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Fix coefficients to make dead code actually be used sometimes.
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@ -30,6 +30,8 @@ CZonePlacer::CZonePlacer(RmgMap & map)
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stiffnessConstant(3e-3f),
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stifness(0),
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stiffnessIncreaseFactor(1.05f),
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bestTotalDistance(1e10),
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bestTotalOverlap(1e10),
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map(map)
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{
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}
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@ -321,10 +323,6 @@ void CZonePlacer::placeZones(CRandomGenerator * rand)
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//0. set zone sizes and surface / underground level
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prepareZones(zones, zonesVector, underground, rand);
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//remember best solution
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float bestTotalDistance = 1e10;
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float bestTotalOverlap = 1e10;
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std::map<std::shared_ptr<Zone>, float3> bestSolution;
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TForceVector forces;
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@ -673,7 +671,7 @@ void CZonePlacer::moveOneZone(TZoneMap& zones, TForceVector& totalForces, TDista
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auto misplacedZone = misplacedZones.front().second;
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float3 ourCenter = misplacedZone->getCenter();
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if (totalDistance > totalOverlap)
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if ((totalDistance / (bestTotalDistance + 1)) > (totalOverlap / (bestTotalOverlap + 1)))
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{
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//Move one zone towards most distant zone to reduce distance
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@ -688,7 +686,7 @@ void CZonePlacer::moveOneZone(TZoneMap& zones, TForceVector& totalForces, TDista
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targetZone = otherZone;
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}
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}
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if (targetZone) //TODO: consider refactoring duplicated code
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if (targetZone)
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{
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float3 vec = targetZone->getCenter() - ourCenter;
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float newDistanceBetweenZones = (std::max(misplacedZone->getSize(), targetZone->getSize())) / mapSize;
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@ -696,13 +694,11 @@ void CZonePlacer::moveOneZone(TZoneMap& zones, TForceVector& totalForces, TDista
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logGlobal->trace("direction is %s", vec.toString());
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misplacedZone->setCenter(targetZone->getCenter() - vec.unitVector() * newDistanceBetweenZones); //zones should now overlap by half size
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logGlobal->trace("New distance %f", targetZone->getCenter().dist2d(misplacedZone->getCenter()));
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}
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}
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else
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{
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//Move misplaced zone away from overlapping zone
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//FIXME: Does that ever happend? Check the number ranges and rescale if needed
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float maxOverlap = 0;
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for(const auto & otherZone : zones)
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@ -727,7 +723,6 @@ void CZonePlacer::moveOneZone(TZoneMap& zones, TForceVector& totalForces, TDista
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logGlobal->trace("direction is %s", vec.toString());
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misplacedZone->setCenter(targetZone->getCenter() + vec.unitVector() * newDistanceBetweenZones); //zones should now be just separated
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logGlobal->trace("New distance %f", targetZone->getCenter().dist2d(misplacedZone->getCenter()));
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}
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}
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//Don't swap that zone in next iteration
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@ -50,7 +50,7 @@ private:
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private:
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int width;
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int height;
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//metric coefiicients
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//metric coeficients
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float scaleX;
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float scaleY;
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float mapSize;
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@ -59,9 +59,10 @@ private:
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float stiffnessConstant;
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float stifness;
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float stiffnessIncreaseFactor;
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//float a1, b1, c1, a2, b2, c2;
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//CMap * map;
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//std::unique_ptr<CZoneGraph> graph;
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//remember best solution
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float bestTotalDistance;
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float bestTotalOverlap;
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//distance [a][b] = number of zone connections required to travel between the zones
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std::map<int, std::map<int, size_t>> distancesBetweenZones;
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