[286] | 1 | // This file is a part of Framsticks SDK. http://www.framsticks.com/ |
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[736] | 2 | // Copyright (C) 1999-2018 Maciej Komosinski and Szymon Ulatowski. |
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[286] | 3 | // See LICENSE.txt for details. |
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[120] | 4 | |
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[779] | 5 | #ifndef _F9_CONV_H_ |
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| 6 | #define _F9_CONV_H_ |
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[120] | 7 | |
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| 8 | #include <ctype.h> |
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| 9 | #include <common/nonstd_math.h> |
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| 10 | #include <frams/model/modelparts.h> |
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| 11 | #include <frams/util/multimap.h> |
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| 12 | #include <frams/util/sstring.h> |
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| 13 | #include <frams/genetics/genoconv.h> |
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| 14 | #include <vector> |
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| 15 | using std::vector; |
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| 16 | |
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| 17 | |
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| 18 | extern const char* turtle_commands_f9; |
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| 19 | |
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| 20 | |
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| 21 | struct XYZ_LOC |
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| 22 | { |
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[259] | 23 | int x, y, z; //coordinates xyz of a vertex - represented as int's so that it is easy and safe to check identity. Could also be done using lists of Model's Parts, but that would involve comparing floats |
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| 24 | XYZ_LOC() { x = y = z = 0; } |
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| 25 | void add(int delta[3]) { x += delta[0]; y += delta[1]; z += delta[2]; } |
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| 26 | bool same_coordinates(const XYZ_LOC &loc) { return x == loc.x && y == loc.y && z == loc.z; } |
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[120] | 27 | }; |
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| 28 | |
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| 29 | |
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| 30 | // The f9->f0 converter |
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[259] | 31 | class GenoConv_f90 : public GenoConverter |
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[120] | 32 | { |
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| 33 | public: |
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[139] | 34 | GenoConv_f90(); |
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[120] | 35 | |
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[139] | 36 | //implementation of the GenoConverter method |
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[736] | 37 | SString convert(SString &in, MultiMap *map, bool using_checkpoints); |
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[120] | 38 | |
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| 39 | protected: |
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| 40 | //auxiliary methods |
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[259] | 41 | int addSegment(Model &m, int genenr, vector<XYZ_LOC> &vertices, const XYZ_LOC &new_vertex, int recently_added); |
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| 42 | int findVertexAt(vector<XYZ_LOC> &vertices, const XYZ_LOC &new_vertex); |
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| 43 | int addNewVertex(Model &m, vector<XYZ_LOC> &punkty, const XYZ_LOC &nowypunkt); |
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[664] | 44 | void setColors(Model &m, int last_added_part); //sets fixed (independent from genes) colors and widths on a model, purely for aesthetic purposes |
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[125] | 45 | void perturbPartLocations(Model &m); //deterministic "body noise", see APPLY_DETERMINISTIC_BODY_NOISE |
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[120] | 46 | }; |
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| 47 | |
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| 48 | #endif |
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