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Author SHA1 Message Date
56d8007d46 Make clang-tidy a little happier 2023-02-20 20:56:10 +00:00
9f34807269 God I hate CPP 2023-02-20 20:48:16 +00:00
7d37960439 God I hate CPP 2023-02-20 20:46:41 +00:00
6afaf0c82d Move from C array style grid to vector 2023-02-20 20:06:44 +00:00
345da9aa86 Rename update 2023-02-20 19:53:53 +00:00
39231f0d92 Some code cleanup 2023-02-20 18:03:15 +00:00
5f0f5c3820 Fix harness 2023-02-20 17:32:53 +00:00
f7bfd64616 Add run and csv to ignore 2023-02-20 17:32:47 +00:00
820323b53d Add run and csv to ignore 2023-02-20 17:32:35 +00:00
7041c6d485 Increase range of stickProbabilities 2023-02-20 10:00:16 +00:00
3f6a8f0282 Swap out Deno harness for gnu parallel harness as we were not running to completion 2023-02-20 09:56:58 +00:00
c33a2a207f Add call harness to generate data 2023-02-20 09:39:20 +00:00
e47864752a A config object 2023-02-20 09:36:47 +00:00
f323248610 Add missing initial particle 2023-02-19 19:26:40 +00:00
54d02253ef Add parametrisation for testing 2023-02-19 19:16:53 +00:00
dacfff3e96 Minor changes 2023-02-19 18:59:53 +00:00
c1b4b6bab1 Add stick probability 2023-02-19 18:22:12 +00:00
863fd61d28 Add CSV output 2023-02-19 18:17:22 +00:00
d69402e32e Remove unneeded properties 2023-02-19 18:00:30 +00:00
952e31449f Fix running 2023-02-19 17:45:55 +00:00
4e497b8438 Remove window code from DLASystem{.h,.cpp} 2023-02-19 17:04:08 +00:00
ef89b285d1 Rip out main glut and replace with simple loop, more to come 2023-02-19 16:56:19 +00:00
10 changed files with 1162 additions and 492 deletions

3
.gitignore vendored
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@ -110,3 +110,6 @@ fabric.properties
# Android studio 3.1+ serialized cache file
.idea/caches/build_file_checksums.ser
/run
*.jl

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@ -4,102 +4,43 @@
#include "DLASystem.h"
// colors
namespace colours {
GLfloat blue[] = {0.1, 0.3, 0.9, 1.0}; // blue
GLfloat red[] = {1.0, 0.2, 0.1, 0.2}; // red
GLfloat green[] = {0.3, 0.6, 0.3, 1.0}; // green
GLfloat paleGrey[] = {0.7, 0.7, 0.7, 1.0}; // green
GLfloat darkGrey[] = {0.2, 0.2, 0.2, 1.0}; // green
}
using std::cout;
using std::endl;
// this function gets called every step,
// if there is an active particle then it gets moved,
// if not then add a particle
void DLASystem::Update() {
if (lastParticleIsActive == 1)
void DLASystem::update() {
this->frame++;
if (lastParticleIsActive == 1) {
moveLastParticle();
else if (numParticles < endNum) {
} else if (this->particleList.size() < (size_t) endNum) {
addParticleOnAddCircle();
setParticleActive();
} else {
this->running = false;
}
if (lastParticleIsActive == 0 || slowNotFast == 1)
glutPostRedisplay(); //Tell GLUT that the display has changed
}
void DLASystem::clearParticles() {
// delete particles and the particle list
for (int i = 0; i < numParticles; i++) {
delete particleList[i];
}
particleList.clear();
numParticles = 0;
}
// remove any existing particles and setup initial condition
void DLASystem::Reset() {
// stop running
running = 0;
clearParticles();
lastParticleIsActive = 0;
// set the grid to zero
for (int i = 0; i < gridSize; i++) {
for (int j = 0; j < gridSize; j++) {
grid[i][j] = 0;
}
}
// setup initial condition and parameters
addCircle = 10;
killCircle = 2.0 * addCircle;
clusterRadius = 0.0;
// add a single particle at the origin
double pos[] = {0.0, 0.0};
addParticle(pos);
// set the view
int InitialViewSize = 40;
setViewSize(InitialViewSize);
}
// set the value of a grid cell for a particular position
// note the position has the initial particle at (0,0)
// but this corresponds to the middle of the grid array ie grid[ halfGrid ][ halfGrid ]
void DLASystem::setGrid(double pos[], int val) {
int halfGrid = gridSize / 2;
grid[(int) (pos[0] + halfGrid)][(int) (pos[1] + halfGrid)] = val;
void DLASystem::setGrid(std::array<double, 2> pos, int val) {
*index_grid(pos) = val;
}
// read the grid cell for a given position
int DLASystem::readGrid(double pos[]) {
int halfGrid = gridSize / 2;
return grid[(int) (pos[0] + halfGrid)][(int) (pos[1] + halfGrid)];
}
// check if the cluster is big enough and we should stop:
// to be safe, we need the killCircle to be at least 2 less than the edge of the grid
int DLASystem::checkStop() {
if (killCircle + 2 >= gridSize / 2) {
pauseRunning();
cout << "STOP" << endl;
glutPostRedisplay(); // update display
return 1;
} else return 0;
int DLASystem::readGrid(std::array<double, 2> pos) {
return *index_grid(pos);
}
// add a particle to the system at a specific position
void DLASystem::addParticle(double pos[]) {
void DLASystem::addParticle(std::array<double, 2> pos) {
// create a new particle
Particle *p = new Particle(pos);
auto *p = new Particle(pos);
// push_back means "add this to the end of the list"
particleList.push_back(p);
numParticles++;
// pos coordinates should be -gridSize/2 < x < gridSize/2
setGrid(pos, 1);
@ -109,20 +50,19 @@ void DLASystem::addParticle(double pos[]) {
// if we hit an occupied site then we do nothing except print a message
// (this should never happen)
void DLASystem::addParticleOnAddCircle() {
double pos[2];
double theta = rgen.random01() * 2 * M_PI;
pos[0] = ceil(addCircle * cos(theta));
pos[1] = ceil(addCircle * sin(theta));
if (readGrid(pos) == 0)
std::array<double, 2> pos{ceil(addCircle * cos(theta)), ceil(addCircle * sin(theta))};
if (readGrid(pos) == 0) {
addParticle(pos);
else
} else {
cout << "FAIL " << pos[0] << " " << pos[1] << endl;
}
}
// send back the position of a neighbour of a given grid cell
// NOTE: there is no check that the neighbour is inside the grid,
// this has to be done separately...
void DLASystem::setPosNeighbour(double setpos[], double pos[], int val) {
void DLASystem::setPosNeighbour(std::array<double, 2> &setpos, const std::array<double, 2> pos, int val) {
switch (val) {
case 0:
setpos[0] = pos[0] + 1.0;
@ -143,92 +83,68 @@ void DLASystem::setPosNeighbour(double setpos[], double pos[], int val) {
}
}
// if the view is smaller than the kill circle then increase the view area (zoom out)
void DLASystem::updateViewSize() {
double mult = 1.2;
if (viewSize < 2.0 * killCircle) {
setViewSize(viewSize * mult);
}
}
// set the view to be the size of the add circle (ie zoom in on the cluster)
void DLASystem::viewAddCircle() {
setViewSize(2.0 * addCircle); // factor of 2 is to go from radius to diameter
}
// when we add a particle to the cluster, we should update the cluster radius
// and the sizes of the addCircle and the killCircle
void DLASystem::updateClusterRadius(double pos[]) {
double rr = distanceFromOrigin(pos);
if (rr > clusterRadius) {
clusterRadius = rr;
void DLASystem::updateClusterRadius(std::array<double, 2> pos) {
double newRadius = distanceFromOrigin(pos);
if (newRadius > clusterRadius) {
clusterRadius = newRadius;
// this is how big addCircle is supposed to be:
// either 20% more than cluster radius, or at least 5 bigger.
double check = clusterRadius * addRatio;
if (check < clusterRadius + 5)
if (check < clusterRadius + 5) {
check = clusterRadius + 5;
}
// if it is smaller then update everything...
if (addCircle < check) {
addCircle = check;
killCircle = killRatio * addCircle;
updateViewSize();
}
checkStop();
if (killCircle + 2 >= gridSize / 2) {
std::cerr << "Early Exit" << endl;
this->running = false;
}
}
}
// make a random move of the last particle in the particleList
void DLASystem::moveLastParticle() {
int rr = rgen.randomInt(4); // pick a random number in the range 0-3, which direction do we hop?
double newpos[2];
int direction = rgen.randomInt(4); // pick a random number in the range 0-3, which direction do we hop?
std::array<double, 2> newpos{};
Particle *lastP = particleList[numParticles - 1];
Particle *lastP = particleList[this->particleList.size() - 1];
setPosNeighbour(newpos, lastP->pos, rr);
setPosNeighbour(newpos, lastP->pos, direction);
if (distanceFromOrigin(newpos) > killCircle) {
//cout << "#deleting particle" << endl;
setGrid(lastP->pos, 0);
particleList.pop_back(); // remove particle from particleList
numParticles--;
setParticleInactive();
}
// check if destination is empty
else if (readGrid(newpos) == 0) {
} else if (readGrid(newpos) == 0) {
setGrid(lastP->pos, 0); // set the old grid site to empty
// update the position
particleList[numParticles - 1]->pos[0] = newpos[0];
particleList[numParticles - 1]->pos[1] = newpos[1];
particleList[this->particleList.size() - 1]->pos[0] = newpos[0];
particleList[this->particleList.size() - 1]->pos[1] = newpos[1];
setGrid(lastP->pos, 1); // set the new grid site to be occupied
// check if we stick
if (checkStick()) {
//cout << "stick" << endl;
if (checkStick() && this->rgen.random01() <= this->stickProbability) {
this->csv_out << frame << "," << lastP->pos[0] << "," << lastP->pos[1] << endl;
setParticleInactive(); // make the particle inactive (stuck)
updateClusterRadius(lastP->pos); // update the cluster radius, addCircle, etc.
if (numParticles % 100 == 0 && logfile.is_open()) {
logfile << numParticles << " " << clusterRadius << endl;
}
}
} else {
// if we get to here then we are trying to move to an occupied site
// (this should never happen as long as the sticking probability is 1.0)
cout << "reject " << rr << endl;
cout << lastP->pos[0] << " " << lastP->pos[1] << endl;
//cout << newpos[0] << " " << newpos[1] << " " << (int)newpos[0] << endl;
//printOccupied();
}
}
// check if the last particle should stick (to a neighbour)
int DLASystem::checkStick() {
Particle *lastP = particleList[numParticles - 1];
Particle *lastP = particleList[this->particleList.size() - 1];
int result = 0;
// loop over neighbours
for (int i = 0; i < 4; i++) {
double checkpos[2];
std::array<double, 2> checkpos{};
setPosNeighbour(checkpos, lastP->pos, i);
// if the neighbour is occupied...
if (readGrid(checkpos) == 1)
@ -239,78 +155,44 @@ int DLASystem::checkStick() {
// constructor
DLASystem::DLASystem(Window *set_win) {
cout << "creating system, gridSize " << gridSize << endl;
win = set_win;
numParticles = 0;
endNum = 1000;
DLASystem::DLASystem(Config config)
: stickProbability(config.stickProbability),
grid(gridSize * gridSize),
csv_out(std::move(config.csv)),
endNum(config.maxParticles),
frame(0),
running(false),
lastParticleIsActive(false) {
cout << "GridSize: " << gridSize << endl;
rgen.setSeed(config.seed);
// allocate memory for the grid, remember to free the memory in destructor
grid = new int *[gridSize];
for (int i = 0; i < gridSize; i++) {
grid[i] = new int[gridSize];
}
slowNotFast = 1;
// reset initial parameters
Reset();
/*
* Handle grid data structure.
* */
// Add particle to the centre of the grid to start
std::array<double, 2> pos{0.0, 0.0};
addParticle(pos);
// Make sure to include the central location in our csv.
this->csv_out << 0 << "," << 0 << "," << 0 << std::endl;
/*
* System behaviour parameters
* */
addRatio = 1.2; // how much bigger the addCircle should be, compared to cluster radius
killRatio = 1.7; // how much bigger is the killCircle, compared to the addCircle
// this opens a logfile, if we want to...
//logfile.open("opfile.txt");
addCircle = 10;
killCircle = 2.0 * addCircle;
clusterRadius = 0.0;
}
// destructor
DLASystem::~DLASystem() {
// strictly we should not print inside the destructor but never mind...
cout << "deleting system" << endl;
// delete the particles
clearParticles();
// delete the grid
for (int i = 0; i < gridSize; i++)
delete[] grid[i];
delete[] grid;
particleList.clear();
if (logfile.is_open())
logfile.close();
if (csv_out.is_open()) {
csv_out.flush();
csv_out.close();
}
// this draws the system
void DLASystem::DrawSquares() {
// 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 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);
}
}

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@ -1,37 +1,35 @@
#pragma once
#include <GLUT/glut.h>
#include <iostream>
#include <fstream>
#include <stdio.h>
#include <cstdio>
#include <vector>
#define _USE_MATH_DEFINES
#include <math.h>
#include <cmath>
#include <random>
#include <string>
#include <sstream>
#include "Window.h"
#include "Particle.h"
#include "rnd.h"
using namespace std;
class Config {
public:
int seed;
double stickProbability;
std::ofstream csv;
int maxParticles;
Config(int argc, char **argv);
};
class DLASystem {
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;
int numParticles;
// delete particles and clear the particle list
void clearParticles();
std::vector<Particle *> particleList;
// size of cluster
double clusterRadius;
@ -39,19 +37,17 @@ private:
double addCircle;
double killCircle;
double stickProbability;
// 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;
std::vector<int> grid;
// random number generator, class name is rnd, instance is rgen
rnd rgen;
// output file (not used at the moment)
ofstream logfile;
std::ofstream csv_out;
// number of particles at which the simulation will stop
// (the value is set in constructor)
@ -61,77 +57,52 @@ private:
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
int frame;
int *index_grid(std::array<double, 2> pos) {
int halfGrid = gridSize / 2;
int i = (int) (pos[0] + halfGrid);
int j = (int) (pos[1] + halfGrid);
int ij = i * gridSize + j;
return &grid[ij];
}
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)
void Update();
// draw particles as squares
void DrawSquares();
void update();
// is the simulation running (1) or paused (0) ?
int running;
// slowNotFast is +1 for slow running, 0 for fast
int slowNotFast;
bool running;
// lastParticleIsActive is +1 if there is an active particle in the system, otherwise 0
int lastParticleIsActive;
// constructor
DLASystem(Window *set_win);
explicit DLASystem(Config config);
// destructor
~DLASystem();
// delete all particles and reset
void Reset();
// this sets the seed for the random numbers
void setSeed(int s) { rgen.setSeed(s); }
// check whether we should stop (eg the cluster has reached the edge of the grid)
int checkStop();
void setRunning() { running = true; }
// stop/start the algorithm
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;
}
// if the killcircle is almost as big as the view then increase the view
void updateViewSize();
// set the view to be the approx size of the addCircle
void viewAddCircle();
void pauseRunning() { running = false; }
// if pos is outside the cluster radius then set clusterRadius to be the distance to pos.
void updateClusterRadius(double pos[]);
void updateClusterRadius(std::array<double, 2> pos);
// set and read grid entries associated with a given position
void setGrid(double pos[], int val);
void setGrid(std::array<double, 2> pos, int val);
int readGrid(double pos[]);
int readGrid(std::array<double, 2> pos);
// return the distance of a given point from the origin
double distanceFromOrigin(double pos[]) {
double distanceFromOrigin(std::array<double, 2> pos) {
return sqrt(pos[0] * pos[0] + pos[1] * pos[1]);
}
@ -141,14 +112,14 @@ public:
void setParticleInactive() { lastParticleIsActive = 0; }
// add a particle at pos
void addParticle(double pos[]);
void addParticle(std::array<double, 2> pos);
// add a particle at a random point on the addCircle
void addParticleOnAddCircle();
// assign setpos to the position of a neighbour of pos
// which neighbour we look at is determined by val (=0,1,2,3)
void setPosNeighbour(double setpos[], double pos[], int val);
void setPosNeighbour(std::array<double, 2> &setpos, std::array<double, 2> pos, int val);
// this attempts to move the last particle in the List to a random neighbour
// if the neighbour is occupied then nothing happens
@ -158,11 +129,4 @@ public:
// check whether the last particle should stick
// currently it sticks whenever it touches another particle
int checkStick();
// set the background colour for the window
// 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); }
};

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@ -10,11 +10,11 @@
CXX = clang++
CXXFLAGS = -Wall -Wextra -g -O0
CXXFLAGS = -Wall -Wextra -g -O0 -std=c++20 -stdlib=libc++
IFLAGS = -I/usr/local/include -I/usr/include
LFLAGS = -L/usr/local/lib -lm -framework OpenGL -framework GLUT
LFLAGS = -L/usr/local/lib -lm
# ------------------------------------------
# FOR GENERIC MAKEFILE:

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@ -1,22 +1,14 @@
#pragma once
#include <array>
class Particle {
public:
static const int dim = 2; // we are in two dimensions
double *pos; // pointer to an array of size dim, to store the position
std::array<double, dim> pos{};
// default constructor
Particle() {
pos = new double[dim];
// constructor, with a specified initial pos
explicit Particle(std::array<double, dim> pos) {
this->pos[0] = pos[0];
this->pos[1] = pos[1];
}
// 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];
}
// destructor
~Particle() { delete[] pos; }
};

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@ -1,27 +0,0 @@
#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;
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);
}
// 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[]) {
string localString = str.str();
glColor4fv(col);
glRasterPos2d(x, y);
for (int i = 0; i < localString.length(); i++) {
glutBitmapCharacter(GLUT_BITMAP_8_BY_13, localString[i]);
}
}

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@ -1,34 +0,0 @@
#pragma once
#include <GLUT/glut.h>
#include <iostream>
#include <string>
#include <sstream>
using namespace std;
class Window {
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];
}
// constructor, size is in pixels
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[]);
};

3
harness.bash Executable file
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@ -0,0 +1,3 @@
#!/usr/bin/env bash
parallel "../run {1} {2} {3}" ::: $(seq 0 10) ::: $(seq 0 0.05 1) ::: $(seq 2000 1000 10000)

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@ -1,172 +1,58 @@
#include <GLUT/glut.h>
#include <iostream>
#include <stdio.h>
#include <vector>
#include <math.h>
#include <cmath>
#include <string>
#include "DLASystem.h"
#include "Window.h"
using namespace std;
using std::cout;
using std::endl;
// 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);
/*
* In a proper project I would write a better argument parser, don't care here, just exit with an error if it is wrong.
* */
Config::Config(int argc, char **argv) {
if (argc != 4) {
exit(1);
} else {
this->seed = std::stoi(argv[1]);
this->stickProbability = std::stod(argv[2]);
this->maxParticles = std::stoi(argv[3]);
void display(void);
void update(int val);
void introMessage();
if (stickProbability <= 0 || stickProbability > 1) {
exit(1);
}
// this is a global pointer, which is how we access the system itself
DLASystem *sys;
std::stringstream str;
// Ensure the output file name contains all information required to replicate data
str << "./out-" << seed << '-' << stickProbability << "-" << maxParticles << ".csv";
std::ofstream csv_out(str.str());
this->csv = std::move(csv_out);
// Add headers to csv output
this->csv << "frame" << "," << "x" << "," << "y" << std::endl;
cout <<
"seed: " << seed << ", " <<
"stickProbability: " << stickProbability << ", " <<
"maxParticles: " << maxParticles <<
endl;
}
}
int main(int argc, char **argv) {
// turn on glut
glutInit(&argc, argv);
Config config(argc, argv);
int window_size[] = {480, 480};
string window_title("simple DLA simulation");
// Create the system
auto *sys = new DLASystem(std::move(config));
sys->setRunning();
// 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);
// start the openGL stuff
glutMainLoop();
/*
* NOTE: We run at max speed as rendering is handled by a different engine so we don't need to care.
* */
while (sys->running) {
sys->update();
}
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;
}
// 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();
}
// 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();
}

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