本文整理汇总了C++中Map::GetTerrainType方法的典型用法代码示例。如果您正苦于以下问题:C++ Map::GetTerrainType方法的具体用法?C++ Map::GetTerrainType怎么用?C++ Map::GetTerrainType使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Map
的用法示例。
在下文中一共展示了Map::GetTerrainType方法的2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: Initialize
AnyAngleAlgorithm::AnyAngleAlgorithm(const MapEnvironment *env)
{
// Read the height and width of the map.
Map* map = env->GetMap();
width_ = map->GetMapWidth() + 2; // Add +2 for the frame of obstacles.
height_ = map->GetMapHeight() + 2;
unblocked_cells_.clear();
// Generate the cells with the padding.
cells_ = new Cell*[width_];
for (unsigned int x = 0; x < width_; x++) {
cells_[x] = new Cell[height_];
}
// Make unblocked cells traversable.
int num_traversable = 0;
for (unsigned int x = 0; x < width_ - 2; x++) {
for (unsigned int y = 0; y < height_ - 2; y++) {
if (map->GetTerrainType(x, y) == kGround) {
cells_[x+1][y+1].is_traversable = true;
num_traversable++;
unblocked_cells_.push_back(xyLoc(x,y));
}
}
}
#ifdef ANY_ANGLE_VERBOSE
std::cout << "Traversable cells: " << num_traversable << std::endl;
#endif
Initialize();
}
示例2: MyRandomUnitKeyHandler
void MyRandomUnitKeyHandler(unsigned long windowID, tKeyboardModifier mod, char)
{
// if (mod == kShiftDown)
// {
// RunWorkMeasureTest();
// return;
// }
Map *m = unitSims[windowID]->GetEnvironment()->GetMap();
unitSims[windowID]->ClearAllUnits();
m->SetTileSet(kFast);
// recording = true;
// startRecording();
int x1, y1, x2, y2;
if (mod == kShiftDown)
{
x1 = 0; y1 = 0;
x2 = m->GetMapWidth()-1;
// x2 = 0;//m->GetMapWidth()-1;
y2 = m->GetMapHeight()-1;
}
else {
do {
x2 = random()%m->GetMapWidth();
y2 = random()%m->GetMapHeight();
x1 = random()%m->GetMapWidth();
y1 = random()%m->GetMapHeight();
} while ((m->GetTerrainType(x1, y1) != kGround) || (m->GetTerrainType(x2, y2) != kGround));
do {
x2 = random()%m->GetMapWidth();
y2 = random()%m->GetMapHeight();
x1 = random()%m->GetMapWidth();
y1 = random()%m->GetMapHeight();
} while ((m->GetTerrainType(x1, y1) != kGround) || (m->GetTerrainType(x2, y2) != kGround));
}
//x1 = 6; y1 = 3; x2 = 15; y2 = 72;
xySpeedHeading a(x1, y1), b(x2, y2);
//xySpeedHeading a(0, 0), b(mazeSize-1, mazeSize-1);
// xySpeedHeading a(0, 0), b(mazeSize-1, 0);
a1.GetPath(unitSims[windowID]->GetEnvironment(), a, b, path);
std::cout << "Found path -- " << a1.GetNodesExpanded() << " nodes expanded; length: " << unitSims[windowID]->GetEnvironment()->GetPathLength(path) << std::endl;
std::cout << "Solving " << a << " to " << b << std::endl;
stepsPerFrame = 1.0/120.0;
// GLdouble a1, b1, c1, r1;
// m->GetOpenGLCoord((x1+x2)/2, (y1+y2)/2, a1, b1, c1, r1);
// cameraMoveTo(a1, b1, c1-600*r1, 1.0);
// cameraLookAt(a1, b1, c1, 1.0);
// measure.MeasureDifficultly(unitSims[windowID]->GetEnvironment(), a, b);
// measure.ShowHistogram();
// LocalSensing::RIBS<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment> *u1 = new LocalSensing::RIBS<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment>(a, b);
// u1->SetWeight(1.0);
// u1->SetSpeed(0.02);
// unitSims[windowID]->AddUnit(u1);
// LSSLRTAStarUnit<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment> *u2 = new LSSLRTAStarUnit<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment>(a, b, new LSSLRTAStar<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment>(1));
// u2->SetSpeed(0.02);
// unitSims[windowID]->AddUnit(u2);
LSSLRTAStarUnit<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment> *u2 = new LSSLRTAStarUnit<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment>(a, b, new LSSLRTAStar<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment>(10));
u2->SetSpeed(0.02);
unitSims[windowID]->AddUnit(u2);
// LSSLRTAStarUnit<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment> *u3 = new LSSLRTAStarUnit<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment>(a, b, new LSSLRTAStar<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment>(10));
// u3->SetSpeed(0.02);
// unitSims[windowID]->AddUnit(u3);
// FLRTAStarUnit<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment> *u4 = new FLRTAStarUnit<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment>(a, b, new FLRTA::FLRTAStar<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment>(10, 1.5));
// u4->SetSpeed(0.02);
// unitSims[windowID]->AddUnit(u4);
//
// FLRTAStarUnit<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment> *u5 = new FLRTAStarUnit<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment>(a, b, new FLRTA::FLRTAStar<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment>(10, 5.5));
// u5->SetSpeed(0.02);
// unitSims[windowID]->AddUnit(u5);
//
FLRTA::FLRTAStar<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment> *f;
FLRTAStarUnit<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment> *u6 = new FLRTAStarUnit<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment>(a, b, f = new FLRTA::FLRTAStar<xySpeedHeading, deltaSpeedHeading, Directional2DEnvironment>(10, 1.5));
f->SetOrderRedundant(false);
f->SetUseLocalGCost(true);
u6->SetSpeed(0.02);
unitSims[windowID]->AddUnit(u6);
unitSims[windowID]->GetStats()->AddFilter("trialDistanceMoved");
unitSims[windowID]->GetStats()->AddFilter("TotalLearning");
unitSims[windowID]->GetStats()->AddFilter("nodesExpanded");
unitSims[windowID]->GetStats()->EnablePrintOutput(true);
unitSims[windowID]->SetTrialLimit(50000);
SetNumPorts(windowID, 1+(unitSims[windowID]->GetNumUnits()-1)%MAXPORTS);
}