using only one dimensional grid by calculating y+STRIDE*x

This commit is contained in:
2024-07-16 19:07:51 +02:00
parent e8ed283233
commit 4074debdbf
3 changed files with 69 additions and 54 deletions

View File

@@ -12,46 +12,42 @@ import (
"github.com/tlinden/golsky/rle"
)
// func (cell *Cell) Count() uint8 {
// var count uint8
// for idx := 0; idx < cell.NeighborCount; idx++ {
// count += cell.Neighbors[idx].State
// }
// return count
// }
// equals grid height, is being used to access grid elements and must be global
var STRIDE int
type Neighbor struct {
X, Y int
}
type Grid struct {
Data [][]uint8
NeighborCount [][]int
Neighbors [][][]Neighbor
Data []uint8
NeighborCount []int
Neighbors [][]Neighbor
Empty bool
Config *Config
}
// Create new empty grid and allocate Data according to provided dimensions
func NewGrid(config *Config) *Grid {
STRIDE = config.Height
if config.Width > config.Height {
STRIDE = config.Width
}
size := STRIDE * STRIDE
grid := &Grid{
Data: make([][]uint8, config.Height),
NeighborCount: make([][]int, config.Height),
Neighbors: make([][][]Neighbor, config.Height),
Data: make([]uint8, size),
NeighborCount: make([]int, size),
Neighbors: make([][]Neighbor, size),
Empty: config.Empty,
Config: config,
}
// first setup the cells
for y := 0; y < config.Height; y++ {
grid.Data[y] = make([]uint8, config.Width)
grid.Neighbors[y] = make([][]Neighbor, config.Width)
grid.NeighborCount[y] = make([]int, config.Width)
for x := 0; x < config.Width; x++ {
grid.Data[y][x] = 0
grid.Data[y+STRIDE*x] = 0
}
}
@@ -97,20 +93,25 @@ func (grid *Grid) SetupNeighbors(x, y int) {
}
neighbors = append(neighbors, Neighbor{X: col, Y: row})
grid.NeighborCount[y][x]++
grid.NeighborCount[y+STRIDE*x]++
idx++
}
}
grid.Neighbors[y][x] = neighbors
grid.Neighbors[y+STRIDE*x] = neighbors
}
// count the living neighbors of a cell
func (grid *Grid) CountNeighbors(x, y int) uint8 {
var count uint8
for idx := 0; idx < grid.NeighborCount[y][x]; idx++ {
count += grid.Data[grid.Neighbors[y][x][idx].Y][grid.Neighbors[y][x][idx].X]
pos := y + STRIDE*x
neighbors := grid.Neighbors[pos]
neighborCount := grid.NeighborCount[pos]
for idx := 0; idx < neighborCount; idx++ {
neighbor := neighbors[idx]
count += grid.Data[neighbor.Y+STRIDE*neighbor.X]
}
return count
@@ -127,30 +128,30 @@ func (grid *Grid) Clone() *Grid {
}
// copy data
func (grid *Grid) Copy(other *Grid) {
for y := range grid.Data {
for x := range grid.Data[y] {
other.Data[y][x] = grid.Data[y][x]
}
}
}
// func (grid *Grid) Copy(other *Grid) {
// for y := range grid.Data {
// for x := range grid.Data[y] {
// other.Data[y+STRIDE*x] = grid.Data[y+STRIDE*x]
// }
// }
// }
// delete all contents
func (grid *Grid) Clear() {
for y := range grid.Data {
for x := range grid.Data[y] {
grid.Data[y][x] = 0
}
}
}
// func (grid *Grid) Clear() {
// for y := range grid.Data {
// for x := range grid.Data[y] {
// grid.Data[y+STRIDE*x] = 0
// }
// }
// }
// initialize with random life cells using the given density
func (grid *Grid) FillRandom() {
if !grid.Empty {
for y := range grid.Data {
for x := range grid.Data[y] {
for y := 0; y < grid.Config.Height; y++ {
for x := 0; x < grid.Config.Width; x++ {
if rand.Intn(grid.Config.Density) == 1 {
grid.Data[y][x] = 1
grid.Data[y+STRIDE*x] = 1
}
}
}
@@ -160,7 +161,7 @@ func (grid *Grid) FillRandom() {
func (grid *Grid) Dump() {
for y := 0; y < grid.Config.Height; y++ {
for x := 0; x < grid.Config.Width; x++ {
if grid.Data[y][x] == 1 {
if grid.Data[y+STRIDE*x] == 1 {
fmt.Print("XX")
} else {
fmt.Print(" ")
@@ -183,7 +184,7 @@ func (grid *Grid) LoadRLE(pattern *rle.RLE) {
x = colIndex + startX
y = rowIndex + startY
grid.Data[y][x] = 1
grid.Data[y+STRIDE*x] = 1
}
}
}
@@ -291,10 +292,10 @@ func (grid *Grid) SaveState(filename, rule string) error {
fmt.Fprintf(file, "#Life 1.05\n#R %s\n#D golsky state file\n#P -1 -1\n", rule)
for y := range grid.Data {
for _, cell := range grid.Data[y] {
for y := 0; y < grid.Config.Height; y++ {
for x := 0; x < grid.Config.Width; x++ {
row := "."
if cell == 1 {
if grid.Data[y+STRIDE*x] == 1 {
row = "o"
}

View File

@@ -156,21 +156,24 @@ func (scene *ScenePlay) UpdateCells() {
var wg sync.WaitGroup
wg.Add(scene.Config.Height)
width := scene.Config.Width
height := scene.Config.Height
// compute life status of cells
for y := 0; y < scene.Config.Height; y++ {
for y := 0; y < height; y++ {
go func() {
defer wg.Done()
for x := 0; x < scene.Config.Width; x++ {
state := scene.Grids[scene.Index].Data[y][x] // 0|1 == dead or alive
for x := 0; x < width; x++ {
state := scene.Grids[scene.Index].Data[y+STRIDE*x] // 0|1 == dead or alive
neighbors := scene.Grids[scene.Index].CountNeighbors(x, y)
// actually apply the current rules
nextstate := scene.RuleCheckFunc(state, neighbors)
// change state of current cell in next grid
scene.Grids[next].Data[y][x] = nextstate
scene.Grids[next].Data[y+STRIDE*x] = nextstate
if scene.Config.ShowEvolution {
// set history to current generation so we can infer the
@@ -418,7 +421,7 @@ func (scene *ScenePlay) SaveRectRLE() {
grid[y] = make([]uint8, width)
for x := 0; x < width; x++ {
grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx]
grid[y][x] = scene.Grids[scene.Index].Data[(y+starty)+STRIDE*(x+startx)]
}
}
@@ -471,7 +474,7 @@ func (scene *ScenePlay) ToggleCellOnCursorPos() {
y := int(worldY) / scene.Config.Cellsize
if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height {
scene.Grids[scene.Index].Data[y][x] ^= 1
scene.Grids[scene.Index].Data[y+STRIDE*x] ^= 1
scene.History.Age[y][x] = 1
}
}
@@ -497,7 +500,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
if scene.Config.ShowEvolution {
scene.DrawEvolution(screen, x, y, op)
} else {
if scene.Grids[scene.Index].Data[y][x] == 1 {
if scene.Grids[scene.Index].Data[y+STRIDE*x] == 1 {
scene.World.DrawImage(scene.Theme.Tile(ColLife), op)
}
}
@@ -514,7 +517,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) {
age := scene.Generations - scene.History.Age[y][x]
switch scene.Grids[scene.Index].Data[y][x] {
switch scene.Grids[scene.Index].Data[y+STRIDE*x] {
case Alive:
if age > 50 && scene.Config.ShowEvolution {
scene.World.DrawImage(scene.Theme.Tile(ColOld), op)

View File

@@ -87,6 +87,17 @@ func Loop(grid []bool) {
}
func main() {
grid := make([]int, 50*50)
for y := 0; y < 50; y++ {
for x := 0; x < 50; x++ {
grid[y+50*x] = 1
fmt.Printf("%d,%d => %d\n", x, y, x+50*y)
}
}
}
func xmain() {
// enable cpu profiling. Do NOT use q to stop the game but
// close the window to get a profile
fd, err := os.Create("cpu.profile")