本文整理汇总了C++中Grid函数的典型用法代码示例。如果您正苦于以下问题:C++ Grid函数的具体用法?C++ Grid怎么用?C++ Grid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Grid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: stepsVector
returnValue ModelData::setIntegrationGrid( const Grid& _ocpGrid, const uint _numSteps
)
{
uint i;
N = _ocpGrid.getNumIntervals();
BooleanType equidistantControl = _ocpGrid.isEquidistant();
double T = _ocpGrid.getLastTime() - _ocpGrid.getFirstTime();
double h = T/((double)_numSteps);
Vector stepsVector( N );
if (integrationGrid.isEmpty() == BT_TRUE)
{
for( i = 0; i < stepsVector.getDim(); i++ )
{
stepsVector(i) = (int) acadoRound((_ocpGrid.getTime(i+1)-_ocpGrid.getTime(i))/h);
}
if( equidistantControl )
{
// Setup fixed integrator grid for equidistant control grid
integrationGrid = Grid( 0.0, ((double) T)/((double) N), (int) ceil((double)_numSteps/((double) N) - 10.0*EPS) + 1 );
}
else
{
// Setup for non equidistant control grid
// NOTE: This grid defines only one integration step because the control
// grid is non equidistant.
integrationGrid = Grid( 0.0, h, 2 );
numSteps = stepsVector;
}
}
return SUCCESSFUL_RETURN;
}
示例2: Wall
Wall* Wall::create(Field* field, const Grid &pos)
{
Wall* wall = new Wall();
if (wall && wall->initWithGrid(field, "rWall_0003", pos))
{
wall->autorelease();
wall->retain();
}
else
{
CC_SAFE_DELETE(wall);
wall = nullptr;
}
wall->_is_top_wall_exist = wall->_isWallExist(wall->m_grid_pos + Grid(0, -1));
wall->_is_right_wall_exist = wall->_isWallExist(wall->m_grid_pos + Grid(1, 0));
wall->_refreshWall();
auto left_wall = wall->_getWall(wall->m_grid_pos + Grid(-1, 0));
if (left_wall)
{
left_wall->notifyRightWallExist();
}
auto bottom_wall = wall->_getWall(wall->m_grid_pos + Grid(0, 1));
if (bottom_wall)
{
bottom_wall->notifyTopWallExist();
}
return wall;
}
示例3: main
int main(){
Grid g = Grid();
Grid g2 = Grid();
assert(g == g2);
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
if ((i+j)%7 == 0) {
g2.set(i,j,-1*(i+1)*(j+1));
} else {
g2.set(i,j,(i-1)*(j+1));
}
}
}
assert(g != g2);
g = g2;
assert (g == g2);
g.set(8,8, -10);
g.set(4,8, -10);
g.set(3,8, -10);
g.set(8,5, -10);
g.set(1,3, -10);
g.print();
std::cout << "All tests passed!\n";
return 0;
}
示例4: int
Grid GameWorld::GetGridPos(float x, float y)
{
if (x < rect.left || x >= rect.right || y > rect.top || y <= rect.bottom) return Grid(-1, -1);
int tx = int((x - rect.left) / gridWidth);
int ty = int((rect.top - y) / gridHeight);
return Grid(tx, ty);
}
示例5: getBrickAt
void Board::addDestroyedBricks(Brick* brick, std::vector<Brick*> &destroyedBricks)
{
Grid location = brick->_currentLocation;
Brick* north = getBrickAt(location + Grid(-1,0));
Brick* south = getBrickAt(location + Grid(1,0));
Brick* east = getBrickAt(location + Grid(0,1));
Brick* west = getBrickAt(location + Grid(0,-1));
if(north != 0 ) // not sure why some times short circuit works sometime it doesn't.
{
if(!north->tmp_moves)
{
if(brick->getType() == north->getType())
{
north->tmp_moves = true;
destroyedBricks.push_back(north);
}
}
}
if(south != 0 )
{
if(!south->tmp_moves)
{
if(brick->getType() == south->getType())
{
south->tmp_moves = true;
destroyedBricks.push_back(south);
}
}
}
if(east != 0)
{
if(!east->tmp_moves)
{
if(brick->getType() == east->getType() )
{
east->tmp_moves = true;
destroyedBricks.push_back(east);
}
}
}
if(west != 0 )
{
if(!west->tmp_moves)
{
if(brick->getType() == west->getType() )
{
west->tmp_moves = true;
destroyedBricks.push_back(west);
}
}
}
}
示例6: m_boundsManager
//#################### CONSTRUCTORS ####################
BroadPhaseCollisionDetector::BroadPhaseCollisionDetector(const BoundsManager_CPtr& boundsManager,
double minObjectSize, double maxObjectSize)
: m_boundsManager(boundsManager)
{
for(double gridSize=minObjectSize; gridSize<maxObjectSize*2; gridSize*=2)
{
m_hgrid.insert(std::make_pair(gridSize, Grid()));
}
m_hgrid.insert(std::make_pair(std::numeric_limits<double>::max(), Grid()));
}
示例7: Grid
bool Board::fireBrick(Grid location, Brick* nextBrick, zf::Direction direction)
{
if(isMoving())
{
return false;
}
Grid directionGrid = Grid(0,0);
switch(direction)
{
case zf::North:
directionGrid = Grid(-1,0);
break;
case zf::South:
directionGrid = Grid(1,0);
break;
case zf::East:
directionGrid = Grid(0,1);
break;
case zf::West:
directionGrid = Grid(0,-1);
break;
}
Grid nextGrid = location + directionGrid;
Brick* brick = getBrickAt(nextGrid.row , nextGrid.col);
if(brick != 0)
{
return false; // if there is a brick blocking directly, don't allow it to shoot.
}
//find the first block that it will hit
// move nextGrid back first
nextGrid -= directionGrid;
while(brick == 0)
{
nextGrid += directionGrid;
Grid temp = nextGrid + directionGrid;
if(!inShootableRange(temp.row,temp.col)) // if the next is not in shootable range , break
{
// prevent out of bound
break;
}
brick = getBrickAt(temp.row, temp.col);
}
_knock = -1;
putBrickInto(location.row,location.col,nextBrick);
nextBrick->moveToLocation(nextGrid.row, nextGrid.col);
_currentMovingDirection = directionGrid;
_movingBricks.push_back(nextBrick);
return true;
}
示例8: hasBot
bool World::hasBot(int row, int col)
{
for(int i = 0 ; i < _enemyBots.size() ; i++)
{
if(_enemyBots[i]->getLocation() == Grid(row,col))
{
return true;
}
}
if(_player->getLocation() == Grid(row, col))
{
return true;
}
return false;
}
示例9: GetSlot
void cSlotAreaCrafting::ClickedResult(cPlayer & a_Player)
{
const cItem * ResultSlot = GetSlot(0, a_Player);
cItem & DraggingItem = a_Player.GetDraggingItem();
// Get the current recipe:
cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
cItem * PlayerSlots = GetPlayerSlots(a_Player) + 1;
cCraftingGrid Grid(PlayerSlots, m_GridSize, m_GridSize);
// If possible, craft:
if (DraggingItem.IsEmpty())
{
DraggingItem = Recipe.GetResult();
Recipe.ConsumeIngredients(Grid);
Grid.CopyToItems(PlayerSlots);
}
else if (DraggingItem.IsEqual(Recipe.GetResult()))
{
cItemHandler * Handler = ItemHandler(Recipe.GetResult().m_ItemType);
if (DraggingItem.m_ItemCount + Recipe.GetResult().m_ItemCount <= Handler->GetMaxStackSize())
{
DraggingItem.m_ItemCount += Recipe.GetResult().m_ItemCount;
Recipe.ConsumeIngredients(Grid);
Grid.CopyToItems(PlayerSlots);
}
}
// Get the new recipe and update the result slot:
UpdateRecipe(a_Player);
// We're done. Send all changes to the client and bail out:
m_ParentWindow.BroadcastWholeWindow();
}
示例10: run_soft_sphere
double run_soft_sphere(double reduced_density, double temp) {
Functional f = SoftFluid(sigma, 1, 0);
const double mu = find_chemical_potential(OfEffectivePotential(f), temp, reduced_density*pow(2,-5.0/2.0));
printf("mu is %g for reduced_density = %g at temperature %g\n", mu, reduced_density, temp);
//printf("Filling fraction is %g with functional %s at temperature %g\n", reduced_density, teff);
//fflush(stdout);
temperature = temp;
//if (kT == 0) kT = ;1
Lattice lat(Cartesian(xmax,0,0), Cartesian(0,ymax,0), Cartesian(0,0,zmax));
GridDescription gd(lat, dx);
Grid softspherepotential(gd);
softspherepotential.Set(soft_sphere_potential);
f = SoftFluid(sigma, 1, mu); // compute approximate energy with chemical potential mu
const double approx_energy = f(temperature, reduced_density*pow(2,-5.0/2.0))*xmax*ymax*zmax;
const double precision = fabs(approx_energy*1e-9);
f = OfEffectivePotential(SoftFluid(sigma, 1, mu) + ExternalPotential(softspherepotential));
static Grid *potential = 0;
potential = new Grid(gd);
*potential = softspherepotential - temperature*log(reduced_density*pow(2,-5.0/2.0)/(1.0*radius*radius*radius))*VectorXd::Ones(gd.NxNyNz); // Bad starting guess
printf("\tMinimizing to %g absolute precision from %g from %g...\n", precision, approx_energy, temperature);
fflush(stdout);
Minimizer min = Precision(precision,
PreconditionedConjugateGradient(f, gd, temperature,
potential,
QuadraticLineMinimizer));
took("Setting up the variables");
for (int i=0; min.improve_energy(true) && i<100; i++) {
}
took("Doing the minimization");
min.print_info();
Grid density(gd, EffectivePotentialToDensity()(temperature, gd, *potential));
//printf("# per area is %g at filling fraction %g\n", density.sum()*gd.dvolume/dw/dw, reduced_density);
char *plotname = (char *)malloc(1024);
sprintf(plotname, "papers/fuzzy-fmt/figs/radial-wca-%06.4f-%04.2f.dat", temp, reduced_density);
z_plot(plotname, Grid(gd, pow(2,5.0/2.0)*density));
free(plotname);
{
//double peak = peak_memory()/1024.0/1024;
//double current = current_memory()/1024.0/1024;
//printf("Peak memory use is %g M (current is %g M)\n", peak, current);
}
took("Plotting stuff");
printf("density %g gives ff %g for reduced_density = %g and T = %g\n", density(0,0,gd.Nz/2),
density(0,0,gd.Nz/2)*4*M_PI/3, reduced_density, temp);
return density(0, 0, gd.Nz/2)*4*M_PI/3; // return bulk filling fraction
}
示例11: PushCallStack
inline void
AbstractDistMatrix<T,Int>::Write
( const std::string filename, const std::string msg ) const
{
#ifndef RELEASE
PushCallStack("AbstractDistMatrix::Write");
#endif
const elem::Grid& g = Grid();
const int commRank = mpi::CommRank( g.VCComm() );
if( commRank == 0 )
{
std::ofstream file( filename.c_str() );
file.setf( std::ios::scientific );
PrintBase( file, msg );
file.close();
}
else
{
NullStream nullStream;
PrintBase( nullStream, msg );
}
#ifndef RELEASE
PopCallStack();
#endif
}
示例12: logic_error
inline void
AbstractDistMatrix<T,Int>::AssertSameGrid
( const AbstractDistMatrix<U,Int>& A ) const
{
if( Grid() != A.Grid() )
throw std::logic_error("Assertion that grids match failed");
}
示例13: Grid
FixPaintSelection::GridMap::iterator
FixPaintSelection::addGrid(const Point& pt)
{
std::pair<GridMap::iterator, bool> inserted =
mGrids.insert(GridMap::value_type(pt, Grid()));
return inserted.first;
}
示例14: sol
Grid Grid::exact_solution(int time_steps) {
std::vector<double> sol(size, 0);
int shift = (int) (dt * xi / dh * time_steps / dh);
for (int i = 0; i < size - shift; i++)
sol[i + shift] = data[i];
return Grid(sol, dh, dt, xi);
};
示例15: Game
: Game(rm, dbGraphics, screenBounds, gameFont, fontBrush, sound)
{
// Create random instance
rGen = gcnew Random();
// Load background image
//background = Image::FromFile("background.jpg");
// Create gamegrid and preview
grid = gcnew GameGrid(rm, Point(302,-30), graphics, sound, GAMEGRID_COLS, GAMEGRID_ROWS);
preview = gcnew Grid(rm, Point(757,480), graphics, PREVIEW_COLS, PREVIEW_ROWS);
// Create arrays for tracking block stats
tetriminoStats = gcnew array<int>(7);
tetriminoTypes = gcnew array<ETetriminoType>
{
I_TETRIMINO,
J_TETRIMINO,
L_TETRIMINO,
O_TETRIMINO,
S_TETRIMINO,
T_TETRIMINO,
Z_TETRIMINO
};
// Create first two tetriminos
tetriminoInPlay = generateTetrimino();
nextTetrimino = generateTetrimino();
// Initialize game update time
waitTime = 50;
}