text stringlengths 0 234 |
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Cam.Rotation := Rotate (Cam.Rotation, To_Rotation (0.0, -Element_Pitch, 0.0)); |
-- Cam.Rotation := Rotate (Cam.Rotation, To_Rotation (-Element_Roll, 0.0, 0.0)); |
Function Definition: procedure Initialize is |
Function Body: begin |
for Model in Model_Name loop |
case Model is |
-- when Arrow => Arrow_P.Create (object => Model_Set (Model), scale => 0.003, centre => (0.0, 0.0, 0.0)); |
-- when Cube => Cube_P.Create (object => Model_Set (Model), scale => 0.015, centre => (0.0, 0.0, 0.0)); |
-- when Duck => Duck_P.Create (object => Model_Set (Model), scale => 0.003, centre => (0.0, 0.0, 0.0)); |
-- when Plane => Plane_P.Create (object => Model_Set (Model), scale => 0.003, centre => (0.0, 0.0, 0.0)); |
when Spaceship => Spaceship_P.Create (Object => Model_Set (Model), Object_Scale => 0.003, Centre => (0.0, 0.0, 0.0)); Assign_Material (Model_Set (Model), Pearl); |
-- when Spaceship_Ruby => Spaceship_P.Create (object => Model_Set (Model), scale => 0.003, centre => (0.0, 0.0, 0.0)); Assign_Material (Model_Set (Model), Ruby); |
when Sphere => Sphere_P.Create (object => Model_Set (Model), Object_Scale => 0.015, centre => (0.0, 0.0, 0.0)); Assign_Material (Model_Set (Model), Ruby); |
end case; |
end loop; |
for M in Spaceship_Gradient'Range (1) loop |
for i in Spaceship_Gradient'Range (2) loop |
Spaceship_P.Create (Object => Spaceship_Gradient (M, i), Object_Scale => 0.003, Centre => (0.0, 0.0, 0.0)); |
declare |
Ratio : constant Ratio_T := |
((Real (i) - Real (Spaceship_Gradient'First (2))) |
/ Real (Spaceship_Gradient'Last (2) - Spaceship_Gradient'First (2))) |
+ Ratio_T'First; |
begin |
case M is |
when G_Ruby => Assign_Material (Spaceship_Gradient (M, i), Blend_Material (Ruby, Pearl, Ratio)); |
when G_Turquoise => Assign_Material (Spaceship_Gradient (M, i), Blend_Material (Turquoise, Pearl, Ratio)); |
end case; |
Function Definition: function Mean_Closest_Distance return Real is |
Function Body: Acc_Distance : Real := 0.0; |
begin |
for Element_Index in First_Index (Swarm_State) .. Last_Index (Swarm_State) loop |
declare |
This_Element : constant Swarm_Element_State := Element (Swarm_State, Element_Index); |
Neighbours : constant Distance_Vectors.Vector := This_Element.Neighbours.all; |
begin |
if Distance_Vectors.Length (Neighbours) > 0 then |
declare |
Closest_Distance : constant Real := |
Distance_Vectors.Element (Neighbours, Distance_Vectors.First_Index (Neighbours)).Distance; |
begin |
Acc_Distance := Acc_Distance + Closest_Distance; |
Function Definition: procedure Sorted_Close_Distances (Close_Dist : in out Distance_Vectors.Vector; |
Function Body: Element_Index : Swarm_Element_Index; |
Max_Distance : Distances) is |
This_Element : constant Swarm_Element_State := Element (Swarm_State, Element_Index); |
This_Position : constant Positions := This_Element.Position.all.Read; |
begin |
Distance_Vectors.Clear (Close_Dist); |
Distance_Vectors.Reserve_Capacity (Close_Dist, Length (Swarm_State) - 1); |
for Scan_Index in First_Index (Swarm_State) .. Last_Index (Swarm_State) loop |
if Element_Index /= Scan_Index then |
declare |
Test_Element : constant Swarm_Element_State := Element (Swarm_State, Scan_Index); |
Test_Position : constant Positions := Test_Element.Position.all.Read; |
Test_Direction : constant Vector_3D := This_Position - Test_Position; |
Test_Distance : constant Distances := abs (Test_Direction); |
begin |
if Test_Distance <= Max_Distance then |
Distance_Vectors.Append (Close_Dist, (Index => Scan_Index, |
Distance => Test_Distance, |
Position_Diff => Test_Direction, |
Velocity_Diff => This_Element.Velocity.all.Read - Test_Element.Velocity.all.Read)); |
end if; |
Function Definition: procedure Set_All_Accelerations is |
Function Body: begin |
for Element_Index in First_Index (Swarm_State) .. Last_Index (Swarm_State) loop |
Set_Acceleration (Element_Index); |
end loop; |
end Set_All_Accelerations; |
-- |
-- |
-- |
procedure Forward_Messages (Element_Index : Swarm_Element_Index) is |
This_Element : constant Swarm_Element_State := Element (Swarm_State, Element_Index); |
Message_To_Be_Distributed : Inter_Vehicle_Messages; |
begin |
while This_Element.Comms.all.Has_Outgoing_Messages loop |
This_Element.Comms.all.Fetch_Message (Message_To_Be_Distributed); |
Check_Neighbours : for Distance_Index in Distance_Vectors.First_Index (This_Element.Neighbours.all) .. Distance_Vectors.Last_Index (This_Element.Neighbours.all) loop |
declare |
Distance_Entry : constant Distance_Entries := Distance_Vectors.Element (This_Element.Neighbours.all, Distance_Index); |
begin |
if Distance_Entry.Distance <= Comms_Range then |
Element (Swarm_State, Distance_Entry.Index).Comms.all.Push_Message (Message_To_Be_Distributed); |
else |
exit Check_Neighbours; |
end if; |
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