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C++ Map::GetTerrainType方法代码示例

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?那么恭喜您, 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();
}
开发者ID:JonathanGrant,项目名称:AnyAnglePathResearch,代码行数:33,代码来源:AnyAngleAlgorithm.cpp

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);
}
开发者ID:DavidMChan,项目名称:hog2,代码行数:93,代码来源:Sample2.cpp


注:本文中的Map::GetTerrainType方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。