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| Author | SHA1 | Date | |
|---|---|---|---|
| 9d07656277 | |||
| a680cca30c |
108
src/grid.go
108
src/grid.go
@@ -19,12 +19,15 @@ type Neighbor struct {
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X, Y int
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X, Y int
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}
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}
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const max int = 2250000
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type Grid struct {
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type Grid struct {
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Data []uint8
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Data [max]uint8
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NeighborCount []int
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NeighborCount [max]int
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Neighbors [][]Neighbor
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Neighbors [max][]Neighbor
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Empty bool
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Empty bool
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Config *Config
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Config *Config
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Counter func(x, y int) uint8
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}
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}
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// Create new empty grid and allocate Data according to provided dimensions
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// Create new empty grid and allocate Data according to provided dimensions
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@@ -34,28 +37,34 @@ func NewGrid(config *Config) *Grid {
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STRIDE = config.Width
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STRIDE = config.Width
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}
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}
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size := STRIDE * STRIDE
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//size := STRIDE * STRIDE
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grid := &Grid{
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grid := &Grid{
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Data: make([]uint8, size),
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//Data: make([]uint8, size),
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NeighborCount: make([]int, size),
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//NeighborCount: make([]int, size),
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Neighbors: make([][]Neighbor, size),
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//Neighbors: make([][]Neighbor, size),
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Empty: config.Empty,
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Empty: config.Empty,
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Config: config,
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Config: config,
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}
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}
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// first setup the cells
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// first setup the cells
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for y := 0; y < config.Height; y++ {
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// for y := 0; y < config.Height; y++ {
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for x := 0; x < config.Width; x++ {
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// for x := 0; x < config.Width; x++ {
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grid.Data[y+STRIDE*x] = 0
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// grid.Data[y+STRIDE*x] = 0
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}
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// }
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}
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// }
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// in a second pass, collect positions to the neighbors of each cell
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// in a second pass, collect positions to the neighbors of each cell
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for y := 0; y < config.Height; y++ {
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// for y := 0; y < config.Height; y++ {
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for x := 0; x < config.Width; x++ {
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// for x := 0; x < config.Width; x++ {
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grid.SetupNeighbors(x, y)
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// grid.SetupNeighbors(x, y)
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}
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// }
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// }
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if grid.Config.Wrap {
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grid.Counter = grid.CountNeighborsWrap
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} else {
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grid.Counter = grid.CountNeighbors
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}
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}
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return grid
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return grid
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@@ -101,8 +110,69 @@ func (grid *Grid) SetupNeighbors(x, y int) {
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grid.Neighbors[y+STRIDE*x] = neighbors
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grid.Neighbors[y+STRIDE*x] = neighbors
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}
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}
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// count the living neighbors of a cell
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func (grid *Grid) CountNeighborsWrap(x, y int) uint8 {
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var sum uint8
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var col, row int
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width := grid.Config.Width
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height := grid.Config.Height
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for nbgX := -1; nbgX < 2; nbgX++ {
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for nbgY := -1; nbgY < 2; nbgY++ {
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// In wrap mode we look at all the 8 neighbors surrounding us.
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// In case we are on an edge we'll look at the neighbor on the
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// other side of the grid, thus wrapping lookahead around
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// using the mod() function.
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col = (x + nbgX + width) % width
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row = (y + nbgY + height) % height
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p := row + STRIDE*col
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sum += grid.Data[p]
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}
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}
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// don't count ourselfes though
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sum -= grid.Data[y+STRIDE*x]
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return sum
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}
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func (grid *Grid) CountNeighbors(x, y int) uint8 {
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func (grid *Grid) CountNeighbors(x, y int) uint8 {
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var sum uint8
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var val uint8
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width := grid.Config.Width
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height := grid.Config.Height
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for nbgX := -1; nbgX < 2; nbgX++ {
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for nbgY := -1; nbgY < 2; nbgY++ {
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var col, row int
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xnbgX := x + nbgX
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ynbgY := y + nbgY
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// In traditional grid mode the edges are deadly
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if xnbgX < 0 || xnbgX >= width || ynbgY < 0 || ynbgY >= height {
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continue
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}
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col = xnbgX
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row = ynbgY
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p := row + STRIDE*col
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val = grid.Data[p]
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sum += val // this uses 18% of the whole running time!
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}
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}
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// don't count ourselfes though
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sum -= grid.Data[y+STRIDE*x]
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return sum
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}
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// count the living neighbors of a cell
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func (grid *Grid) _CountNeighbors(x, y int) uint8 {
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var count uint8
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var count uint8
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pos := y + STRIDE*x
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pos := y + STRIDE*x
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@@ -167,7 +167,7 @@ func (scene *ScenePlay) UpdateCells() {
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for x := 0; x < width; x++ {
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for x := 0; x < width; x++ {
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state := scene.Grids[scene.Index].Data[y+STRIDE*x] // 0|1 == dead or alive
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state := scene.Grids[scene.Index].Data[y+STRIDE*x] // 0|1 == dead or alive
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neighbors := scene.Grids[scene.Index].CountNeighbors(x, y)
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neighbors := scene.Grids[scene.Index].Counter(x, y)
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// actually apply the current rules
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// actually apply the current rules
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nextstate := scene.RuleCheckFunc(state, neighbors)
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nextstate := scene.RuleCheckFunc(state, neighbors)
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