Import of Initially Provided Code
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commit
60bd8bee4e
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.gitignore
vendored
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8
.gitignore
vendored
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# Final executable
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/run
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# IDE files
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.idea
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# Data files
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*.csv
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319
DLASystem.cpp
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319
DLASystem.cpp
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//
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// DLASystem.cpp
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//
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#include "DLASystem.h"
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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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}
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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 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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}
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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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}
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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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clearParticles();
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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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// 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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}
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// set the value of a grid cell for a particular position
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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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}
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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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}
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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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}
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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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// 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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}
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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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}
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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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}
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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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}
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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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}
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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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Particle *lastP = particleList[numParticles - 1];
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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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// 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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}
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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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}
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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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// 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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// 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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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)
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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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// 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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154
DLASystem.h
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154
DLASystem.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 <fstream>
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#include <stdio.h>
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#include <vector>
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#define _USE_MATH_DEFINES
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#include <math.h>
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#include <random>
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#include <string>
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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 "rnd.h"
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using namespace std;
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class DLASystem {
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private:
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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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vector<Particle*> particleList;
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int numParticles;
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// delete particles and clear the particle list
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void clearParticles();
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// size of cluster
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double clusterRadius;
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// these are related to the DLA algorithm
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double addCircle;
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double killCircle;
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// size of grid
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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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// the window draws only part of the grid, viewSize controls how much...
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double viewSize;
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double drawScale;
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// random number generator, class name is rnd, instance is rgen
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rnd rgen;
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// output file (not used at the moment)
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ofstream logfile;
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// number of particles at which the simulation will stop
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// (the value is set in constructor)
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int endNum;
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// the values of these variables are set in the constructor
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double addRatio; // how much bigger the addCircle should be, compared to cluster radius
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double killRatio; // how much bigger is the killCircle, compared to the addCircle
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public:
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// these are public variables and functions
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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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void Update();
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// draw particles as squares
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void DrawSquares();
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// is the simulation running (1) or paused (0) ?
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int running;
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// slowNotFast is +1 for slow running, 0 for fast
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int slowNotFast;
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// lastParticleIsActive is +1 if there is an active particle in the system, otherwise 0
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int lastParticleIsActive;
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// constructor
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DLASystem(Window *set_win);
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// destructor
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~DLASystem();
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// delete all particles and reset
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void Reset();
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// this sets the seed for the random numbers
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void setSeed(int s) { rgen.setSeed(s); }
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// check whether we should stop (eg the cluster has reached the edge of the grid)
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int checkStop();
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// stop/start the algorithm
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void setRunning() { if ( checkStop()==0 ) running = 1; }
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void pauseRunning() { running = 0; }
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// set whether it runs fast or slow
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void setSlow() { slowNotFast = 1; }
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void setFast() { slowNotFast = 0; }
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void setSuperFast() { slowNotFast = -1; }
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// set which part of the grid is visible on the screen
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// basically the screen shows co-ordinates -vv < x < vv
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// where vv is the input value
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void setViewSize(double vv) { viewSize = vv; drawScale = 2.0/viewSize; }
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// if the killcircle is almost as big as the view then increase the view
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void updateViewSize();
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// set the view to be the approx size of the addCircle
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void viewAddCircle();
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// if pos is outside the cluster radius then set clusterRadius to be the distance to pos.
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void updateClusterRadius( double pos[] );
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// set and read grid entries associated with a given position
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void setGrid(double pos[], int val);
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int readGrid(double pos[]);
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// return the distance of a given point from the origin
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double distanceFromOrigin(double pos[]) {
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return sqrt( pos[0]*pos[0] + pos[1]*pos[1] );
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}
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// set whether there is an active particle in the system or not
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void setParticleActive() { lastParticleIsActive = 1; }
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void setParticleInactive() { lastParticleIsActive = 0; }
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||||
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||||
// add a particle at pos
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void addParticle(double pos[]);
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||||
// add a particle at a random point on the addCircle
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void addParticleOnAddCircle();
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// assign setpos to the position of a neighbour of pos
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||||
// which neighbour we look at is determined by val (=0,1,2,3)
|
||||
void setPosNeighbour(double setpos[], double pos[], int val);
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||||
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||||
// this attempts to move the last particle in the List to a random neighbour
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||||
// if the neighbour is occupied then nothing happens
|
||||
// the function also checks if the moving particle should stick.
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||||
void moveLastParticle();
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||||
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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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||||
int checkStick();
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||||
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||||
// set the background colour for the window
|
||||
// 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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72
Makefile
Normal file
72
Makefile
Normal file
@ -0,0 +1,72 @@
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# ====================================================================================== #
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||||
# From the Author #
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||||
# ====================================================================================== #
|
||||
# ! The purpose of this Makefile is to build the DLASystem project
|
||||
# ! This makefile was adapted to work with any cpp project on OSX
|
||||
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||||
# ====================================================================================== #
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||||
# Variables of the Makefile #
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||||
# ====================================================================================== #
|
||||
|
||||
CXX = clang++
|
||||
|
||||
CXXFLAGS = -Wall -Wextra -g -O0
|
||||
|
||||
IFLAGS = -I/usr/local/include -I/usr/include
|
||||
|
||||
LFLAGS = -L/usr/local/lib -lm -framework OpenGL -framework GLUT
|
||||
|
||||
# ------------------------------------------
|
||||
# FOR GENERIC MAKEFILE:
|
||||
# 1 - Binary directory
|
||||
# 2 - Source directory
|
||||
# 3 - Executable name
|
||||
# 4 - Sources names
|
||||
# 5 - Dependencies names
|
||||
# ------------------------------------------
|
||||
BIN = .
|
||||
SOURCE = .
|
||||
EXEC = ./run
|
||||
SOURCES = $(wildcard $(SOURCE)/*.cpp)
|
||||
OBJECTS = $(SOURCES:.cpp=.o)
|
||||
|
||||
# ====================================================================================== #
|
||||
# Targets of the Makefile #
|
||||
# target_name : dependency #
|
||||
# <tabulation> command #
|
||||
# ====================================================================================== #
|
||||
|
||||
# ------------------------------------------
|
||||
# ! - all : Compiles everything
|
||||
# ! - help : Shows this help
|
||||
# ! - clean : erases all object files *.o
|
||||
# ! and all binary executables
|
||||
# ------------------------------------------
|
||||
all : $(BIN)/run
|
||||
|
||||
test: $(BIN)/hllc_test
|
||||
|
||||
help :
|
||||
@grep -E "^# !" Makefile | sed -e 's/# !/ /g'
|
||||
|
||||
clean:
|
||||
rm -f $(EXEC) $(OBJECTS)
|
||||
|
||||
# ------------------------------------------
|
||||
# Executable
|
||||
# ------------------------------------------
|
||||
$(EXEC): $(OBJECTS)
|
||||
$(CXX) $(OBJECTS) -o $(EXEC) $(IFLAGS) $(LFLAGS)
|
||||
|
||||
# ------------------------------------------
|
||||
# Temorary files (*.o) (IFLAGS should be added here)
|
||||
# ------------------------------------------
|
||||
$(SOURCE)/%.o: $(SOURCE)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c $< -o $@ $(IFLAGS) $(LFLAGS)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
20
Particle.h
Normal file
20
Particle.h
Normal file
@ -0,0 +1,20 @@
|
||||
#pragma once
|
||||
|
||||
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
|
||||
|
||||
// default constructor
|
||||
Particle() {
|
||||
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];
|
||||
}
|
||||
// destructor
|
||||
~Particle() { delete[] pos; }
|
||||
};
|
||||
26
Window.cpp
Normal file
26
Window.cpp
Normal file
@ -0,0 +1,26 @@
|
||||
#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]);
|
||||
}
|
||||
}
|
||||
34
Window.h
Normal file
34
Window.h
Normal file
@ -0,0 +1,34 @@
|
||||
#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[]);
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
169
mainDLA.cpp
Normal file
169
mainDLA.cpp
Normal file
@ -0,0 +1,169 @@
|
||||
#include <GLUT/glut.h>
|
||||
#include <iostream>
|
||||
#include <stdio.h>
|
||||
#include <vector>
|
||||
#include <math.h>
|
||||
#include <string>
|
||||
|
||||
#include "DLASystem.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();
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
int window_size[] = { 480,480 };
|
||||
string window_title("simple DLA simulation");
|
||||
|
||||
// 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();
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
27
readme.txt
Normal file
27
readme.txt
Normal file
@ -0,0 +1,27 @@
|
||||
To run the code on a Mac through the command line:
|
||||
|
||||
1. Download Makefile from this section
|
||||
|
||||
2. Put Makefile in same directory as DLASystem.cpp (! Remove the .txt extension if present !)
|
||||
|
||||
3. Relative to MS Visual Studio code, these files include the following changes: DLASystem.h Window.h mainDLA.cpp
|
||||
|
||||
change #include <gl/freeglut.h>
|
||||
|
||||
to #include <GLUT/glut.h>
|
||||
|
||||
4. Open the terminal in the same folder as these files
|
||||
|
||||
5. Type "make" to build project
|
||||
|
||||
6. Run the program by typing "./run"
|
||||
|
||||
7. To edit your files, run gedit, save the code, and recompile with "make -B" before running the program again.
|
||||
|
||||
|
||||
|
||||
Thanks to Eliot Ayache for figuring this out!
|
||||
|
||||
|
||||
|
||||
PS For Coursework 2: In addition, there needs to be a change in Line 72 of MAIN_Source.cpp file from "glutLeaveMainLoop();" to "exit(1);"
|
||||
33
rnd.h
Normal file
33
rnd.h
Normal file
@ -0,0 +1,33 @@
|
||||
#pragma once
|
||||
#include <random>
|
||||
|
||||
// ... don't worry how this all works
|
||||
// ... member functions that you may want to use:
|
||||
// random01() returns a random double between 0 and 1
|
||||
// randomInt(max) returns a random int between 0 and max-1 (inclusive)
|
||||
|
||||
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;
|
||||
|
||||
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; }
|
||||
|
||||
// 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