本文整理汇总了C++中GetDistance函数的典型用法代码示例。如果您正苦于以下问题:C++ GetDistance函数的具体用法?C++ GetDistance怎么用?C++ GetDistance使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GetDistance函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: D3DXMatrixInverse
route_node* CRouter::InitCurDest(const D3DXMATRIX *mat)
{
route_node *pDest = NULL;
route_node *temp = m_pRouteList->GetRouteList();
if (temp == NULL)
return NULL;
D3DXVECTOR3 vCur, vPrev;
D3DXMATRIX mInverse;
D3DXMatrixInverse(&mInverse, NULL, mat);
float fDistance = 1e10;
do
{
D3DXVec3TransformCoord(&vCur, temp->pPos, &mInverse);
D3DXVec3TransformCoord(&vPrev, temp->pPrev->pPos, &mInverse);
if ((vCur.z > 0) && (vPrev.z < 0))
{
vCur.y = vPrev.y = 0.0f;//消除俯仰偏角
//避免存在平行街道,如果存在,取最近的一条
if (fDistance > GetDistance(&vCur, &vPrev))
{
fDistance = GetDistance(&vCur, &vPrev);
pDest = temp;
}
}
temp = temp->pNext;
} while (temp != m_pRouteList->GetRouteList());
return pDest;
}
示例2: GetDistance
void InterpolatorDistance2::GetInterpolationWeight(NNCandidate candidates[3],
int* indices, float* weights, Vertex v)
{
int K=3;
float dist_v_c1 = GetDistance(v.pos, candidates[0].vertex.pos);
float dist_v_c2 = GetDistance(v.pos, candidates[1].vertex.pos);
float dist_v_c3 = GetDistance(v.pos, candidates[2].vertex.pos);
float normalize = dist_v_c1 * dist_v_c2 +
dist_v_c1 * dist_v_c3 +
dist_v_c2 * dist_v_c3;
if(normalize == 0.0f){
for(int i=0; i<K; ++i){
weights[i] = 1.0f/3.0f;
}
}
else{
weights[0] = dist_v_c2 * dist_v_c3 / normalize;
weights[1] = dist_v_c1 * dist_v_c3 / normalize;
weights[2] = dist_v_c1 * dist_v_c2 / normalize;
}
for(int i=0; i<K; ++i){
indices[i] = candidates[i].index;
}
}
示例3: while
/**
* @brief
* Sets the node position
*/
void GraphNode::SetPos(float fX, float fY, float fZ)
{
// Set new position
m_vPos.SetXYZ(fX, fY, fZ);
{ // Calculate all node distances
Iterator<Neighbour*> cIterator = m_lstNeighbours.GetIterator();
while (cIterator.HasNext()) {
Neighbour *pNeighbour = cIterator.Next();
pNeighbour->fDistance = GetDistance(*pNeighbour->pNode);
}
}
{ // Update all neighbour node distances
Iterator<GraphNode*> cIterator = m_lstIsNeighbourFrom.GetIterator();
while (cIterator.HasNext()) {
// Find this node within the neighbour
Iterator<Neighbour*> cNeighbourIterator = cIterator.Next()->m_lstNeighbours.GetIterator();
while (cNeighbourIterator.HasNext()) {
Neighbour *pNeighbour = cNeighbourIterator.Next();
if (pNeighbour->pNode == this) {
pNeighbour->fDistance = GetDistance(*pNeighbour->pNode);
break;
}
}
}
}
}
示例4: CheckNewPoint
void CheckNewPoint(void) {
// 检查是不是有没有处理的新点
if (chkedPntsN < spcPntsN && spcPnts[spcPntsN].dist + 4 < GetDistance() ) {
if (lastAllWhiteDist == 0 || lastAllWhiteDist + 70 < GetDistance()) {
if (spcPnts[spcPntsN].allWhite > 0) {
// 进入坡道
//PORTB = ~(1);
lastAllWhiteDist = GetDistance();
ProcRamp();
}
if (spcPnts[spcPntsN].allBlack > 0 || spcPnts[spcPntsN].likeStart > 0) {
// 此处 乘3 因为allBlack 往往比 likeStart 大很多
if (spcPnts[spcPntsN].allBlack > spcPnts[spcPntsN].likeStart * 3) {
// 交叉点
//PORTB = ~PORTB;
ProcCrossLine();
} else {
// 出发线
//PORTB = 0x9;
ProcStartLine();
}
}
}
chkedPntsN++;
}
}
示例5:
GameObject* S013010C_Aaron_Smith_Steering::GetClosestObject(Vector2D ahead1, Vector2D ahead2)
{
GameObject* closestObj = nullptr;
obstacles = ObstacleManager::Instance()->GetObstacles();
for (GameObject* obj : obstacles)
{
//bool collision = CheckLineInstersect(ahead1, ahead2, obj);
bool collision = Collisions::Instance()->PointInBox(ahead2, obj->GetAdjustedBoundingBox());
if (collision)
{
if (closestObj == NULL)
closestObj = obj;
else
{
if (GetDistance(mTank->GetCentrePosition(), obj->GetCentralPosition()) < GetDistance(mTank->GetCentrePosition(), closestObj->GetCentralPosition()))
closestObj = obj;
}
}
}
return closestObj;
}
示例6: GetMinDistance
f32 Toolkit :: GetMinDistance(position2df p, Node2DInfo* pNode2DInfo)
{
core::line2df l[4];
f32 minDis = 0.f;
l[0].start = pNode2DInfo->corner[0];
l[0].end = pNode2DInfo->corner[1];
l[1].start = pNode2DInfo->corner[1];
l[1].end = pNode2DInfo->corner[2];
l[2].start = pNode2DInfo->corner[2];
l[2].end = pNode2DInfo->corner[3];
l[3].start = pNode2DInfo->corner[3];
l[3].end = pNode2DInfo->corner[0];
minDis = GetDistance(l[0].getClosestPoint(p), p);
for (int i = 0; i < 4; i++)
{
f32 t = GetDistance(l[i].getClosestPoint(p), p);
if ( minDis > t )
{
minDis = t;
}
}
return minDis;
}
示例7: FindWaypoint
bool NPC::DoWaypointNav (void)
{
if (m_currentWaypointIndex < 0 || m_currentWaypointIndex >= g_numWaypoints)
FindWaypoint();
float waypointDistance = GetDistance(pev->origin, m_waypointOrigin);
float desiredDistance = g_waypoint->g_waypointPointRadius[m_currentWaypointIndex];
if (desiredDistance < 16.0f && waypointDistance < 30.0f)
{
Vector nextFrameOrigin = pev->origin + (pev->velocity * m_frameInterval);
if (GetDistance(nextFrameOrigin, m_waypointOrigin) >= waypointDistance)
desiredDistance = waypointDistance + 1.0f;
}
if (waypointDistance < desiredDistance)
{
if (m_goalWaypoint == m_currentWaypointIndex)
return true;
else if (m_navNode == null)
return false;
HeadTowardWaypoint();
return false;
}
if (GetDistance(m_waypointOrigin, pev->origin) <= 2.0f)
HeadTowardWaypoint();
return false;
}
示例8: hgeCreate
void Hero::Dash()
{
HGE *hge = hgeCreate(HGE_VERSION);
GameObject *temp = GameObject::MakePosObject(TargetX2, TargetY2);
if (locked == false)
{
SowrdCharge -= GetDistance(temp);
if ((int)SowrdCharge > 0)
{
locked = true;
adddmg = GetDistance(temp) / 20;
TargetX = TargetX2;
TargetY = TargetY2;
}
else
{
SowrdCharge += GetDistance(temp);
return;
}
}
if (locked)
{
SetSpeed(SPEED + (GetDistance(temp) * 8));
}
}
示例9: ClickDoor
void MQ2NavigationPlugin::AttemptClick()
{
if (!m_isActive && !m_bSpamClick)
return;
// don't execute if we've got an item on the cursor.
if (GetCharInfo2()->pInventoryArray && GetCharInfo2()->pInventoryArray->Inventory.Cursor)
return;
clock::time_point now = clock::now();
// only execute every 500 milliseconds
if (now < m_lastClick + std::chrono::milliseconds(500))
return;
m_lastClick = now;
if (m_pEndingDoor && GetDistance(m_pEndingDoor->X, m_pEndingDoor->Y) < 25)
{
ClickDoor(m_pEndingDoor);
}
else if (m_pEndingItem && GetDistance(m_pEndingItem->X, m_pEndingItem->Y) < 25)
{
ClickGroundItem(m_pEndingItem);
}
}
示例10: ProcStartLine
void ProcStartLine(void) {
nowLoop++;
switch (nowLoop) {
case 1:
PORTB = ~0x22;
StartLineDist[0] = GetDistance();
break;
case 2:
StartLineDist[1] = GetDistance();
PORTB = 0xA5;
// 跑完第二圈后停下
DistLimit = ( GetDistance() + (StartLineDist[1] - StartLineDist[0]) ) / 25 + 4;
/** 在这里触发路径播放 **/
StartPathPlay();
//maxSpeed = 110;
//minSpeed = 75;
break;
case 3:
// 到第三圈后停下
StartLineDist[2] = GetDistance();
PORTB = 0x81;
//DistLimit = GetDistance() / 25 + 2;
break;
default:
break;
}
}
示例11: sort
void PreRanker::Filter(bool viewportSearch)
{
using TSet = set<impl::PreResult1, LessFeatureID>;
TSet theSet;
sort(m_results.begin(), m_results.end(), ComparePreResult1());
m_results.erase(unique(m_results.begin(), m_results.end(), EqualFeatureID()), m_results.end());
sort(m_results.begin(), m_results.end(), &impl::PreResult1::LessDistance);
if (m_limit != 0 && m_results.size() > m_limit)
{
// Priority is some kind of distance from the viewport or
// position, therefore if we have a bunch of results with the same
// priority, we have no idea here which results are relevant. To
// prevent bias from previous search routines (like sorting by
// feature id) this code randomly selects tail of the
// sorted-by-priority list of pre-results.
double const last = m_results[m_limit - 1].GetDistance();
auto b = m_results.begin() + m_limit - 1;
for (; b != m_results.begin() && b->GetDistance() == last; --b)
;
if (b->GetDistance() != last)
++b;
auto e = m_results.begin() + m_limit;
for (; e != m_results.end() && e->GetDistance() == last; ++e)
;
// The main reason of shuffling here is to select a random subset
// from the low-priority results. We're using a linear
// congruential method with default seed because it is fast,
// simple and doesn't need an external entropy source.
//
// TODO (@y, @m, @vng): consider to take some kind of hash from
// features and then select a subset with smallest values of this
// hash. In this case this subset of results will be persistent
// to small changes in the original set.
minstd_rand engine;
shuffle(b, e, engine);
}
theSet.insert(m_results.begin(), m_results.begin() + min(m_results.size(), m_limit));
if (!viewportSearch)
{
size_t n = min(m_results.size(), m_limit);
nth_element(m_results.begin(), m_results.begin() + n, m_results.end(),
&impl::PreResult1::LessRank);
theSet.insert(m_results.begin(), m_results.begin() + n);
}
m_results.reserve(theSet.size());
m_results.clear();
copy(theSet.begin(), theSet.end(), back_inserter(m_results));
}
示例12: NodeFromWorldPoint
vector<PositionNode*> AstarPathfind::FindPath(Vector2 startPos, Vector2 targetPos)
{
PositionNode* startNode = NodeFromWorldPoint(startPos);
PositionNode* targetNode = NodeFromWorldPoint(targetPos);
vector<PositionNode*> openSet;
vector<PositionNode*> closeSet;
openSet.push_back(startNode);
while(openSet.size() > 0)
{
PositionNode* currentNode = openSet[0];
for(int i = 1; i < openSet.size(); ++i)
{
if(openSet[i]->GetfCost() < currentNode->GetfCost() || (openSet[i]->GetfCost() == currentNode->GetfCost() && openSet[i]->GethCost() < currentNode->GethCost()))
{
currentNode = openSet[i];
}
}
openSet.erase(std::remove(openSet.begin(), openSet.end(), currentNode), openSet.end());
closeSet.push_back(currentNode);
if(currentNode == targetNode)
{
openSet.clear();
closeSet.clear();
return RetracePath(startNode, targetNode);
}
vector<PositionNode*> neighbours = GetNeighbours(currentNode);
for(int i = 0; i < neighbours.size(); ++i)
{
if(!neighbours[i]->GetWalkable() || (std::find(closeSet.begin(), closeSet.end(), neighbours[i]) != closeSet.end()))
{
continue;
}
int newMovementCostToNeighbour = currentNode->GetgCost() + GetDistance(currentNode, neighbours[i]);
if(newMovementCostToNeighbour < neighbours[i]->GetgCost() || !(std::find(openSet.begin(), openSet.end(), neighbours[i]) != openSet.end()))
{
neighbours[i]->SetgCost(newMovementCostToNeighbour);
neighbours[i]->SethCost(GetDistance(neighbours[i], targetNode));
neighbours[i]->SetParentNode(currentNode);
if(!(std::find(openSet.begin(), openSet.end(), neighbours[i]) != openSet.end()))
{
openSet.push_back(neighbours[i]);
}
}
}
}
}
示例13: ln
double F::DISTANCE::GetLineSegmentPointDistance(const CLineSegment &_ls, const CVector &_p )
{
CLine ln(_ls);
double dist = GetLinePointDistance(ln,_p);
if(F::INTERSECTION::PointProjectionOnLineSegment(_p, _ls))
return dist;
return F::MISC::Min(GetDistance(_ls.a,_p), GetDistance(_ls.b,_p));
}
示例14: NewSpecialPoint
// 检测是不是同一个点, 不是则新开一个
void NewSpecialPoint(void) {
if (GetDistance() - spcPnts[spcPntsN].dist > 8) {
if (spcPntsN > 28) return;
spcPntsN++;
spcPnts[spcPntsN].allWhite = 0;
spcPnts[spcPntsN].allBlack = 0;
spcPnts[spcPntsN].likeStart = 0;
spcPnts[spcPntsN].dist = GetDistance();
}
}
示例15: IsInside
Side Plane::IsInside(const BoxBounds& aabb) const
{
if (GetDistance(aabb.GetVertexP(mNormal)) < 0) {
return Side::Out;
}
if (GetDistance(aabb.GetVertexN(mNormal)) > 0)
{
return Side::In;
}
return Side::Cross;
}