_corrupting_bonus.empty() )
    return;

  bear::universe::position_type pos(get_render_position());
  bear::visual::scene_sprite sp( 0, 0, m_corrupting_bonus.get_sprite() );

  //sp.set_scale_factor(m_corrupting_bonus_scale, m_corrupting_bonus_scale);
  sp.set_position
    ( pos.x + (m_corrupting_bonus.width() - sp.get_bounding_box().width()) / 2,
      pos.y + (height() - sp.get_bounding_box().height()) / 2 );
  e.push_back( sp );

  pos.x += m_corrupting_bonus.width() + s_margin;

  bear::visual::scene_writing s( 0, 0, m_text_corrupting_bonus );
  //s.set_scale_factor(m_corrupting_bonus_scale, m_corrupting_bonus_scale);
  s.set_position
    ( pos.x
      + ( m_text_corrupting_bonus.get_width()
          - s.get_bounding_box().width() ) / 2,
      pos.y + (height() - s.get_bounding_box().height()) / 2 );

  e.push_back( s );
  
  floating_corrupting_bonus_list::const_iterator it;
  for ( it = m_floating_corrupting_bonus.begin(); 
	it != m_floating_corrupting_bonus.end(); ++it )
    {
      bear::visual::scene_sprite sp2
	( it->get_position().x, it->get_position().y, 
	  m_corrupting_bonus.get_sprite() );
      e.push_back( sp2 );
    } 
} // corrupting_bonus_component::render()
示例#23
0
void testSharePtrFree()
{
	SharedPtr<int,Free<int>> sp1((int *)malloc(sizeof(int)*10));
	SharedPtr<int,Free<int>> sp2(sp1);
}
示例#24
0
void testSharePtrDelete()
{
	SharedPtr<int> sp1(new int(5));
	SharedPtr<int> sp2(sp1);
}
示例#25
0
void FireflySAO::step(float dtime, bool send_recommended)
{
	ScopeProfiler sp2(g_profiler, "FireflySAO::step avg", SPT_AVG);

	assert(m_env);

	if(m_is_active == false)
	{
		if(m_inactive_interval.step(dtime, 0.5)==false)
			return;
	}

	/*
		The AI
	*/

	// Apply (less) gravity
	m_speed_f.Y -= dtime*3*BS;

	/*
		Move around if some player is close
	*/
	bool player_is_close = false;
	// Check connected players
	core::list<Player*> players = m_env->getPlayers(true);
	core::list<Player*>::Iterator i;
	for(i = players.begin();
			i != players.end(); i++)
	{
		Player *player = *i;
		v3f playerpos = player->getPosition();
		if(m_base_position.getDistanceFrom(playerpos) < BS*10.0)
		{
			player_is_close = true;
			break;
		}
	}

	m_is_active = player_is_close;
	
	if(player_is_close == false)
	{
		m_speed_f.X = 0;
		m_speed_f.Z = 0;
	}
	else
	{
		// Move around
		v3f dir(cos(m_yaw/180*PI),0,sin(m_yaw/180*PI));
		f32 speed = BS/2;
		m_speed_f.X = speed * dir.X;
		m_speed_f.Z = speed * dir.Z;

		if(m_touching_ground && (m_oldpos - m_base_position).getLength()
				< dtime*speed/2)
		{
			m_counter1 -= dtime;
			if(m_counter1 < 0.0)
			{
				m_counter1 += 1.0;
				m_speed_f.Y = 5.0*BS;
			}
		}

		{
			m_counter2 -= dtime;
			if(m_counter2 < 0.0)
			{
				m_counter2 += (float)(myrand()%100)/100*3.0;
				m_yaw += ((float)(myrand()%200)-100)/100*180;
				m_yaw = wrapDegrees(m_yaw);
			}
		}
	}
	
	m_oldpos = m_base_position;

	/*
		Move it, with collision detection
	*/

	core::aabbox3d<f32> box(-BS/3.,-BS*2/3.0,-BS/3., BS/3.,BS*4./3.,BS/3.);
	collisionMoveResult moveresult;
	// Maximum movement without glitches
	f32 pos_max_d = BS*0.25;
	// Limit speed
	if(m_speed_f.getLength()*dtime > pos_max_d)
		m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
	v3f pos_f = getBasePosition();
	v3f pos_f_old = pos_f;
	IGameDef *gamedef = m_env->getGameDef();
	moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
			pos_max_d, box, dtime, pos_f, m_speed_f);
	m_touching_ground = moveresult.touching_ground;
	
	setBasePosition(pos_f);

	if(send_recommended == false)
		return;

	if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
	{
		m_last_sent_position = pos_f;

		std::ostringstream os(std::ios::binary);
		// command (0 = update position)
		writeU8(os, 0);
		// pos
		writeV3F1000(os, m_base_position);
		// yaw
		writeF1000(os, m_yaw);
		// create message and add to list
		ActiveObjectMessage aom(getId(), false, os.str());
		m_messages_out.push_back(aom);
	}
}
示例#26
0
void Oerkki1SAO::step(float dtime, bool send_recommended)
{
	ScopeProfiler sp2(g_profiler, "Oerkki1SAO::step avg", SPT_AVG);

	assert(m_env);

	if(m_is_active == false)
	{
		if(m_inactive_interval.step(dtime, 0.5)==false)
			return;
	}

	/*
		The AI
	*/

	m_age += dtime;
	if(m_age > 120)
	{
		// Die
		m_removed = true;
		return;
	}

	m_after_jump_timer -= dtime;

	v3f old_speed = m_speed_f;

	// Apply gravity
	m_speed_f.Y -= dtime*9.81*BS;

	/*
		Move around if some player is close
	*/
	bool player_is_close = false;
	bool player_is_too_close = false;
	v3f near_player_pos;
	// Check connected players
	core::list<Player*> players = m_env->getPlayers(true);
	core::list<Player*>::Iterator i;
	for(i = players.begin();
			i != players.end(); i++)
	{
		Player *player = *i;
		v3f playerpos = player->getPosition();
		f32 dist = m_base_position.getDistanceFrom(playerpos);
		if(dist < BS*0.6)
		{
			m_removed = true;
			return;
			player_is_too_close = true;
			near_player_pos = playerpos;
		}
		else if(dist < BS*15.0 && !player_is_too_close)
		{
			player_is_close = true;
			near_player_pos = playerpos;
		}
	}

	m_is_active = player_is_close;

	v3f target_speed = m_speed_f;

	if(!player_is_close)
	{
		target_speed = v3f(0,0,0);
	}
	else
	{
		// Move around

		v3f ndir = near_player_pos - m_base_position;
		ndir.Y = 0;
		ndir.normalize();

		f32 nyaw = 180./PI*atan2(ndir.Z,ndir.X);
		if(nyaw < m_yaw - 180)
			nyaw += 360;
		else if(nyaw > m_yaw + 180)
			nyaw -= 360;
		m_yaw = 0.95*m_yaw + 0.05*nyaw;
		m_yaw = wrapDegrees(m_yaw);
		
		f32 speed = 2*BS;

		if((m_touching_ground || m_after_jump_timer > 0.0)
				&& !player_is_too_close)
		{
			v3f dir(cos(m_yaw/180*PI),0,sin(m_yaw/180*PI));
			target_speed.X = speed * dir.X;
			target_speed.Z = speed * dir.Z;
		}

		if(m_touching_ground && (m_oldpos - m_base_position).getLength()
				< dtime*speed/2)
		{
			m_counter1 -= dtime;
			if(m_counter1 < 0.0)
			{
				m_counter1 += 0.2;
				// Jump
				target_speed.Y = 5.0*BS;
				m_after_jump_timer = 1.0;
			}
		}

		{
			m_counter2 -= dtime;
			if(m_counter2 < 0.0)
			{
				m_counter2 += (float)(myrand()%100)/100*3.0;
				//m_yaw += ((float)(myrand()%200)-100)/100*180;
				m_yaw += ((float)(myrand()%200)-100)/100*90;
				m_yaw = wrapDegrees(m_yaw);
			}
		}
	}
	
	if((m_speed_f - target_speed).getLength() > BS*4 || player_is_too_close)
		accelerate_xz(m_speed_f, target_speed, dtime*BS*8);
	else
		accelerate_xz(m_speed_f, target_speed, dtime*BS*4);
	
	m_oldpos = m_base_position;

	/*
		Move it, with collision detection
	*/

	core::aabbox3d<f32> box(-BS/3.,0.0,-BS/3., BS/3.,BS*5./3.,BS/3.);
	collisionMoveResult moveresult;
	// Maximum movement without glitches
	f32 pos_max_d = BS*0.25;
	/*// Limit speed
	if(m_speed_f.getLength()*dtime > pos_max_d)
		m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);*/
	v3f pos_f = getBasePosition();
	v3f pos_f_old = pos_f;
	IGameDef *gamedef = m_env->getGameDef();
	moveresult = collisionMovePrecise(&m_env->getMap(), gamedef,
			pos_max_d, box, dtime, pos_f, m_speed_f);
	m_touching_ground = moveresult.touching_ground;
	
	// Do collision damage
	float tolerance = BS*30;
	float factor = BS*0.5;
	v3f speed_diff = old_speed - m_speed_f;
	// Increase effect in X and Z
	speed_diff.X *= 2;
	speed_diff.Z *= 2;
	float vel = speed_diff.getLength();
	if(vel > tolerance)
	{
		f32 damage_f = (vel - tolerance)/BS*factor;
		u16 damage = (u16)(damage_f+0.5);
		doDamage(damage);
	}

	setBasePosition(pos_f);

	if(send_recommended == false && m_speed_f.getLength() < 3.0*BS)
		return;

	if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
	{
		m_last_sent_position = pos_f;

		std::ostringstream os(std::ios::binary);
		// command (0 = update position)
		writeU8(os, 0);
		// pos
		writeV3F1000(os, m_base_position);
		// yaw
		writeF1000(os, m_yaw);
		// create message and add to list
		ActiveObjectMessage aom(getId(), false, os.str());
		m_messages_out.push_back(aom);
	}
}
示例#27
0
void MobV2SAO::step(float dtime, bool send_recommended)
{
	ScopeProfiler sp2(g_profiler, "MobV2SAO::step avg", SPT_AVG);

	assert(m_env);
	Map *map = &m_env->getMap();

	m_age += dtime;

	if(m_die_age >= 0.0 && m_age >= m_die_age){
		m_removed = true;
		return;
	}

	m_random_disturb_timer += dtime;
	if(m_random_disturb_timer >= 5.0)
	{
		m_random_disturb_timer = 0;
		// Check connected players
		core::list<Player*> players = m_env->getPlayers(true);
		core::list<Player*>::Iterator i;
		for(i = players.begin();
				i != players.end(); i++)
		{
			Player *player = *i;
			v3f playerpos = player->getPosition();
			f32 dist = m_base_position.getDistanceFrom(playerpos);
			if(dist < BS*16)
			{
				if(myrand_range(0,3) == 0){
					actionstream<<"Mob id="<<m_id<<" at "
							<<PP(m_base_position/BS)
							<<" got randomly disturbed by "
							<<player->getName()<<std::endl;
					m_disturbing_player = player->getName();
					m_disturb_timer = 0;
					break;
				}
			}
		}
	}

	Player *disturbing_player =
			m_env->getPlayer(m_disturbing_player.c_str());
	v3f disturbing_player_off = v3f(0,1,0);
	v3f disturbing_player_norm = v3f(0,1,0);
	float disturbing_player_distance = 1000000;
	float disturbing_player_dir = 0;
	if(disturbing_player){
		disturbing_player_off =
				disturbing_player->getPosition() - m_base_position;
		disturbing_player_distance = disturbing_player_off.getLength();
		disturbing_player_norm = disturbing_player_off;
		disturbing_player_norm.normalize();
		disturbing_player_dir = 180./PI*atan2(disturbing_player_norm.Z,
				disturbing_player_norm.X);
	}

	m_disturb_timer += dtime;
	
	if(!m_falling)
	{
		m_shooting_timer -= dtime;
		if(m_shooting_timer <= 0.0 && m_shooting){
			m_shooting = false;
			
			std::string shoot_type = m_properties->get("shoot_type");
			v3f shoot_pos(0,0,0);
			shoot_pos.Y += m_properties->getFloat("shoot_y") * BS;
			if(shoot_type == "fireball"){
				v3f dir(cos(m_yaw/180*PI),0,sin(m_yaw/180*PI));
				dir.Y = m_shoot_y;
				dir.normalize();
				v3f speed = dir * BS * 10.0;
				v3f pos = m_base_position + shoot_pos;
				infostream<<__FUNCTION_NAME<<": Mob id="<<m_id
						<<" shooting fireball from "<<PP(pos)
						<<" at speed "<<PP(speed)<<std::endl;
				Settings properties;
				properties.set("looks", "fireball");
				properties.setV3F("speed", speed);
				properties.setFloat("die_age", 5.0);
				properties.set("move_type", "constant_speed");
				properties.setFloat("hp", 1000);
				properties.set("lock_full_brightness", "true");
				properties.set("player_hit_damage", "9");
				properties.set("player_hit_distance", "2");
				properties.set("player_hit_interval", "1");
				ServerActiveObject *obj = new MobV2SAO(m_env,
						pos, &properties);
				//m_env->addActiveObjectAsStatic(obj);
				m_env->addActiveObject(obj);
			} else {
				infostream<<__FUNCTION_NAME<<": Mob id="<<m_id
						<<": Unknown shoot_type="<<shoot_type
						<<std::endl;
			}
		}

		m_shoot_reload_timer += dtime;

		float reload_time = 15.0;
		if(m_disturb_timer <= 15.0)
			reload_time = 3.0;

		bool shoot_without_player = false;
		if(m_properties->getBool("mindless_rage"))
			shoot_without_player = true;

		if(!m_shooting && m_shoot_reload_timer >= reload_time &&
				!m_next_pos_exists &&
				(m_disturb_timer <= 60.0 || shoot_without_player))
		{
			m_shoot_y = 0;
			if(m_disturb_timer < 60.0 && disturbing_player &&
					disturbing_player_distance < 16*BS &&
					fabs(disturbing_player_norm.Y) < 0.8){
				m_yaw = disturbing_player_dir;
				sendPosition();
				m_shoot_y += disturbing_player_norm.Y;
			} else {
				m_shoot_y = 0.01 * myrand_range(-30,10);
			}
			m_shoot_reload_timer = 0.0;
			m_shooting = true;
			m_shooting_timer = 1.5;
			{
				std::ostringstream os(std::ios::binary);
				// command (2 = shooting)
				writeU8(os, 2);
				// time
				writeF1000(os, m_shooting_timer + 0.1);
				// bright?
				writeU8(os, true);
				// create message and add to list
				ActiveObjectMessage aom(getId(), false, os.str());
				m_messages_out.push_back(aom);
			}
		}
	}
	
	if(m_move_type == "ground_nodes")
	{
		if(!m_shooting){
			m_walk_around_timer -= dtime;
			if(m_walk_around_timer <= 0.0){
				m_walk_around = !m_walk_around;
				if(m_walk_around)
					m_walk_around_timer = 0.1*myrand_range(10,50);
				else
					m_walk_around_timer = 0.1*myrand_range(30,70);
			}
		}

		/* Move */
		if(m_next_pos_exists){
			v3f pos_f = m_base_position;
			v3f next_pos_f = intToFloat(m_next_pos_i, BS);

			v3f v = next_pos_f - pos_f;
			m_yaw = atan2(v.Z, v.X) / PI * 180;
			
			v3f diff = next_pos_f - pos_f;
			v3f dir = diff;
			dir.normalize();
			float speed = BS * 0.5;
			if(m_falling)
				speed = BS * 3.0;
			dir *= dtime * speed;
			bool arrived = false;
			if(dir.getLength() > diff.getLength()){
				dir = diff;
				arrived = true;
			}
			pos_f += dir;
			m_base_position = pos_f;

			if((pos_f - next_pos_f).getLength() < 0.1 || arrived){
				m_next_pos_exists = false;
			}
		}

		v3s16 pos_i = floatToInt(m_base_position, BS);
		v3s16 size_blocks = v3s16(m_size.X+0.5,m_size.Y+0.5,m_size.X+0.5);
		v3s16 pos_size_off(0,0,0);
		if(m_size.X >= 2.5){
			pos_size_off.X = -1;
			pos_size_off.Y = -1;
		}
		
		if(!m_next_pos_exists){
			/* Check whether to drop down */
			if(checkFreePosition(map,
					pos_i + pos_size_off + v3s16(0,-1,0), size_blocks)){
				m_next_pos_i = pos_i + v3s16(0,-1,0);
				m_next_pos_exists = true;
				m_falling = true;
			} else {
				m_falling = false;
			}
		}

		if(m_walk_around)
		{
			if(!m_next_pos_exists){
				/* Find some position where to go next */
				v3s16 dps[3*3*3];
				int num_dps = 0;
				for(int dx=-1; dx<=1; dx++)
				for(int dy=-1; dy<=1; dy++)
				for(int dz=-1; dz<=1; dz++){
					if(dx == 0 && dy == 0)
						continue;
					if(dx != 0 && dz != 0 && dy != 0)
						continue;
					dps[num_dps++] = v3s16(dx,dy,dz);
				}
				u32 order[3*3*3];
				get_random_u32_array(order, num_dps);
				for(int i=0; i<num_dps; i++){
					v3s16 p = dps[order[i]] + pos_i;
					bool is_free = checkFreeAndWalkablePosition(map,
							p + pos_size_off, size_blocks);
					if(!is_free)
						continue;
					m_next_pos_i = p;
					m_next_pos_exists = true;
					break;
				}
			}
		}
	}
	else if(m_move_type == "constant_speed")
	{
		m_base_position += m_speed * dtime;
		
		v3s16 pos_i = floatToInt(m_base_position, BS);
		v3s16 size_blocks = v3s16(m_size.X+0.5,m_size.Y+0.5,m_size.X+0.5);
		v3s16 pos_size_off(0,0,0);
		if(m_size.X >= 2.5){
			pos_size_off.X = -1;
			pos_size_off.Y = -1;
		}
		bool free = checkFreePosition(map, pos_i + pos_size_off, size_blocks);
		if(!free){
			explodeSquare(map, pos_i, v3s16(3,3,3));
			m_removed = true;
			return;
		}
	}
	else
	{
		errorstream<<"MobV2SAO::step(): id="<<m_id<<" unknown move_type=\""
				<<m_move_type<<"\""<<std::endl;
	}

	if(send_recommended == false)
		return;

	if(m_base_position.getDistanceFrom(m_last_sent_position) > 0.05*BS)
	{
		sendPosition();
	}
}
示例#28
0
文件: mymapk.cpp 项目: kozo2/ecell4
int main(int argc, char **argv)
{
    // Traits typedefs
    // {{{
    // typedef ::World< ::CyclicWorldTraits<Real> > world_type;
    // typedef EGFRDSimulator< ::EGFRDSimulatorTraitsBase<world_type> >
    //     simulator_type;
    typedef ecell4::egfrd::EGFRDWorld world_type;
    typedef ecell4::egfrd::EGFRDSimulator simulator_type;
    typedef simulator_type::multi_type multi_type;
    // }}}

    // Constants
    // {{{
    const ecell4::Real L(1e-6);
    const ecell4::Real3 edge_lengths(L, L, L);
    const ecell4::Integer3 matrix_sizes(3, 3, 3);
    const ecell4::Real volume(L * L * L);
    const ecell4::Integer N(60);
    const ecell4::Real kd(0.1), U(0.5);
    const ecell4::Real ka(kd * volume * (1 - U) / (U * U * N));
    const ecell4::Real k2(ka), k1(kd);
    const ecell4::Integer dissociation_retry_moves(3);
    // }}}

    boost::shared_ptr<ecell4::NetworkModel>
        model(new ecell4::NetworkModel());

    // add ::SpeciesType to ::ParticleModel
    // {{{
    ecell4::Species sp1(
        std::string("A"), std::string("2.5e-09"), std::string("1e-12"));
    model->add_species_attribute(sp1);

    ecell4::Species sp2(
        std::string("B"), std::string("2.5e-09"), std::string("1e-12"));
    model->add_species_attribute(sp2);

    ecell4::Species sp3(
        std::string("C"), std::string("2.5e-09"), std::string("1e-12"));
    model->add_species_attribute(sp3);
    // }}}

    // ReactionRules
    // {{{
    // A -> B + C   k1
    // {{{
    ecell4::ReactionRule rr1(
        ecell4::create_unbinding_reaction_rule(sp1, sp2, sp3, k1));
    model->add_reaction_rule(rr1);
    // }}}

    // B + C -> A   k2
    // {{{
    ecell4::ReactionRule rr2(
        ecell4::create_binding_reaction_rule(sp2, sp3, sp1, k2));
    model->add_reaction_rule(rr2);
    // }}}
    // }}}

    // Random Number Generator (Instanciate and Initialize)
    // {{{
    // boost::shared_ptr<ecell4::GSLRandomNumberGenerator>
    boost::shared_ptr<ecell4::RandomNumberGenerator>
        rng(new ecell4::GSLRandomNumberGenerator());
    rng->seed((unsigned long int)0);
    // rng->seed(time(NULL));
    // }}}

    // World Definition
    // {{{
    boost::shared_ptr<world_type>
        world(new world_type(edge_lengths, matrix_sizes, rng));
    world->bind_to(model);
    // }}}

    // add ecell4::Species( ::SpeciesInfo) to ::World
    // {{{
    // world->add_species(ecell4::Species("A"));
    // world->add_species(ecell4::Species("B"));
    // world->add_species(ecell4::Species("C"));
    // }}}

    // Thorow particles into world at random
    // {{{
    world->add_molecules(ecell4::Species("A"), N);

    typedef std::vector<std::pair<ecell4::ParticleID, ecell4::Particle> >
        particle_id_pair_list;
    const particle_id_pair_list particles(world->list_particles());
    for (particle_id_pair_list::const_iterator i(particles.begin());
        i != particles.end(); ++i)
    {
        const ecell4::Real3 pos((*i).second.position());
        std::cout << "(" << pos[0] << pos[1] << pos[2] << ")" << std::endl;
    }
    // }}}

    // Logger Settings
    // {{{
    boost::shared_ptr< ::LoggerManager> logger_mng(
        new ::LoggerManager("dummy", ::Logger::L_WARNING));
    ::LoggerManager::register_logger_manager(
        "ecell.EGFRDSimulator", logger_mng);
    // }}}

    // EGFRDSimulator instance generated
    // {{{
    boost::shared_ptr<simulator_type> sim(
        new simulator_type(world, model, dissociation_retry_moves));
    // sim->paranoiac() = true;
    sim->initialize();
    // }}}

    // Simulation Executed
    // {{{
    ecell4::Real next_time(0.0), dt(0.02);
    std::cout << sim->t() << "\t"
        << world->num_molecules_exact(sp1) << "\t"
        << world->num_molecules_exact(sp2) << "\t"
        << world->num_molecules_exact(sp3) << "\t" << std::endl;
    // for (int i(0); i < 10; i++)
    // for (int i(0); i < 100; i++)
    for (int i(0); i < 100; i++)
    {
        next_time += dt;
        while (sim->step(next_time))
        {
            // if (sim->last_reactions().size() > 0)
            // {
            //     std::cout << sim->t() << "\t"
            //         << world->num_molecules_exact(sp1) << "\t"
            //         << world->num_molecules_exact(sp2) << "\t"
            //         << world->num_molecules_exact(sp3) << "\t" << std::endl;
            // }
        }

        std::cout << sim->t() << "\t"
            << world->num_molecules_exact(sp1) << "\t"
            << world->num_molecules_exact(sp2) << "\t"
            << world->num_molecules_exact(sp3) << "\t" << std::endl;
    }
    // }}}

    // world->save("test.h5");

    // Statistics
    // {{{
    int num_single_steps_per_type[simulator_type::NUM_SINGLE_EVENT_KINDS];
    num_single_steps_per_type[simulator_type::SINGLE_EVENT_REACTION]
        = sim->num_single_steps_per_type(simulator_type::SINGLE_EVENT_REACTION);
    num_single_steps_per_type[simulator_type::SINGLE_EVENT_ESCAPE]
        = sim->num_single_steps_per_type(simulator_type::SINGLE_EVENT_ESCAPE);

    std::cout << (boost::format("%1%: %2% \n")
        % "SINGLE_EVENT_REACTION"
        % num_single_steps_per_type[simulator_type::SINGLE_EVENT_REACTION]);
    std::cout << (boost::format("%1%: %2% \n")
        % "SINGLE_EVENT_ESCAPE"
        % num_single_steps_per_type[simulator_type::SINGLE_EVENT_ESCAPE]);

    std::cout << (boost::format("%1%: %2% \n")
        % "PAIR_EVENT_SINGLE_REACTION_0"
        % sim->num_pair_steps_per_type(
            simulator_type::PAIR_EVENT_SINGLE_REACTION_0));
    std::cout << (boost::format("%1%: %2% \n")
        % "PAIR_EVENT_SINGLE_REACTION_1"
        % sim->num_pair_steps_per_type(
            simulator_type::PAIR_EVENT_SINGLE_REACTION_1));
    std::cout << (boost::format("%1%: %2% \n")
        % "PAIR_EVENT_COM_ESCAPE"
        % sim->num_pair_steps_per_type(simulator_type::PAIR_EVENT_COM_ESCAPE));
    std::cout << (boost::format("%1%: %2% \n")
        % "PAIR_EVENT_IV_UNDETERMINED"
        % sim->num_pair_steps_per_type(
            simulator_type::PAIR_EVENT_IV_UNDETERMINED));
    std::cout << (boost::format("%1%: %2% \n")
        % "PAIR_EVENT_IV_ESCAPE"
        % sim->num_pair_steps_per_type(simulator_type::PAIR_EVENT_IV_ESCAPE));
    std::cout << (boost::format("%1%: %2% \n")
        % "PAIR_EVENT_IV_REACTION"
        % sim->num_pair_steps_per_type(simulator_type::PAIR_EVENT_IV_REACTION));

    std::cout << (boost::format("%1%: %2% \n")
        % "NONE" % sim->num_multi_steps_per_type(multi_type::NONE));
    std::cout << (boost::format("%1%: %2% \n")
        % "ESCAPE" % sim->num_multi_steps_per_type(multi_type::ESCAPE));
    std::cout << (boost::format("%1%: %2% \n")
        % "REACTION" % sim->num_multi_steps_per_type(multi_type::REACTION));
    // }}}

    // {
    //     boost::scoped_ptr<world_type>
    //         world2(new world_type(ecell4::Real3(1, 2, 3), ecell4::Integer3(3, 6, 9)));
    //     std::cout << "edge_lengths:" << world2->edge_lengths()[0] << " " << world2->edge_lengths()[1] << " " << world2->edge_lengths()[2] << std::endl;
    //     std::cout << "matrix_sizes:" << world2->matrix_sizes()[0] << " " << world2->matrix_sizes()[1] << " " << world2->matrix_sizes()[2] << std::endl;
    //     std::cout << "num_particles: " << world2->num_particles() << std::endl;

    //     world2->load("test.h5");
    //     std::cout << "edge_lengths:" << world2->edge_lengths()[0] << " " << world2->edge_lengths()[1] << " " << world2->edge_lengths()[2] << std::endl;
    //     std::cout << "matrix_sizes:" << world2->matrix_sizes()[0] << " " << world2->matrix_sizes()[1] << " " << world2->matrix_sizes()[2] << std::endl;
    //     std::cout << "num_particles: " << world2->num_particles() << std::endl;
    // }

    return 0;
}
示例#29
0
collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
		f32 pos_max_d, const aabb3f &box_0,
		f32 stepheight, f32 dtime,
		v3f *pos_f, v3f *speed_f,
		v3f accel_f, ActiveObject *self,
		bool collideWithObjects)
{
	static bool time_notification_done = false;
	Map *map = &env->getMap();
	//TimeTaker tt("collisionMoveSimple");
	ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);

	collisionMoveResult result;

	/*
		Calculate new velocity
	*/
	if (dtime > 0.5f) {
		if (!time_notification_done) {
			time_notification_done = true;
			infostream << "collisionMoveSimple: maximum step interval exceeded,"
					" lost movement details!"<<std::endl;
		}
		dtime = 0.5f;
	} else {
		time_notification_done = false;
	}
	*speed_f += accel_f * dtime;

	// If there is no speed, there are no collisions
	if (speed_f->getLength() == 0)
		return result;

	// Limit speed for avoiding hangs
	speed_f->Y = rangelim(speed_f->Y, -5000, 5000);
	speed_f->X = rangelim(speed_f->X, -5000, 5000);
	speed_f->Z = rangelim(speed_f->Z, -5000, 5000);

	/*
		Collect node boxes in movement range
	*/
	std::vector<NearbyCollisionInfo> cinfo;
	{
	//TimeTaker tt2("collisionMoveSimple collect boxes");
	ScopeProfiler sp2(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);

	v3f newpos_f = *pos_f + *speed_f * dtime;
	v3f minpos_f(
		MYMIN(pos_f->X, newpos_f.X),
		MYMIN(pos_f->Y, newpos_f.Y) + 0.01f * BS, // bias rounding, player often at +/-n.5
		MYMIN(pos_f->Z, newpos_f.Z)
	);
	v3f maxpos_f(
		MYMAX(pos_f->X, newpos_f.X),
		MYMAX(pos_f->Y, newpos_f.Y),
		MYMAX(pos_f->Z, newpos_f.Z)
	);
	v3s16 min = floatToInt(minpos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1);
	v3s16 max = floatToInt(maxpos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1);

	bool any_position_valid = false;

	v3s16 p;
	for (p.X = min.X; p.X <= max.X; p.X++)
	for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
	for (p.Z = min.Z; p.Z <= max.Z; p.Z++) {
		bool is_position_valid;
		MapNode n = map->getNodeNoEx(p, &is_position_valid);

		if (is_position_valid && n.getContent() != CONTENT_IGNORE) {
			// Object collides into walkable nodes

			any_position_valid = true;
			const NodeDefManager *nodedef = gamedef->getNodeDefManager();
			const ContentFeatures &f = nodedef->get(n);

			if (!f.walkable)
				continue;

			int n_bouncy_value = itemgroup_get(f.groups, "bouncy");

			int neighbors = 0;
			if (f.drawtype == NDT_NODEBOX &&
				f.node_box.type == NODEBOX_CONNECTED) {
				v3s16 p2 = p;

				p2.Y++;
				getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors);

				p2 = p;
				p2.Y--;
				getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors);

				p2 = p;
				p2.Z--;
				getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors);

				p2 = p;
				p2.X--;
				getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors);

				p2 = p;
				p2.Z++;
				getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors);

				p2 = p;
				p2.X++;
				getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors);
			}
			std::vector<aabb3f> nodeboxes;
			n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors);

			// Calculate float position only once
			v3f posf = intToFloat(p, BS);
			for (auto box : nodeboxes) {
				box.MinEdge += posf;
				box.MaxEdge += posf;
				cinfo.emplace_back(false, false, n_bouncy_value, p, box);
			}
		} else {
			// Collide with unloaded nodes (position invalid) and loaded
			// CONTENT_IGNORE nodes (position valid)
			aabb3f box = getNodeBox(p, BS);
			cinfo.emplace_back(true, false, 0, p, box);
		}
	}

	// Do not move if world has not loaded yet, since custom node boxes
	// are not available for collision detection.
	// This also intentionally occurs in the case of the object being positioned
	// solely on loaded CONTENT_IGNORE nodes, no matter where they come from.
	if (!any_position_valid) {
		*speed_f = v3f(0, 0, 0);
		return result;
	}

	} // tt2

	if(collideWithObjects)
	{
		ScopeProfiler sp2(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
		//TimeTaker tt3("collisionMoveSimple collect object boxes");

		/* add object boxes to cinfo */

		std::vector<ActiveObject*> objects;
#ifndef SERVER
		ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
		if (c_env != 0) {
			f32 distance = speed_f->getLength();
			std::vector<DistanceSortedActiveObject> clientobjects;
			c_env->getActiveObjects(*pos_f, distance * 1.5f, clientobjects);
			for (auto &clientobject : clientobjects) {
				if (!self || (self != clientobject.obj)) {
					objects.push_back((ActiveObject*) clientobject.obj);
				}
			}
		}
		else
#endif
		{
			ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
			if (s_env != NULL) {
				f32 distance = speed_f->getLength();
				std::vector<u16> s_objects;
				s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5f);
				for (u16 obj_id : s_objects) {
					ServerActiveObject *current = s_env->getActiveObject(obj_id);
					if (!self || (self != current)) {
						objects.push_back((ActiveObject*)current);
					}
				}
			}
		}

		for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
				iter != objects.end(); ++iter) {
			ActiveObject *object = *iter;

			if (object) {
				aabb3f object_collisionbox;
				if (object->getCollisionBox(&object_collisionbox) &&
						object->collideWithObjects()) {
					cinfo.emplace_back(false, true, 0, v3s16(), object_collisionbox);
				}
			}
		}
	} //tt3

	/*
		Collision detection
	*/

	/*
		Collision uncertainty radius
		Make it a bit larger than the maximum distance of movement
	*/
	f32 d = pos_max_d * 1.1f;
	// A fairly large value in here makes moving smoother
	//f32 d = 0.15*BS;

	// This should always apply, otherwise there are glitches
	assert(d > pos_max_d);	// invariant

	int loopcount = 0;

	while(dtime > BS * 1e-10f) {
		//TimeTaker tt3("collisionMoveSimple dtime loop");
        	ScopeProfiler sp2(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);

		// Avoid infinite loop
		loopcount++;
		if (loopcount >= 100) {
			warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
			break;
		}

		aabb3f movingbox = box_0;
		movingbox.MinEdge += *pos_f;
		movingbox.MaxEdge += *pos_f;

		int nearest_collided = -1;
		f32 nearest_dtime = dtime;
		int nearest_boxindex = -1;

		/*
			Go through every nodebox, find nearest collision
		*/
		for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
			const NearbyCollisionInfo &box_info = cinfo[boxindex];
			// Ignore if already stepped up this nodebox.
			if (box_info.is_step_up)
				continue;

			// Find nearest collision of the two boxes (raytracing-like)
			f32 dtime_tmp;
			int collided = axisAlignedCollision(box_info.box,
					movingbox, *speed_f, d, &dtime_tmp);

			if (collided == -1 || dtime_tmp >= nearest_dtime)
				continue;

			nearest_dtime = dtime_tmp;
			nearest_collided = collided;
			nearest_boxindex = boxindex;
		}

		if (nearest_collided == -1) {
			// No collision with any collision box.
			*pos_f += *speed_f * dtime;
			dtime = 0;  // Set to 0 to avoid "infinite" loop due to small FP numbers
		} else {
			// Otherwise, a collision occurred.
			NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
			const aabb3f& cbox = nearest_info.box;
			// Check for stairs.
			bool step_up = (nearest_collided != 1) && // must not be Y direction
					(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
					(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
					(!wouldCollideWithCeiling(cinfo, movingbox,
							cbox.MaxEdge.Y - movingbox.MinEdge.Y,
							d));

			// Get bounce multiplier
			float bounce = -(float)nearest_info.bouncy / 100.0f;

			// Move to the point of collision and reduce dtime by nearest_dtime
			if (nearest_dtime < 0) {
				// Handle negative nearest_dtime (can be caused by the d allowance)
				if (!step_up) {
					if (nearest_collided == 0)
						pos_f->X += speed_f->X * nearest_dtime;
					if (nearest_collided == 1)
						pos_f->Y += speed_f->Y * nearest_dtime;
					if (nearest_collided == 2)
						pos_f->Z += speed_f->Z * nearest_dtime;
				}
			} else {
				*pos_f += *speed_f * nearest_dtime;
				dtime -= nearest_dtime;
			}

			bool is_collision = true;
			if (nearest_info.is_unloaded)
				is_collision = false;

			CollisionInfo info;
			if (nearest_info.is_object)
				info.type = COLLISION_OBJECT;
			else
				info.type = COLLISION_NODE;

			info.node_p = nearest_info.position;
			info.old_speed = *speed_f;

			// Set the speed component that caused the collision to zero
			if (step_up) {
				// Special case: Handle stairs
				nearest_info.is_step_up = true;
				is_collision = false;
			} else if (nearest_collided == 0) { // X
				if (fabs(speed_f->X) > BS * 3)
					speed_f->X *= bounce;
				else
					speed_f->X = 0;
				result.collides = true;
			} else if (nearest_collided == 1) { // Y
				if(fabs(speed_f->Y) > BS * 3)
					speed_f->Y *= bounce;
				else
					speed_f->Y = 0;
				result.collides = true;
			} else if (nearest_collided == 2) { // Z
				if (fabs(speed_f->Z) > BS * 3)
					speed_f->Z *= bounce;
				else
					speed_f->Z = 0;
				result.collides = true;
			}

			info.new_speed = *speed_f;
			if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1f * BS)
				is_collision = false;

			if (is_collision) {
				result.collisions.push_back(info);
			}
		}
	}

	/*
		Final touches: Check if standing on ground, step up stairs.
	*/
	aabb3f box = box_0;
	box.MinEdge += *pos_f;
	box.MaxEdge += *pos_f;
	for (const auto &box_info : cinfo) {
		const aabb3f &cbox = box_info.box;

		/*
			See if the object is touching ground.

			Object touches ground if object's minimum Y is near node's
			maximum Y and object's X-Z-area overlaps with the node's
			X-Z-area.

			Use 0.15*BS so that it is easier to get on a node.
		*/
		if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X &&
				cbox.MaxEdge.Z - d > box.MinEdge.Z &&
				cbox.MinEdge.Z + d < box.MaxEdge.Z) {
			if (box_info.is_step_up) {
				pos_f->Y += cbox.MaxEdge.Y - box.MinEdge.Y;
				box = box_0;
				box.MinEdge += *pos_f;
				box.MaxEdge += *pos_f;
			}
			if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15f * BS) {
				result.touching_ground = true;

				if (box_info.is_object)
					result.standing_on_object = true;
			}
		}
	}

	return result;
}
示例#30
0
void LinearSMCimproved::predictionPerturbation(const SiconosVector& xTk, SimpleMatrix& CBstar)
{
  if (_us->normInf() < _alpha)
  {
    if (_inDisceteTimeSlidingPhase)
    {
      SiconosVector& up = *_up;
      if (_measuredPert->full())
      {
        if (_measuredPert->size() > 1)
        {
          _measuredPert->rotate(_measuredPert->end()-1);
          _predictedPert->rotate(_predictedPert->end()-1);
        }
      }
      else
      {
        // inject new vector in the case where the measurement vector is not full.
        SP::SiconosVector sp1(new SiconosVector(_us->size(), 0));
        SP::SiconosVector sp2(new SiconosVector(_us->size(), 0));
        _measuredPert->push_front(sp1);
        _predictedPert->push_front(sp2);
      }

      // inject new measured value and also perturbation prediction
      SiconosVector& predictedPertC = *(*_predictedPert)[0];
      SiconosVector& measuredPertC = *(*_measuredPert)[0];

      // Cp_k = s_k + Cp_k-tilde
      prod(*_Csurface, xTk, measuredPertC);
      measuredPertC += *(*_predictedPert)[std::min((unsigned int)1, (unsigned int)_predictedPert->size()-1)];

      // compute prediction
      switch(_measuredPert->size()-1)
      {
        case 0:
          predictedPertC = measuredPertC;
          break;
        case 1:
          predictedPertC = 2*measuredPertC - *(*_measuredPert)[1];
          break;
        case 2:
          predictedPertC = 3*measuredPertC - 3*(*(*_measuredPert)[1]) + *(*_measuredPert)[2];
          break;
        default:
          RuntimeException::selfThrow("LinearSMCimproved::predictionPerturbation: unknown order " + _measuredPert->size());
      }

      // Compute the control to counteract the perturbation
      up = predictedPertC;
      up *= -1;
      CBstar.PLUForwardBackwardInPlace(up);

      // project onto feasible set
      double norm = up.norm2();
      if (norm > _ubPerturbation)
      {
        up *= _ubPerturbation/norm;
        predictedPertC *= _ubPerturbation/norm;
      }
   }
    else
      _inDisceteTimeSlidingPhase = true;
  }
  else if (_inDisceteTimeSlidingPhase)
  {
    _inDisceteTimeSlidingPhase = false;
    _up->zero();
  }
}