initial commit

This commit is contained in:
Walter Oggioni
2019-01-03 17:39:40 +01:00
commit d853f9f14c
3 changed files with 255 additions and 0 deletions

50
geo2d.nim Normal file
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import mmath/smatrix
import mmath/svector
from nwo/utils import `...`
from math import sin, cos
type
X2d* = SquareSMatrix[3, float32]
P2d* = SVector[3, float32]
Rect2d* = object
tl*, br* : P2d
proc newP2d*(x, y : float32) : P2d =
P2d(buildSVector[3, float32](x,y,1f32))
proc x*(p : P2d) : float32 = p[0]
proc y*(p : P2d) : float32 = p[1]
proc newRect2d*(x, y, width, height : float32) : Rect2d = Rect2d(tl: newP2d(x,y), br: newP2d(x + width, y + height))
proc top*(rect : Rect2d) : float32 = rect.tl.y
proc bottom*(rect : Rect2d) : float32 = rect.br.y
proc left*(rect : Rect2d) : float32 = rect.tl.x
proc right*(rect : Rect2d) : float32 = rect.br.x
proc width*(rect : Rect2d) : float32 = rect.br.x - rect.tl.x
proc height*(rect : Rect2d) : float32 = rect.br.y - rect.tl.y
proc `*`*(rect : Rect2d, xform : X2d) : Rect2d = Rect2d(tl: rect.tl * xform, br: rect.br * xform)
proc rot*(alpha: float32) : X2d =
result = identity[3,float32]()
let ca = cos(alpha)
let sa = sin(alpha)
result[0,0] = ca
result[1,1] = ca
result[0,1] = sa
result[1,0] = -sa
proc scale*(x, y: float32) : X2d =
result = identity[3,float32]()
result[0,0] = x
result[1,1] = y
proc xlate*(x, y: float32) : X2d =
result = identity[3,float32]()
result[2,0] = x
result[2,1] = y
proc scale*(center : P2d, x, y : float32) : X2d = xlate(-center.x, -center.y) * scale(x,y) * xlate(center.x, center.y)
proc rot*(center : P2d, angle : float32) : X2d = xlate(-center.x, -center.y) * rot(angle) * xlate(center.x, center.y)

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grid.nim Normal file
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import random
from times import epochTime
type Grid* = object
rows*, columns* : uint32
data : seq[uint32]
proc newGrid*(rows, columns : uint32) : Grid =
Grid(
rows: rows,
columns: columns,
data: newSeq[uint32]((rows * columns + 8 - 1) div 8)
)
proc get(grid : Grid, x, y : uint32) : bool =
assert x < grid.columns
assert y < grid.rows
let index = y * grid.columns + x
(grid.data[index div 8] and (1u32 shl (index mod 8))) != 0
proc set(grid : var Grid, x, y : uint32, value : bool) : void =
assert x < grid.columns
assert y < grid.rows
let index = y * grid.columns + x
grid.data[(index div 8)] =
if value:
grid.data[(index div 8)] or (1u32 shl (index mod 8))
else:
grid.data[(index div 8)] and (not (1u32 shl (index mod 8)))
template `[]`*(grid : Grid, x,y : uint32) : bool =
get(grid, x, y)
template `[]=`*(grid : Grid, x,y : uint32, value : bool) =
set(grid, x, y, value)
proc next_step*(old_grid, new_grid : var Grid) =
for x in 0..<old_grid.columns:
for y in 0..<old_grid.rows:
var alive_neighbours = 0
if old_grid[(x+1) mod old_grid.columns, y]:
alive_neighbours += 1
if old_grid[(x+1) mod old_grid.columns, (y+1) mod old_grid.rows]:
alive_neighbours += 1
if old_grid[(x+1) mod old_grid.columns, (y-1) mod old_grid.rows]:
alive_neighbours += 1
if old_grid[(x-1) mod old_grid.columns, y]:
alive_neighbours += 1
if old_grid[(x-1) mod old_grid.columns, (y + 1) mod old_grid.rows]:
alive_neighbours += 1
if old_grid[(x-1) mod old_grid.columns, (y - 1) mod old_grid.rows]:
alive_neighbours += 1
if old_grid[x mod old_grid.columns, (y + 1) mod old_grid.rows]:
alive_neighbours += 1
if old_grid[x mod old_grid.columns, (y - 1) mod old_grid.rows]:
alive_neighbours += 1
if old_grid[x, y]:
if alive_neighbours < 2 or alive_neighbours > 3:
new_grid[x, y] = false
else:
new_grid[x, y] = true
elif alive_neighbours == 3:
new_grid[x, y] = true
else:
new_grid[x, y] = false
proc rand_init*(grid : var Grid) =
var rand = initRand(epochTime().int64)
for x in 0..<grid.columns:
for y in 0..<grid.rows:
grid[x, y] = (rand.next() mod 2) != 0

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main.nim Normal file
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include options
import sdl2, sdl2/gfx
import grid
import geo2d
import mmath/smatrix
import mmath/svector
from nwo/utils import box
discard sdl2.init(INIT_EVERYTHING)
proc drawLine(renderer : RendererPtr, p0, p1 : P2d) = renderer.drawLine(p0.x.cint, p0.y.cint, p1.x.cint, p1.y.cint)
proc fillRect(renderer : RendererPtr, rect : Rect2d) =
var rect : Rect = (rect.left.cint, rect.top.cint, rect.width.cint, rect.height.cint)
renderer.fillRect(addr(rect))
var
window: WindowPtr
render: RendererPtr
window = createWindow("Game of Life in SDL",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
640, 480,
SDL_WINDOW_SHOWN or SDL_WINDOW_RESIZABLE)
render = createRenderer(window, -1, Renderer_Accelerated or Renderer_PresentVsync or Renderer_TargetTexture)
var
evt = sdl2.defaultEvent
quit = false
freeze = true
fpsman: FpsManager
fpsman.init
let side : uint32 = 5
let
pixelx = 200u32
pixely = 200u32
var
current_grid, next_grid : ref[Grid]
block:
var grid = newGrid(pixelx, pixely)
grid.rand_init()
current_grid = box(grid)
next_grid = box(grid)
let bb = newRect2d(0f32, 0f32, float32(side * pixelx), float32(side * pixely))
let step = 3
var elapsed_time_sec = 0
var
uxform : X2d = identity[3, float32]()
pan_start : Option[P2d] = none[P2d]()
while not quit:
let windowSize = block:
var w, h : cint
window.getSize(w, h)
Rect2d(tl: newP2d(0f32, 0f32), br: newP2d(w.float32, h.float32))
while pollEvent(evt):
case evt.kind:
of QuitEvent:
quit = true
break
of KeyDown:
let keyboardEvent = cast[KeyboardEventPtr](addr(evt))
case keyboardEvent.keysym.sym.char:
of ' ':
freeze = not freeze
of 'h':
uxform = identity[3, float32]()
else:
discard
of MouseButtonDown:
let mouseButtonDownEvent = cast[MouseButtonEventPtr](addr(evt))
if mouseButtonDownEvent.which == BUTTON_RIGHT:
pan_start = some(newP2d(mouseButtonDownEvent.x.float32, mouseButtonDownEvent.y.float32))
of MouseButtonUp:
let mouseButtonDownEvent = cast[MouseButtonEventPtr](addr(evt))
if mouseButtonDownEvent.which == BUTTON_RIGHT and pan_start.isSome():
let xlation = newP2d(mouseButtonDownEvent.x.float32, mouseButtonDownEvent.y.float32) - pan_start.get()
pan_start = none[P2d]()
uxform = uxform * xlate(xlation.x, xlation.y)
of MouseWheel:
let mouseWheelEvent = cast[MouseWheelEventPtr](addr(evt))
if mouseWheelEvent.y > 0:
uxform = uxform * scale(newP2d(windowSize.width.float32 / 2f32, windowSize.height.float32 / 2f32), 1.1f32, 1.1f32)
else:
uxform = uxform * scale(newP2d(windowSize.width.float32 / 2f32, windowSize.height.float32 / 2f32), 0.9f32, 0.9f32)
of MouseMotion:
let mouseMotionEvent = cast[MouseMotionEventPtr](addr(evt))
let position = newP2d(mouseMotionEvent.x.float32, mouseMotionEvent.y.float32)
else:
discard
let dt = fpsman.getFramerate() / 1000
render.setDrawColor 0,0,0,255
render.clear
var
x : float32 = bb.left
y : float32 = bb.top
render.setDrawColor 127,127,127,255
let f = min(windowSize.width / bb.width, windowSize.height / bb.height)
let xform = xlate(-bb.width / 2.0f32, -bb.height / 2.0f32) * scale(f, f) *
xlate(windowSize.width / 2.0f32, windowSize.height / 2.0f32) * uxform
while x <= bb.width:
render.drawLine(newP2d(x, bb.top) * xform, newP2d(x, bb.height) * xform)
x += side.float32
while y <= bb.height:
render.drawLine(newP2d(bb.left, y) * xform, newP2d(bb.width, y) * xform)
y += side.float32
render.setDrawColor 255,255,255,255
for i in 0..<current_grid.columns:
for j in 0..<current_grid.rows:
if current_grid[][i, j]:
render.fillRect(newRect2d((i * side).float32, (j * side).float32, side.float32, side.float32) * xform)
render.present
fpsman.delay
let current_time_sec = fpsman.getFramecount() div step
if not freeze and current_time_sec > elapsed_time_sec:
elapsed_time_sec = current_time_sec
next_step(current_grid[], next_grid[])
let tmp = current_grid
current_grid = next_grid
next_grid = tmp
destroy render
destroy window