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DLASystem.cpp
411
DLASystem.cpp
@ -6,11 +6,11 @@
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// colors
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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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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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@ -18,53 +18,53 @@ namespace colours {
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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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void DLASystem::Update() {
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if (lastParticleIsActive == 1)
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moveLastParticle();
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else if (numParticles < endNum) {
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addParticleOnAddCircle();
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setParticleActive();
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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 == 1)
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moveLastParticle();
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else if (numParticles < endNum) {
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addParticleOnAddCircle();
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setParticleActive();
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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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}
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void DLASystem::clearParticles() {
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// delete particles and the particle list
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for (int i = 0; i < numParticles; i++) {
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delete particleList[i];
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}
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particleList.clear();
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numParticles = 0;
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// delete particles and the particle list
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for (int i = 0; i < numParticles; i++) {
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delete particleList[i];
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}
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particleList.clear();
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numParticles = 0;
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}
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// remove any existing particles and setup initial condition
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void DLASystem::Reset() {
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// stop running
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running = 0;
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// stop running
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running = 0;
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clearParticles();
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clearParticles();
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lastParticleIsActive = 0;
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lastParticleIsActive = 0;
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// set the grid to zero
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for (int i = 0; i < gridSize; i++) {
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for (int j = 0; j < gridSize; j++) {
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grid[i][j] = 0;
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}
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}
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// set the grid to zero
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for (int i = 0; i < gridSize; i++) {
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for (int j = 0; j < gridSize; j++) {
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grid[i][j] = 0;
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}
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}
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// setup initial condition and parameters
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addCircle = 10;
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killCircle = 2.0*addCircle;
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clusterRadius = 0.0;
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// add a single particle at the origin
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double pos[] = { 0.0, 0.0 };
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addParticle(pos);
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// setup initial condition and parameters
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addCircle = 10;
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killCircle = 2.0 * addCircle;
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clusterRadius = 0.0;
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// add a single particle at the origin
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double pos[] = {0.0, 0.0};
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addParticle(pos);
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// set the view
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int InitialViewSize = 40;
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setViewSize(InitialViewSize);
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// set the view
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int InitialViewSize = 40;
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setViewSize(InitialViewSize);
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}
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@ -72,248 +72,245 @@ void DLASystem::Reset() {
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// note the position has the initial particle at (0,0)
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// but this corresponds to the middle of the grid array ie grid[ halfGrid ][ halfGrid ]
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void DLASystem::setGrid(double pos[], int val) {
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int halfGrid = gridSize / 2;
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grid[(int)(pos[0] + halfGrid)][(int)(pos[1] + halfGrid)] = val;
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int halfGrid = gridSize / 2;
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grid[(int) (pos[0] + halfGrid)][(int) (pos[1] + halfGrid)] = val;
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}
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// read the grid cell for a given position
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int DLASystem::readGrid(double pos[]) {
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int halfGrid = gridSize / 2;
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return grid[(int)(pos[0] + halfGrid)][(int)(pos[1] + halfGrid)];
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int halfGrid = gridSize / 2;
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return grid[(int) (pos[0] + halfGrid)][(int) (pos[1] + halfGrid)];
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}
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// check if the cluster is big enough and we should stop:
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// to be safe, we need the killCircle to be at least 2 less than the edge of the grid
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int DLASystem::checkStop() {
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if (killCircle + 2 >= gridSize / 2) {
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pauseRunning();
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cout << "STOP" << endl;
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glutPostRedisplay(); // update display
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return 1;
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}
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else return 0;
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if (killCircle + 2 >= gridSize / 2) {
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pauseRunning();
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cout << "STOP" << endl;
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glutPostRedisplay(); // update display
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return 1;
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} else return 0;
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}
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// add a particle to the system at a specific position
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void DLASystem::addParticle(double pos[]) {
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// create a new particle
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Particle * p = new Particle(pos);
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// push_back means "add this to the end of the list"
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particleList.push_back(p);
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numParticles++;
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// create a new particle
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Particle *p = new Particle(pos);
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// push_back means "add this to the end of the list"
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particleList.push_back(p);
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numParticles++;
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// pos coordinates should be -gridSize/2 < x < gridSize/2
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setGrid(pos, 1);
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// pos coordinates should be -gridSize/2 < x < gridSize/2
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setGrid(pos, 1);
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}
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// add a particle to the system at a random position on the addCircle
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// if we hit an occupied site then we do nothing except print a message
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// (this should never happen)
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void DLASystem::addParticleOnAddCircle() {
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double pos[2];
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double theta = rgen.random01() * 2 * M_PI;
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pos[0] = ceil(addCircle * cos(theta));
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pos[1] = ceil(addCircle * sin(theta));
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if (readGrid(pos) == 0)
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addParticle(pos);
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else
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cout << "FAIL " << pos[0] << " " << pos[1] << endl;
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double pos[2];
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double theta = rgen.random01() * 2 * M_PI;
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pos[0] = ceil(addCircle * cos(theta));
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pos[1] = ceil(addCircle * sin(theta));
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if (readGrid(pos) == 0)
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addParticle(pos);
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else
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cout << "FAIL " << pos[0] << " " << pos[1] << endl;
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}
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// send back the position of a neighbour of a given grid cell
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// NOTE: there is no check that the neighbour is inside the grid,
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// this has to be done separately...
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void DLASystem::setPosNeighbour(double setpos[], double pos[], int val) {
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switch (val) {
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case 0:
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setpos[0] = pos[0] + 1.0;
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setpos[1] = pos[1];
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break;
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case 1:
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setpos[0] = pos[0] - 1.0;
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setpos[1] = pos[1];
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break;
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case 2:
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setpos[0] = pos[0];
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setpos[1] = pos[1] + 1.0;
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break;
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case 3:
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setpos[0] = pos[0];
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setpos[1] = pos[1] - 1.0;
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break;
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}
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switch (val) {
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case 0:
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setpos[0] = pos[0] + 1.0;
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setpos[1] = pos[1];
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break;
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case 1:
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setpos[0] = pos[0] - 1.0;
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setpos[1] = pos[1];
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break;
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case 2:
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setpos[0] = pos[0];
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setpos[1] = pos[1] + 1.0;
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break;
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case 3:
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setpos[0] = pos[0];
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setpos[1] = pos[1] - 1.0;
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break;
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}
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}
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// if the view is smaller than the kill circle then increase the view area (zoom out)
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void DLASystem::updateViewSize() {
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double mult = 1.2;
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if (viewSize < 2.0*killCircle) {
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setViewSize(viewSize * mult);
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}
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double mult = 1.2;
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if (viewSize < 2.0 * killCircle) {
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setViewSize(viewSize * mult);
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}
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}
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// set the view to be the size of the add circle (ie zoom in on the cluster)
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void DLASystem::viewAddCircle() {
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setViewSize(2.0*addCircle); // factor of 2 is to go from radius to diameter
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setViewSize(2.0 * addCircle); // factor of 2 is to go from radius to diameter
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}
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// when we add a particle to the cluster, we should update the cluster radius
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// and the sizes of the addCircle and the killCircle
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void DLASystem::updateClusterRadius(double pos[]) {
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double rr = distanceFromOrigin(pos);
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if (rr > clusterRadius) {
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clusterRadius = rr;
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// this is how big addCircle is supposed to be:
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// either 20% more than cluster radius, or at least 5 bigger.
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double check = clusterRadius * addRatio;
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if (check < clusterRadius + 5)
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check = clusterRadius + 5;
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// if it is smaller then update everything...
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if (addCircle < check) {
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addCircle = check;
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killCircle = killRatio * addCircle;
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updateViewSize();
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}
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checkStop();
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}
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double rr = distanceFromOrigin(pos);
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if (rr > clusterRadius) {
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clusterRadius = rr;
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// this is how big addCircle is supposed to be:
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// either 20% more than cluster radius, or at least 5 bigger.
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double check = clusterRadius * addRatio;
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if (check < clusterRadius + 5)
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check = clusterRadius + 5;
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// if it is smaller then update everything...
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if (addCircle < check) {
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addCircle = check;
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killCircle = killRatio * addCircle;
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updateViewSize();
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}
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checkStop();
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}
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}
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// make a random move of the last particle in the particleList
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void DLASystem::moveLastParticle() {
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int rr = rgen.randomInt(4); // pick a random number in the range 0-3, which direction do we hop?
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double newpos[2];
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int rr = rgen.randomInt(4); // pick a random number in the range 0-3, which direction do we hop?
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double newpos[2];
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Particle *lastP = particleList[numParticles - 1];
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Particle *lastP = particleList[numParticles - 1];
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setPosNeighbour(newpos, lastP->pos, rr);
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setPosNeighbour(newpos, lastP->pos, rr);
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if (distanceFromOrigin(newpos) > killCircle) {
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//cout << "#deleting particle" << endl;
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setGrid(lastP->pos, 0);
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particleList.pop_back(); // remove particle from particleList
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numParticles--;
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setParticleInactive();
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}
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// check if destination is empty
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else if (readGrid(newpos) == 0) {
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setGrid(lastP->pos, 0); // set the old grid site to empty
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// update the position
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particleList[numParticles - 1]->pos[0] = newpos[0];
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particleList[numParticles - 1]->pos[1] = newpos[1];
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setGrid(lastP->pos, 1); // set the new grid site to be occupied
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if (distanceFromOrigin(newpos) > killCircle) {
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//cout << "#deleting particle" << endl;
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setGrid(lastP->pos, 0);
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particleList.pop_back(); // remove particle from particleList
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numParticles--;
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setParticleInactive();
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}
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// check if destination is empty
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else if (readGrid(newpos) == 0) {
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setGrid(lastP->pos, 0); // set the old grid site to empty
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// update the position
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particleList[numParticles - 1]->pos[0] = newpos[0];
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particleList[numParticles - 1]->pos[1] = newpos[1];
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setGrid(lastP->pos, 1); // set the new grid site to be occupied
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// check if we stick
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if (checkStick()) {
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//cout << "stick" << endl;
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setParticleInactive(); // make the particle inactive (stuck)
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updateClusterRadius(lastP->pos); // update the cluster radius, addCircle, etc.
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// check if we stick
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if (checkStick()) {
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//cout << "stick" << endl;
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setParticleInactive(); // make the particle inactive (stuck)
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updateClusterRadius(lastP->pos); // update the cluster radius, addCircle, etc.
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if (numParticles % 100 == 0 && logfile.is_open()) {
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logfile << numParticles << " " << clusterRadius << endl;
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}
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}
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}
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else {
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// if we get to here then we are trying to move to an occupied site
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// (this should never happen as long as the sticking probability is 1.0)
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cout << "reject " << rr << endl;
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cout << lastP->pos[0] << " " << lastP->pos[1] << endl;
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//cout << newpos[0] << " " << newpos[1] << " " << (int)newpos[0] << endl;
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//printOccupied();
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}
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if (numParticles % 100 == 0 && logfile.is_open()) {
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logfile << numParticles << " " << clusterRadius << endl;
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}
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}
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} else {
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// if we get to here then we are trying to move to an occupied site
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// (this should never happen as long as the sticking probability is 1.0)
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cout << "reject " << rr << endl;
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cout << lastP->pos[0] << " " << lastP->pos[1] << endl;
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//cout << newpos[0] << " " << newpos[1] << " " << (int)newpos[0] << endl;
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//printOccupied();
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}
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}
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// check if the last particle should stick (to a neighbour)
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int DLASystem::checkStick() {
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Particle *lastP = particleList[numParticles - 1];
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int result = 0;
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// loop over neighbours
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for (int i = 0; i < 4; i++) {
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double checkpos[2];
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setPosNeighbour(checkpos, lastP->pos, i);
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// if the neighbour is occupied...
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if (readGrid(checkpos) == 1)
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result = 1;
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}
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return result;
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Particle *lastP = particleList[numParticles - 1];
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int result = 0;
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// loop over neighbours
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for (int i = 0; i < 4; i++) {
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double checkpos[2];
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setPosNeighbour(checkpos, lastP->pos, i);
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// if the neighbour is occupied...
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if (readGrid(checkpos) == 1)
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result = 1;
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}
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return result;
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}
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// constructor
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DLASystem::DLASystem(Window *set_win) {
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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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endNum = 1000;
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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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endNum = 1000;
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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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for (int i = 0; i < gridSize; i++) {
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grid[i] = new int[gridSize];
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}
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slowNotFast = 1;
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// reset initial parameters
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Reset();
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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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for (int i = 0; i < gridSize; i++) {
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grid[i] = new int[gridSize];
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}
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slowNotFast = 1;
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// reset initial parameters
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Reset();
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addRatio = 1.2; // how much bigger the addCircle should be, compared to cluster radius
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killRatio = 1.7; // how much bigger is the killCircle, compared to the addCircle
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addRatio = 1.2; // how much bigger the addCircle should be, compared to cluster radius
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killRatio = 1.7; // how much bigger is the killCircle, compared to the addCircle
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// this opens a logfile, if we want to...
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//logfile.open("opfile.txt");
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// this opens a logfile, if we want to...
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//logfile.open("opfile.txt");
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}
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// destructor
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DLASystem::~DLASystem() {
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// strictly we should not print inside the destructor but never mind...
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cout << "deleting system" << endl;
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// delete the particles
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clearParticles();
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// delete the grid
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for (int i = 0; i < gridSize; i++)
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delete[] grid[i];
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delete[] grid;
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// strictly we should not print inside the destructor but never mind...
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cout << "deleting system" << endl;
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// delete the particles
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clearParticles();
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// delete the grid
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for (int i = 0; i < gridSize; i++)
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delete[] grid[i];
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delete[] grid;
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if (logfile.is_open())
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logfile.close();
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if (logfile.is_open())
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logfile.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)
|
||||
glColor4fv(colours::green);
|
||||
else
|
||||
glColor4fv(colours::blue);
|
||||
glRectd(drawScale*(vec[0] - halfSize),
|
||||
drawScale*(vec[1] - halfSize),
|
||||
drawScale*(vec[0] + halfSize),
|
||||
drawScale*(vec[1] + halfSize));
|
||||
glPopMatrix();
|
||||
}
|
||||
// draw the particles
|
||||
double halfSize = 0.5;
|
||||
for (int p = 0; p < numParticles; p++) {
|
||||
double *vec = particleList[p]->pos;
|
||||
glPushMatrix();
|
||||
if (p == numParticles - 1 && lastParticleIsActive == 1)
|
||||
glColor4fv(colours::red);
|
||||
else if (p == 0)
|
||||
glColor4fv(colours::green);
|
||||
else
|
||||
glColor4fv(colours::blue);
|
||||
glRectd(drawScale * (vec[0] - halfSize),
|
||||
drawScale * (vec[1] - halfSize),
|
||||
drawScale * (vec[0] + halfSize),
|
||||
drawScale * (vec[1] + halfSize));
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
// print some information (at top left)
|
||||
// this ostringstream is a way to create a string with numbers and words (similar to cout << ... )
|
||||
ostringstream str;
|
||||
str << "num " << numParticles << " size " << clusterRadius;
|
||||
// print some information (at top left)
|
||||
// this ostringstream is a way to create a string with numbers and words (similar to cout << ... )
|
||||
ostringstream str;
|
||||
str << "num " << numParticles << " size " << clusterRadius;
|
||||
|
||||
// print the string
|
||||
win->displayString(str, -0.9, 0.9, colours::red);
|
||||
// print the string
|
||||
win->displayString(str, -0.9, 0.9, colours::red);
|
||||
|
||||
// if we are paused then print this (at bottom left)
|
||||
if (running == 0) {
|
||||
ostringstream pauseStr;
|
||||
pauseStr << "paused";
|
||||
win->displayString(pauseStr, -0.9, -0.9, colours::red);
|
||||
}
|
||||
// if we are paused then print this (at bottom left)
|
||||
if (running == 0) {
|
||||
ostringstream pauseStr;
|
||||
pauseStr << "paused";
|
||||
win->displayString(pauseStr, -0.9, -0.9, colours::red);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
64
DLASystem.h
64
DLASystem.h
@ -5,7 +5,9 @@
|
||||
#include <fstream>
|
||||
#include <stdio.h>
|
||||
#include <vector>
|
||||
|
||||
#define _USE_MATH_DEFINES
|
||||
|
||||
#include <math.h>
|
||||
#include <random>
|
||||
#include <string>
|
||||
@ -19,13 +21,13 @@ using namespace std;
|
||||
|
||||
|
||||
class DLASystem {
|
||||
private:
|
||||
// these are private variables and functions that the user will not see
|
||||
|
||||
private:
|
||||
// these are private variables and functions that the user will not see
|
||||
|
||||
Window *win; // window in which the system is running
|
||||
|
||||
|
||||
// list of particles
|
||||
vector<Particle*> particleList;
|
||||
vector<Particle *> particleList;
|
||||
int numParticles;
|
||||
|
||||
// delete particles and clear the particle list
|
||||
@ -36,32 +38,32 @@ class DLASystem {
|
||||
// these are related to the DLA algorithm
|
||||
double addCircle;
|
||||
double killCircle;
|
||||
|
||||
|
||||
// size of grid
|
||||
static const int gridSize = 1600;
|
||||
int **grid; // this will be a 2d array that stores whether each site is occupied
|
||||
|
||||
|
||||
// the window draws only part of the grid, viewSize controls how much...
|
||||
double viewSize;
|
||||
double drawScale;
|
||||
|
||||
|
||||
// random number generator, class name is rnd, instance is rgen
|
||||
rnd rgen;
|
||||
|
||||
|
||||
// output file (not used at the moment)
|
||||
ofstream logfile;
|
||||
|
||||
|
||||
// number of particles at which the simulation will stop
|
||||
// (the value is set in constructor)
|
||||
int endNum;
|
||||
|
||||
|
||||
// the values of these variables are set in the constructor
|
||||
double addRatio; // how much bigger the addCircle should be, compared to cluster radius
|
||||
double killRatio; // how much bigger is the killCircle, compared to the addCircle
|
||||
|
||||
|
||||
public:
|
||||
// these are public variables and functions
|
||||
|
||||
public:
|
||||
// these are public variables and functions
|
||||
|
||||
// update the system: if there is an active particle then move it,
|
||||
// else create a new particle (on the adding circle)
|
||||
@ -69,21 +71,22 @@ class DLASystem {
|
||||
|
||||
// draw particles as squares
|
||||
void DrawSquares();
|
||||
|
||||
|
||||
// is the simulation running (1) or paused (0) ?
|
||||
int running;
|
||||
|
||||
|
||||
// slowNotFast is +1 for slow running, 0 for fast
|
||||
int slowNotFast;
|
||||
|
||||
// lastParticleIsActive is +1 if there is an active particle in the system, otherwise 0
|
||||
int lastParticleIsActive;
|
||||
|
||||
|
||||
// constructor
|
||||
DLASystem(Window *set_win);
|
||||
|
||||
// destructor
|
||||
~DLASystem();
|
||||
|
||||
|
||||
// delete all particles and reset
|
||||
void Reset();
|
||||
|
||||
@ -92,20 +95,27 @@ class DLASystem {
|
||||
|
||||
// check whether we should stop (eg the cluster has reached the edge of the grid)
|
||||
int checkStop();
|
||||
|
||||
|
||||
// stop/start the algorithm
|
||||
void setRunning() { if ( checkStop()==0 ) running = 1; }
|
||||
void setRunning() { if (checkStop() == 0) running = 1; }
|
||||
|
||||
void pauseRunning() { running = 0; }
|
||||
|
||||
// set whether it runs fast or slow
|
||||
void setSlow() { slowNotFast = 1; }
|
||||
|
||||
void setFast() { slowNotFast = 0; }
|
||||
|
||||
void setSuperFast() { slowNotFast = -1; }
|
||||
|
||||
// set which part of the grid is visible on the screen
|
||||
// basically the screen shows co-ordinates -vv < x < vv
|
||||
// where vv is the input value
|
||||
void setViewSize(double vv) { viewSize = vv; drawScale = 2.0/viewSize; }
|
||||
|
||||
void setViewSize(double vv) {
|
||||
viewSize = vv;
|
||||
drawScale = 2.0 / viewSize;
|
||||
}
|
||||
|
||||
// if the killcircle is almost as big as the view then increase the view
|
||||
void updateViewSize();
|
||||
|
||||
@ -113,23 +123,26 @@ class DLASystem {
|
||||
void viewAddCircle();
|
||||
|
||||
// if pos is outside the cluster radius then set clusterRadius to be the distance to pos.
|
||||
void updateClusterRadius( double pos[] );
|
||||
void updateClusterRadius(double pos[]);
|
||||
|
||||
// set and read grid entries associated with a given position
|
||||
void setGrid(double pos[], int val);
|
||||
|
||||
int readGrid(double pos[]);
|
||||
|
||||
// return the distance of a given point from the origin
|
||||
double distanceFromOrigin(double pos[]) {
|
||||
return sqrt( pos[0]*pos[0] + pos[1]*pos[1] );
|
||||
return sqrt(pos[0] * pos[0] + pos[1] * pos[1]);
|
||||
}
|
||||
|
||||
// set whether there is an active particle in the system or not
|
||||
void setParticleActive() { lastParticleIsActive = 1; }
|
||||
void setParticleActive() { lastParticleIsActive = 1; }
|
||||
|
||||
void setParticleInactive() { lastParticleIsActive = 0; }
|
||||
|
||||
// add a particle at pos
|
||||
void addParticle(double pos[]);
|
||||
|
||||
// add a particle at a random point on the addCircle
|
||||
void addParticleOnAddCircle();
|
||||
|
||||
@ -150,5 +163,6 @@ class DLASystem {
|
||||
// it would be better for an OOP philosophy to make these member functions for the Window class
|
||||
// but we are being a bit lazy here
|
||||
void setWinBackgroundWhite() { glClearColor(1.0, 1.0, 1.0, 1.0); }
|
||||
|
||||
void setWinBackgroundBlack() { glClearColor(0.0, 0.0, 0.0, 0.0); }
|
||||
};
|
||||
|
||||
14
Particle.h
14
Particle.h
@ -1,20 +1,22 @@
|
||||
#pragma once
|
||||
|
||||
class Particle {
|
||||
public:
|
||||
public:
|
||||
static const int dim = 2; // we are in two dimensions
|
||||
double *pos; // pointer to an array of size dim, to store the position
|
||||
|
||||
|
||||
// default constructor
|
||||
Particle() {
|
||||
pos = new double[dim];
|
||||
pos = new double[dim];
|
||||
}
|
||||
|
||||
// constructor, with a specified initial position
|
||||
Particle(double set_pos[]) {
|
||||
pos = new double[dim];
|
||||
for (int d=0;d<dim;d++)
|
||||
pos[d]=set_pos[d];
|
||||
pos = new double[dim];
|
||||
for (int d = 0; d < dim; d++)
|
||||
pos[d] = set_pos[d];
|
||||
}
|
||||
|
||||
// destructor
|
||||
~Particle() { delete[] pos; }
|
||||
};
|
||||
|
||||
27
Window.cpp
27
Window.cpp
@ -1,26 +1,27 @@
|
||||
#include "Window.h"
|
||||
|
||||
// constructor
|
||||
Window::Window(int set_size[], string &set_title) {
|
||||
size[0]=set_size[0]; size[1]=set_size[1];
|
||||
title=set_title;
|
||||
Window::Window(int set_size[], string &set_title) {
|
||||
size[0] = set_size[0];
|
||||
size[1] = set_size[1];
|
||||
title = set_title;
|
||||
|
||||
locateOnScreen();
|
||||
glutInitWindowSize(size[0],size[1]);
|
||||
glutInitWindowPosition(pos[0],pos[1]);
|
||||
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
|
||||
glutCreateWindow(title.c_str());
|
||||
locateOnScreen();
|
||||
glutInitWindowSize(size[0], size[1]);
|
||||
glutInitWindowPosition(pos[0], pos[1]);
|
||||
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
|
||||
glutCreateWindow(title.c_str());
|
||||
|
||||
// sets the background to black
|
||||
glClearColor(0.0, 0.0, 0.0, 0.0);
|
||||
// sets the background to black
|
||||
glClearColor(0.0, 0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
// print a string at a given position, don't worry about how this works...
|
||||
void Window::displayString( ostringstream &str, double x, double y, GLfloat col[]) {
|
||||
void Window::displayString(ostringstream &str, double x, double y, GLfloat col[]) {
|
||||
string localString = str.str();
|
||||
glColor4fv(col);
|
||||
glRasterPos2d(x,y);
|
||||
glRasterPos2d(x, y);
|
||||
for (int i = 0; i < localString.length(); i++) {
|
||||
glutBitmapCharacter(GLUT_BITMAP_8_BY_13, localString[i]);
|
||||
glutBitmapCharacter(GLUT_BITMAP_8_BY_13, localString[i]);
|
||||
}
|
||||
}
|
||||
|
||||
20
Window.h
20
Window.h
@ -8,25 +8,25 @@
|
||||
using namespace std;
|
||||
|
||||
class Window {
|
||||
public:
|
||||
public:
|
||||
string title;
|
||||
int size[2];
|
||||
int pos[2];
|
||||
|
||||
|
||||
void locateOnScreen() {
|
||||
// the fx sets where on the screen the window will appear
|
||||
// (values should be between 0 and 1)
|
||||
double fx[] = { 0.7,0.5 };
|
||||
pos[0] = (glutGet(GLUT_SCREEN_WIDTH) - size[0]) * fx[0];
|
||||
pos[1] = (glutGet(GLUT_SCREEN_HEIGHT) - size[1]) * fx[1];
|
||||
// the fx sets where on the screen the window will appear
|
||||
// (values should be between 0 and 1)
|
||||
double fx[] = {0.7, 0.5};
|
||||
pos[0] = (glutGet(GLUT_SCREEN_WIDTH) - size[0]) * fx[0];
|
||||
pos[1] = (glutGet(GLUT_SCREEN_HEIGHT) - size[1]) * fx[1];
|
||||
}
|
||||
|
||||
|
||||
// constructor, size is in pixels
|
||||
Window(int set_size[], string &set_title);
|
||||
Window(int set_size[], string &set_title);
|
||||
|
||||
// function which prints a string to the screen, at a given position, with a given color
|
||||
// note position is "absolute", not easy to get two strings spaced one above each other like this
|
||||
void displayString( ostringstream &str, double x, double y, GLfloat col[]);
|
||||
void displayString(ostringstream &str, double x, double y, GLfloat col[]);
|
||||
|
||||
|
||||
};
|
||||
|
||||
251
mainDLA.cpp
251
mainDLA.cpp
@ -6,164 +6,167 @@
|
||||
#include <string>
|
||||
|
||||
#include "DLASystem.h"
|
||||
#include "Window.h"
|
||||
#include "Window.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
// functions which are needed for openGL go into a namespace so that we can identify them
|
||||
namespace drawFuncs {
|
||||
void handleKeypress(unsigned char key, int x, int y);
|
||||
void display(void);
|
||||
void update(int val);
|
||||
void introMessage();
|
||||
void handleKeypress(unsigned char key, int x, int y);
|
||||
|
||||
void display(void);
|
||||
|
||||
void update(int val);
|
||||
|
||||
void introMessage();
|
||||
}
|
||||
|
||||
// this is a global pointer, which is how we access the system itself
|
||||
DLASystem *sys;
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
// turn on glut
|
||||
glutInit(&argc, argv);
|
||||
// turn on glut
|
||||
glutInit(&argc, argv);
|
||||
|
||||
int window_size[] = { 480,480 };
|
||||
string window_title("simple DLA simulation");
|
||||
int window_size[] = {480, 480};
|
||||
string window_title("simple DLA simulation");
|
||||
|
||||
// create a window
|
||||
Window *win = new Window(window_size,window_title);
|
||||
// create a window
|
||||
Window *win = new Window(window_size, window_title);
|
||||
|
||||
// create the system
|
||||
sys = new DLASystem(win);
|
||||
|
||||
// this is the seed for the random numbers
|
||||
int seed = 6;
|
||||
cout << "setting seed " << seed << endl;
|
||||
sys->setSeed(seed);
|
||||
|
||||
// print the "help" message to the console
|
||||
drawFuncs::introMessage();
|
||||
|
||||
// tell openGL how to redraw the screen and respond to the keyboard
|
||||
glutDisplayFunc( drawFuncs::display );
|
||||
glutKeyboardFunc( drawFuncs::handleKeypress );
|
||||
|
||||
// tell openGL to do its first update after waiting 10ms
|
||||
int wait = 10;
|
||||
int val = 0;
|
||||
glutTimerFunc(wait, drawFuncs::update, val);
|
||||
// create the system
|
||||
sys = new DLASystem(win);
|
||||
|
||||
// start the openGL stuff
|
||||
glutMainLoop();
|
||||
// this is the seed for the random numbers
|
||||
int seed = 6;
|
||||
cout << "setting seed " << seed << endl;
|
||||
sys->setSeed(seed);
|
||||
|
||||
return 0;
|
||||
// print the "help" message to the console
|
||||
drawFuncs::introMessage();
|
||||
|
||||
// tell openGL how to redraw the screen and respond to the keyboard
|
||||
glutDisplayFunc(drawFuncs::display);
|
||||
glutKeyboardFunc(drawFuncs::handleKeypress);
|
||||
|
||||
// tell openGL to do its first update after waiting 10ms
|
||||
int wait = 10;
|
||||
int val = 0;
|
||||
glutTimerFunc(wait, drawFuncs::update, val);
|
||||
|
||||
// start the openGL stuff
|
||||
glutMainLoop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// this is just a help message
|
||||
void drawFuncs::introMessage() {
|
||||
cout << "Keys (while in graphics window):" << endl << " q or e to quit (or exit)" << endl;
|
||||
cout << " h to print this message (help)" << endl;
|
||||
cout << " u for a single update" << endl;
|
||||
cout << " g to start running (go)" << endl;
|
||||
cout << " p to pause running" << endl;
|
||||
cout << " s to run in slow-mode" << endl;
|
||||
cout << " f to run in fast-mode" << endl;
|
||||
cout << " r to clear everything (reset)" << endl;
|
||||
cout << " z to pause and zoom in" << endl;
|
||||
cout << " w or b to change background colour to white or black" << endl;
|
||||
cout << "Keys (while in graphics window):" << endl << " q or e to quit (or exit)" << endl;
|
||||
cout << " h to print this message (help)" << endl;
|
||||
cout << " u for a single update" << endl;
|
||||
cout << " g to start running (go)" << endl;
|
||||
cout << " p to pause running" << endl;
|
||||
cout << " s to run in slow-mode" << endl;
|
||||
cout << " f to run in fast-mode" << endl;
|
||||
cout << " r to clear everything (reset)" << endl;
|
||||
cout << " z to pause and zoom in" << endl;
|
||||
cout << " w or b to change background colour to white or black" << endl;
|
||||
}
|
||||
|
||||
// openGL function deals with the keyboard
|
||||
void drawFuncs::handleKeypress(unsigned char key, int x, int y) {
|
||||
switch (key) {
|
||||
case 'h':
|
||||
drawFuncs::introMessage();
|
||||
break;
|
||||
case 'q':
|
||||
case 'e':
|
||||
cout << "Exiting..." << endl;
|
||||
// delete the system
|
||||
delete sys;
|
||||
exit(0);
|
||||
break;
|
||||
case 'p':
|
||||
cout << "pause" << endl;
|
||||
sys->pauseRunning();
|
||||
break;
|
||||
case 'g':
|
||||
cout << "go" << endl;
|
||||
sys->setRunning();
|
||||
glutTimerFunc(0, drawFuncs::update, 0);
|
||||
break;
|
||||
case 's':
|
||||
cout << "slow" << endl;
|
||||
sys->setSlow();
|
||||
break;
|
||||
case 'w':
|
||||
cout << "white" << endl;
|
||||
sys->setWinBackgroundWhite();
|
||||
break;
|
||||
case 'b':
|
||||
cout << "black" << endl;
|
||||
sys->setWinBackgroundBlack();
|
||||
break;
|
||||
case 'f':
|
||||
cout << "fast" << endl;
|
||||
sys->setFast();
|
||||
break;
|
||||
case 'r':
|
||||
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();
|
||||
switch (key) {
|
||||
case 'h':
|
||||
drawFuncs::introMessage();
|
||||
break;
|
||||
case 'q':
|
||||
case 'e':
|
||||
cout << "Exiting..." << endl;
|
||||
// delete the system
|
||||
delete sys;
|
||||
exit(0);
|
||||
break;
|
||||
case 'p':
|
||||
cout << "pause" << endl;
|
||||
sys->pauseRunning();
|
||||
break;
|
||||
case 'g':
|
||||
cout << "go" << endl;
|
||||
sys->setRunning();
|
||||
glutTimerFunc(0, drawFuncs::update, 0);
|
||||
break;
|
||||
case 's':
|
||||
cout << "slow" << endl;
|
||||
sys->setSlow();
|
||||
break;
|
||||
case 'w':
|
||||
cout << "white" << endl;
|
||||
sys->setWinBackgroundWhite();
|
||||
break;
|
||||
case 'b':
|
||||
cout << "black" << endl;
|
||||
sys->setWinBackgroundBlack();
|
||||
break;
|
||||
case 'f':
|
||||
cout << "fast" << endl;
|
||||
sys->setFast();
|
||||
break;
|
||||
case 'r':
|
||||
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);
|
||||
}
|
||||
|
||||
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);
|
||||
// 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 */
|
||||
// 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();
|
||||
//sys->DrawSpheres();
|
||||
sys->DrawSquares();
|
||||
|
||||
// Swap contents of backward and forward frame buffers
|
||||
glutSwapBuffers();
|
||||
// Swap contents of backward and forward frame buffers
|
||||
glutSwapBuffers();
|
||||
}
|
||||
|
||||
|
||||
45
rnd.h
45
rnd.h
@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
|
||||
#include <random>
|
||||
|
||||
// ... don't worry how this all works
|
||||
@ -8,26 +9,32 @@
|
||||
|
||||
class rnd {
|
||||
private:
|
||||
// nuts and bolts.. should not need to touch this.
|
||||
std::default_random_engine generator;
|
||||
int genMax;
|
||||
std::uniform_int_distribution<int> *intmax;
|
||||
std::uniform_real_distribution<double> *real01;
|
||||
// nuts and bolts.. should not need to touch this.
|
||||
std::default_random_engine generator;
|
||||
int genMax;
|
||||
std::uniform_int_distribution<int> *intmax;
|
||||
std::uniform_real_distribution<double> *real01;
|
||||
|
||||
public:
|
||||
// constructor
|
||||
rnd() {
|
||||
genMax = 0x7fffffff;
|
||||
//cout << "genMax is " << generator.max() << endl;
|
||||
intmax = new std::uniform_int_distribution<int>(0, genMax);
|
||||
real01 = new std::uniform_real_distribution<double>(0.0, 1.0);
|
||||
}
|
||||
// destructor
|
||||
~rnd() { delete intmax; delete real01; }
|
||||
// constructor
|
||||
rnd() {
|
||||
genMax = 0x7fffffff;
|
||||
//cout << "genMax is " << generator.max() << endl;
|
||||
intmax = new std::uniform_int_distribution<int>(0, genMax);
|
||||
real01 = new std::uniform_real_distribution<double>(0.0, 1.0);
|
||||
}
|
||||
|
||||
// set the random seed
|
||||
void setSeed(int seed) { generator.seed(seed); }
|
||||
// member functions for generating random double in [0,1] and random integer in [0,max-1]
|
||||
double random01() { return (*real01)(generator); }
|
||||
int randomInt(int max) { return (*intmax)(generator) % max; }
|
||||
// destructor
|
||||
~rnd() {
|
||||
delete intmax;
|
||||
delete real01;
|
||||
}
|
||||
|
||||
// set the random seed
|
||||
void setSeed(int seed) { generator.seed(seed); }
|
||||
|
||||
// member functions for generating random double in [0,1] and random integer in [0,max-1]
|
||||
double random01() { return (*real01)(generator); }
|
||||
|
||||
int randomInt(int max) { return (*intmax)(generator) % max; }
|
||||
};
|
||||
|
||||
Loading…
Reference in New Issue
Block a user