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📄 beameffector.cpp

📁 ROBOCUP 仿真3D server 源码
💻 CPP
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/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*-   this file is part of rcssserver3D   Fri May 9 2003   Copyright (C) 2002,2003 Koblenz University   Copyright (C) 2003 RoboCup Soccer Server 3D Maintenance Group   $Id: beameffector.cpp,v 1.9 2004/12/21 23:04:46 tomhoward Exp $   This program is free software; you can redistribute it and/or modify   it under the terms of the GNU General Public License as published by   the Free Software Foundation; version 2 of the License.   This program is distributed in the hope that it will be useful,   but WITHOUT ANY WARRANTY; without even the implied warranty of   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the   GNU General Public License for more details.   You should have received a copy of the GNU General Public License   along with this program; if not, write to the Free Software   Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.*/#include "beamaction.h"#include "beameffector.h"#include <soccer/soccerbase/soccerbase.h>#include <soccer/agentstate/agentstate.h>#include <cmath>using namespace boost;using namespace oxygen;using namespace salt;using namespace std;BeamEffector::BeamEffector() : oxygen::Effector(){}BeamEffector::~BeamEffector(){}#ifdef __APPLE_CC__boolisfinite( float f ){    return f == f && f != f * 0.5f;}#endifboolBeamEffector::Realize(boost::shared_ptr<ActionObject> action){    if (        (mBody.get() == 0) ||        (mGameState.get() == 0) ||        (mAgentState.get() == 0)        )    {        return false;    }    shared_ptr<BeamAction> beamAction =        shared_dynamic_cast<BeamAction>(action);    if (beamAction.get() == 0)    {        GetLog()->Error()            << "ERROR: (BeamEffector) cannot realize an unknown ActionObject\n";        return false;    }    // the beam effector only has an effect in PM_BeforeKickOff    if (mGameState->GetPlayMode() == PM_BeforeKickOff)    {        Vector3f pos = beamAction->GetPosition();        // reject nan or infinite numbers in the beam position        if (            (! isfinite(pos[0])) ||            (! isfinite(pos[1])) ||            (! isfinite(pos[2]))            )            {                return false;            }        // an agent can only beam within it's own field half        float minX = -mFieldLength/2 + mAgentRadius;        pos[0] = std::max<float>(pos[0],minX);        pos[0] = std::min<float>(pos[0],0.0f);        float minY = -mFieldWidth/2 + mAgentRadius;        float maxY = mFieldWidth/2 - mAgentRadius;        pos[1] = std::max<float>(minY,pos[1]);        pos[1] = std::min<float>(maxY,pos[1]);        pos[2] = mAgentRadius;        // swap x and y coordinates accordingly for the current        // team; after the flip pos is global and not independent        // on the team        pos = SoccerBase::FlipView            (                pos,                mAgentState->GetTeamIndex()                );        mBody->SetPosition(pos);        mBody->SetVelocity(Vector3f(0,0,0));        mBody->SetAngularVelocity(Vector3f(0,0,0));    }    return true;}shared_ptr<ActionObject>BeamEffector::GetActionObject(const Predicate& predicate){  if (predicate.name != GetPredicate())    {      GetLog()->Error() << "ERROR: (BeamEffector) invalid predicate"                        << predicate.name << "\n";      return shared_ptr<ActionObject>();    }  Vector3f pos;  if (! predicate.GetValue(predicate.begin(), pos))  {      GetLog()->Error()          << "ERROR: (BeamEffector) Vector3f parameter expected\n";      return shared_ptr<ActionObject>(new ActionObject(GetPredicate()));  }  return shared_ptr<ActionObject>(new BeamAction(GetPredicate(),pos));}voidBeamEffector::OnLink(){    SoccerBase::GetBody(*this,mBody);    SoccerBase::GetGameState(*this, mGameState);    SoccerBase::GetAgentState(*this,mAgentState);    mFieldWidth = 64.0;    SoccerBase::GetSoccerVar(*this,"FieldWidth",mFieldWidth);    mFieldLength = 100.0;    SoccerBase::GetSoccerVar(*this,"FieldLength",mFieldLength);    mAgentRadius = 0.22;    SoccerBase::GetSoccerVar(*this,"AgentRadius",mAgentRadius);}voidBeamEffector::OnUnlink(){    mBody.reset();    mGameState.reset();    mAgentState.reset();}

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