A lot of shit you don't want
This commit is contained in:
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496c1022db
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0ae7892998
@ -4,28 +4,35 @@
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#include "DLASystem.h"
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#include "DLASystem.h"
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// colors
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#include <utility>
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namespace colours {
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GLfloat blue[] = {0.1, 0.3, 0.9, 1.0}; // blue
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GLfloat red[] = {1.0, 0.2, 0.1, 0.2}; // red
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GLfloat green[] = {0.3, 0.6, 0.3, 1.0}; // green
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GLfloat paleGrey[] = {0.7, 0.7, 0.7, 1.0}; // green
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GLfloat darkGrey[] = {0.2, 0.2, 0.2, 1.0}; // green
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}
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// this function gets called every step,
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// this function gets called every step,
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// if there is an active particle then it gets moved,
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// if there is an active particle then it gets moved,
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// if not then add a particle
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// if not then add a particle
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void DLASystem::Update() {
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bool DLASystem::Update() {
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if (lastParticleIsActive == 1)
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if (lastParticleIsActive == 1) {
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moveLastParticle();
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moveLastParticle();
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else if (numParticles < endNum) {
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} else if (numParticles < endNum) {
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addParticleOnAddCircle();
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addParticleOnAddCircle();
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setParticleActive();
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setParticleActive();
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} else {
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return false;
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}
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}
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if (lastParticleIsActive == 0 || slowNotFast == 1)
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glutPostRedisplay(); //Tell GLUT that the display has changed
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if (!lastParticleIsActive) {
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for (int i = 0; i < numParticles; ++i) {
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this->csv_out << this->particleList[i]->pos[0] << "," << this->particleList[i]->pos[1];
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if (i != numParticles - 1) {
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this->csv_out << ",";
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}
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}
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this->csv_out << "\n";
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this->csv_out.flush();
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}
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return true;
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}
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}
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@ -88,7 +95,7 @@ int DLASystem::checkStop() {
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if (killCircle + 2 >= gridSize / 2) {
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if (killCircle + 2 >= gridSize / 2) {
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pauseRunning();
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pauseRunning();
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cout << "STOP" << endl;
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cout << "STOP" << endl;
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glutPostRedisplay(); // update display
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// glutPostRedisplay(); // update display
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return 1;
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return 1;
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} else return 0;
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} else return 0;
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}
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}
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@ -239,18 +246,20 @@ int DLASystem::checkStick() {
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// constructor
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// constructor
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DLASystem::DLASystem(Window *set_win) {
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DLASystem::DLASystem(ofstream out_file) {
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cout << "creating system, gridSize " << gridSize << endl;
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cout << "creating system, gridSize " << gridSize << endl;
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win = set_win;
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numParticles = 0;
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numParticles = 0;
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endNum = 1000;
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endNum = 1000;
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csv_out = std::move(out_file);
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// allocate memory for the grid, remember to free the memory in destructor
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// allocate memory for the grid, remember to free the memory in destructor
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grid = new int *[gridSize];
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grid = new int *[gridSize];
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for (int i = 0; i < gridSize; i++) {
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for (int i = 0; i < gridSize; i++) {
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grid[i] = new int[gridSize];
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grid[i] = new int[gridSize];
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}
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}
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slowNotFast = 1;
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slowNotFast = 0;
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running = true;
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// reset initial parameters
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// reset initial parameters
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Reset();
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Reset();
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@ -272,45 +281,7 @@ DLASystem::~DLASystem() {
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delete[] grid[i];
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delete[] grid[i];
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delete[] grid;
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delete[] grid;
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if (logfile.is_open())
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if (this->csv_out.is_open()) {
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logfile.close();
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this->csv_out.close();
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}
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// this draws the system
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void DLASystem::DrawSquares() {
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// draw the particles
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double halfSize = 0.5;
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for (int p = 0; p < numParticles; p++) {
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double *vec = particleList[p]->pos;
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glPushMatrix();
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if (p == numParticles - 1 && lastParticleIsActive == 1)
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glColor4fv(colours::red);
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else if (p == 0)
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glColor4fv(colours::green);
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else
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glColor4fv(colours::blue);
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glRectd(drawScale * (vec[0] - halfSize),
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drawScale * (vec[1] - halfSize),
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drawScale * (vec[0] + halfSize),
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drawScale * (vec[1] + halfSize));
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glPopMatrix();
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}
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}
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// print some information (at top left)
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// this ostringstream is a way to create a string with numbers and words (similar to cout << ... )
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ostringstream str;
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str << "num " << numParticles << " size " << clusterRadius;
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// print the string
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win->displayString(str, -0.9, 0.9, colours::red);
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// if we are paused then print this (at bottom left)
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if (running == 0) {
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ostringstream pauseStr;
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pauseStr << "paused";
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win->displayString(pauseStr, -0.9, -0.9, colours::red);
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}
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}
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}
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21
DLASystem.h
21
DLASystem.h
@ -1,6 +1,5 @@
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#pragma once
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#pragma once
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#include <GLUT/glut.h>
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#include <iostream>
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#include <iostream>
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#include <fstream>
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#include <fstream>
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#include <stdio.h>
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#include <stdio.h>
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@ -13,7 +12,6 @@
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#include <string>
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#include <string>
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#include <sstream>
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#include <sstream>
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#include "Window.h"
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#include "Particle.h"
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#include "Particle.h"
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#include "rnd.h"
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#include "rnd.h"
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@ -21,11 +19,7 @@ using namespace std;
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class DLASystem {
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class DLASystem {
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private:
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public:
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// these are private variables and functions that the user will not see
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Window *win; // window in which the system is running
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// list of particles
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// list of particles
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vector<Particle *> particleList;
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vector<Particle *> particleList;
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int numParticles;
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int numParticles;
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double addCircle;
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double addCircle;
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double killCircle;
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double killCircle;
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ofstream csv_out;
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// size of grid
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// size of grid
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static const int gridSize = 1600;
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static const int gridSize = 1600;
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int **grid; // this will be a 2d array that stores whether each site is occupied
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int **grid; // this will be a 2d array that stores whether each site is occupied
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// update the system: if there is an active particle then move it,
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// update the system: if there is an active particle then move it,
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// else create a new particle (on the adding circle)
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// else create a new particle (on the adding circle)
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void Update();
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bool Update();
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// draw particles as squares
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// draw particles as squares
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void DrawSquares();
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void DrawSquares();
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int lastParticleIsActive;
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int lastParticleIsActive;
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// constructor
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// constructor
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DLASystem(Window *set_win);
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DLASystem(ofstream output);
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// destructor
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// destructor
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~DLASystem();
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~DLASystem();
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// check whether the last particle should stick
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// check whether the last particle should stick
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// currently it sticks whenever it touches another particle
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// currently it sticks whenever it touches another particle
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int checkStick();
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int checkStick();
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// set the background colour for the window
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// it would be better for an OOP philosophy to make these member functions for the Window class
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// but we are being a bit lazy here
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void setWinBackgroundWhite() { glClearColor(1.0, 1.0, 1.0, 1.0); }
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void setWinBackgroundBlack() { glClearColor(0.0, 0.0, 0.0, 0.0); }
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};
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};
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2
Makefile
2
Makefile
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CXX = clang++
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CXX = clang++
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CXXFLAGS = -Wall -Wextra -g -O0
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CXXFLAGS = -Wall -Wextra -g -O0 -std=c++20 -stdlib=libc++
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IFLAGS = -I/usr/local/include -I/usr/include
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IFLAGS = -I/usr/local/include -I/usr/include
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27
Window.cpp
27
Window.cpp
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#include "Window.h"
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// constructor
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Window::Window(int set_size[], string &set_title) {
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size[0] = set_size[0];
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size[1] = set_size[1];
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title = set_title;
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locateOnScreen();
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glutInitWindowSize(size[0], size[1]);
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glutInitWindowPosition(pos[0], pos[1]);
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glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
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glutCreateWindow(title.c_str());
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// sets the background to black
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glClearColor(0.0, 0.0, 0.0, 0.0);
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}
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// print a string at a given position, don't worry about how this works...
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void Window::displayString(ostringstream &str, double x, double y, GLfloat col[]) {
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string localString = str.str();
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glColor4fv(col);
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glRasterPos2d(x, y);
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for (int i = 0; i < localString.length(); i++) {
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glutBitmapCharacter(GLUT_BITMAP_8_BY_13, localString[i]);
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}
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}
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34
Window.h
34
Window.h
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#pragma once
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#include <GLUT/glut.h>
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#include <iostream>
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#include <string>
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#include <sstream>
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using namespace std;
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class Window {
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public:
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string title;
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int size[2];
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int pos[2];
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void locateOnScreen() {
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// the fx sets where on the screen the window will appear
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// (values should be between 0 and 1)
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double fx[] = {0.7, 0.5};
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pos[0] = (glutGet(GLUT_SCREEN_WIDTH) - size[0]) * fx[0];
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pos[1] = (glutGet(GLUT_SCREEN_HEIGHT) - size[1]) * fx[1];
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}
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// constructor, size is in pixels
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Window(int set_size[], string &set_title);
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// function which prints a string to the screen, at a given position, with a given color
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// note position is "absolute", not easy to get two strings spaced one above each other like this
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void displayString(ostringstream &str, double x, double y, GLfloat col[]);
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};
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2087
example.csv
Normal file
2087
example.csv
Normal file
File diff suppressed because one or more lines are too long
149
mainDLA.cpp
149
mainDLA.cpp
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#include <GLUT/glut.h>
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#include <iostream>
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#include <iostream>
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#include <stdio.h>
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#include <vector>
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#include <vector>
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#include <math.h>
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#include <string>
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#include "DLASystem.h"
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#include "DLASystem.h"
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#include "Window.h"
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using namespace std;
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using namespace std;
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@ -25,148 +20,24 @@ namespace drawFuncs {
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DLASystem *sys;
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DLASystem *sys;
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int main(int argc, char **argv) {
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int main(int argc, char **argv) {
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// turn on glut
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const auto seed = std::stoi(argv[1]);
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glutInit(&argc, argv);
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char buffer[20];
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snprintf(buffer, 20, "seed-%i.csv", seed);
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int window_size[] = {480, 480};
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const auto p1 = std::chrono::system_clock::now();
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string window_title("simple DLA simulation");
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std::ofstream myfile;
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myfile.open(buffer);
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// create a window
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Window *win = new Window(window_size, window_title);
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// create the system
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// create the system
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sys = new DLASystem(win);
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sys = new DLASystem(std::move(myfile));
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// this is the seed for the random numbers
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// this is the seed for the random numbers
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int seed = 6;
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cout << "setting seed " << seed << endl;
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cout << "setting seed " << seed << endl;
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sys->setSeed(seed);
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sys->setSeed(seed);
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// print the "help" message to the console
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while (sys->Update()) {
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drawFuncs::introMessage();
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}
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// tell openGL how to redraw the screen and respond to the keyboard
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cout << sys->numParticles;
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glutDisplayFunc(drawFuncs::display);
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glutKeyboardFunc(drawFuncs::handleKeypress);
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// tell openGL to do its first update after waiting 10ms
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int wait = 10;
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int val = 0;
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glutTimerFunc(wait, drawFuncs::update, val);
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// start the openGL stuff
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glutMainLoop();
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return 0;
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return 0;
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}
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}
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// this is just a help message
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void drawFuncs::introMessage() {
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cout << "Keys (while in graphics window):" << endl << " q or e to quit (or exit)" << endl;
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cout << " h to print this message (help)" << endl;
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cout << " u for a single update" << endl;
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cout << " g to start running (go)" << endl;
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cout << " p to pause running" << endl;
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cout << " s to run in slow-mode" << endl;
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cout << " f to run in fast-mode" << endl;
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cout << " r to clear everything (reset)" << endl;
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cout << " z to pause and zoom in" << endl;
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cout << " w or b to change background colour to white or black" << endl;
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}
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// openGL function deals with the keyboard
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void drawFuncs::handleKeypress(unsigned char key, int x, int y) {
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switch (key) {
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case 'h':
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drawFuncs::introMessage();
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break;
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case 'q':
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case 'e':
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cout << "Exiting..." << endl;
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// delete the system
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delete sys;
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exit(0);
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break;
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case 'p':
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cout << "pause" << endl;
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sys->pauseRunning();
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break;
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case 'g':
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cout << "go" << endl;
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sys->setRunning();
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glutTimerFunc(0, drawFuncs::update, 0);
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break;
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case 's':
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cout << "slow" << endl;
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sys->setSlow();
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break;
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case 'w':
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cout << "white" << endl;
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sys->setWinBackgroundWhite();
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break;
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case 'b':
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cout << "black" << endl;
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sys->setWinBackgroundBlack();
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break;
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case 'f':
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cout << "fast" << endl;
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sys->setFast();
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break;
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case 'r':
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cout << "reset" << endl;
|
|
||||||
sys->Reset();
|
|
||||||
break;
|
|
||||||
case 'z':
|
|
||||||
cout << "zoom" << endl;
|
|
||||||
sys->pauseRunning();
|
|
||||||
sys->viewAddCircle();
|
|
||||||
break;
|
|
||||||
case 'u':
|
|
||||||
cout << "upd" << endl;
|
|
||||||
sys->Update();
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
// tell openGL to redraw the window
|
|
||||||
glutPostRedisplay();
|
|
||||||
}
|
|
||||||
|
|
||||||
// this function gets called whenever the algorithm should do its update
|
|
||||||
void drawFuncs::update(int val) {
|
|
||||||
int wait; // time to wait between updates (milliseconds)
|
|
||||||
|
|
||||||
if (sys->running) {
|
|
||||||
if (sys->slowNotFast == 1)
|
|
||||||
wait = 10;
|
|
||||||
else
|
|
||||||
wait = 0;
|
|
||||||
|
|
||||||
sys->Update();
|
|
||||||
|
|
||||||
// tell openGL to call this funtion again after "wait" milliseconds
|
|
||||||
glutTimerFunc(wait, drawFuncs::update, 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// this function redraws the window when necessary
|
|
||||||
void drawFuncs::display() {
|
|
||||||
// Clear the window or more specifically the frame buffer...
|
|
||||||
// This happens by replacing all the contents of the frame
|
|
||||||
// buffer by the clear color (black in our case)
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
|
||||||
|
|
||||||
// this puts the camera at the origin (not sure why) with (I think) z axis out of page and y axis up
|
|
||||||
// there is also the question of the GL perspective which is not set up in any clear way at the moment
|
|
||||||
glMatrixMode(GL_MODELVIEW);
|
|
||||||
glLoadIdentity();
|
|
||||||
gluLookAt(0.0, 0.0, 1.0, /* camera position */
|
|
||||||
0.0, 0.0, -1.0, /* point to look at */
|
|
||||||
0.0, 1.0, 0.0); /* up direction */
|
|
||||||
|
|
||||||
//sys->DrawSpheres();
|
|
||||||
sys->DrawSquares();
|
|
||||||
|
|
||||||
// Swap contents of backward and forward frame buffers
|
|
||||||
glutSwapBuffers();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|||||||
2087
seed-2.csv
Normal file
2087
seed-2.csv
Normal file
File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue
Block a user