192 lines
5.1 KiB
C++
192 lines
5.1 KiB
C++
#include "simulation.h"
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#include "input.h"
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#include <cstdint>
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#include <ranges>
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#include <random>
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#include <algorithm>
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#include <clay/clay.h>
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#include <SDL3/SDL_log.h>
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#include <SDL3/SDL_render.h>
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namespace simulation {
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std::set<Cell> living{};
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static std::vector<Cell> overpopulated{};
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static std::vector<Cell> underpopulated{};
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static std::vector<Cell> born{};
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#ifdef __glibc_likely
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#define likely(cond_) __glibc_likely(cond_)
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#else
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#define likely(cond_) (cond_)
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#endif
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CellIterator::CellIterator(Cell begin, Cell end)
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: state{ begin } , begin{ begin }, end{ end } {}
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CellIterator::CellIterator(Cell begin, Cell end, Cell state)
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: state{ state } , begin{ begin }, end{ end } {}
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CellIterator &CellIterator::operator++() {
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++(this->state.x);
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if (this->state.x == this->end.x) {
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this->state.x = this->begin.x;
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this->state.y = SDL_min(this->state.y + 1, this->end.y);
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}
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return *this;
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}
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CellIterator &CellIterator::operator--() {
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--(this->state.x);
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if (this->state.x == this->begin.x) {
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this->state.x = this->end.x - 1;
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this->state.y = SDL_max(this->state.y - 1, this->begin.y);
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}
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return *this;
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}
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bool CellIterator::operator==(CellIterator const &src) const {
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return src.begin == this->begin && src.end == this->end && (src.state == this->state || src.at_end() == this->at_end());
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}
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bool CellIterator::operator!=(CellIterator const &src) const {
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return src.begin != this->begin || src.end != this->end || (src.state != this->state && src.at_end() != this->at_end());
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}
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Cell const &CellIterator::operator*() const {
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return state;
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}
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bool CellIterator::at_end() const {
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return this->state.y == this->end.y;
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}
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static std::vector<Cell> NeighborSet(Cell cell) {
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std::vector<Cell> out{};
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for (Cell const &c : CellRange{ { cell.x - 1, cell.y - 1 }, { cell.x + 2, cell.y + 2 } }) {
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if (likely(c != cell)) {
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out.push_back(c);
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}
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}
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return out;
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}
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static size_t CountNeighbors(Cell const &cell) {
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size_t count{ 0 };
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for (Cell const &c : CellRange{ {cell.x - 1, cell.y - 1}, { cell.x + 2, cell.y + 2} }) {
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if (c != cell && living.contains(c)) {
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++count;
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}
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}
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return count;
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}
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static void PopulateChanges() {
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overpopulated.clear();
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underpopulated.clear();
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born.clear();
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// TODO: consider multithreading, this is highly parallelisable
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std::ranges::copy_if(living, std::back_inserter(overpopulated),
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[&](Cell const &c) -> bool {
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size_t const neighbors{ CountNeighbors(c) };
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return neighbors > 3;
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});
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std::ranges::copy_if(living, std::back_inserter(underpopulated),
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[&](Cell const &c) -> bool {
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size_t const neighbors{ CountNeighbors(c) };
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return neighbors < 2;
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});
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for (Cell const &cell : living) {
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std::vector<Cell> neighbors{ NeighborSet(cell) };
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std::ranges::copy_if(neighbors, std::back_inserter(born),
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[&](Cell const &c) -> bool {
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size_t const neighbors{ CountNeighbors(c) };
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return !living.contains(c) && neighbors == 3;
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});
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}
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}
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void InitializeRandom(size_t livingChance, int64_t fillArea) {
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living.clear();
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Cell itr{ 0, 0 };
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while (itr.y < fillArea) {
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if (std::rand() % livingChance == 0 ) {
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living.insert(itr);
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}
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++itr.x;
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if (itr.x == fillArea) {
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itr.x = 0;
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++itr.y;
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}
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}
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PopulateChanges();
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}
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void Step() {
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for (Cell const &cell : underpopulated) {
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living.erase(cell);
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}
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for (Cell const &cell : overpopulated) {
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living.erase(cell);
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}
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for (Cell const &cell : born) {
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living.insert(cell);
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}
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PopulateChanges();
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}
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static bool simulationHovered{ false };
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static SDL_FPoint viewOffset{ 0, 0 };
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void Draw(SDL_Renderer *renderer, double cellSizePercent) {
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if (simulationHovered) {
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viewOffset.x += input::scrollMotion.x;
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viewOffset.y += input::scrollMotion.y;
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}
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int w;
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SDL_GetCurrentRenderOutputSize(renderer, &w, nullptr);
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float const cellWidth = static_cast<float>(w) * cellSizePercent;
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SDL_FRect cellRect{
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0, 0, cellWidth, cellWidth
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};
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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for (Cell const &cell : living) {
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cellRect.x = (viewOffset.x + cell.x) * cellRect.w;
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cellRect.y = (viewOffset.y + cell.y) * cellRect.h;
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SDL_RenderFillRect(renderer, &cellRect);
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}
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
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for (Cell const &cell : overpopulated) {
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cellRect.x = (viewOffset.x + cell.x) * cellRect.w;
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cellRect.y = (viewOffset.y + cell.y) * cellRect.h;
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SDL_RenderRect(renderer, &cellRect);
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}
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SDL_SetRenderDrawColor(renderer, 255, 0, 255, 255);
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for (Cell const &cell : underpopulated) {
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cellRect.x = (viewOffset.x + cell.x) * cellRect.w;
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cellRect.y = (viewOffset.y + cell.y) * cellRect.h;
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SDL_RenderRect(renderer, &cellRect);
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}
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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for (Cell const &cell : born) {
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cellRect.x = (viewOffset.x + cell.x) * cellRect.w;
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cellRect.y = (viewOffset.y + cell.y) * cellRect.h;
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SDL_RenderRect(renderer, &cellRect);
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}
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}
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void SetSimulationHovered(bool value) {
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simulationHovered = value;
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}
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bool operator==(Cell const &lhs, Cell const &rhs) {
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return lhs.x == rhs.x && lhs.y == rhs.y;
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}
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bool operator!=(Cell const &lhs, Cell const &rhs) {
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return lhs.x != rhs.x || lhs.y != rhs.y;
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}
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bool operator<(Cell const &lhs, Cell const &rhs) {
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if (lhs.y == rhs.y) return lhs.x < rhs.x;
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else return lhs.y < rhs.y;
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}
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}
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