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#include <SFML/Window.hpp>
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#include <SFML/Graphics.hpp>
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#include <algorithm>
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#include <iterator>
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#include <iostream>
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#include <functional>
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#include <random>
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#include "Node.h"
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#include <thread>
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#include <stack>
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const int WINDOW_X = Node::x_bound;
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const int WINDOW_Y = Node::y_bound;
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float elap_time() {
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static std::chrono::time_point<std::chrono::system_clock> start;
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static bool started = false;
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if (!started) {
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start = std::chrono::system_clock::now();
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started = true;
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}
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std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
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std::chrono::duration<double> elapsed_time = now - start;
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return static_cast<float>(elapsed_time.count());
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}
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void updateRange(std::vector<Node> *node_vec, int start_range_, int end_range_) {
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for (int i = start_range_; i < end_range_; i++) {
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node_vec->operator[](i).Update(node_vec);
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}
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}
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bool inTriangle(sf::Vector2f p1, sf::Vector2f p2, sf::Vector2f p3, sf::Vector2f p){
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std::vector<float> v;
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float alpha = ((p2.y - p3.y)*(p.x - p3.x) + (p3.x - p2.x)*(p.y - p3.y)) /
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((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y));
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v.push_back(alpha);
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float beta = ((p3.y - p1.y)*(p.x - p3.x) + (p1.x - p3.x)*(p.y - p3.y)) /
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((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y));
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v.push_back(beta);
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float gamma = 1.0f - alpha - beta;
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v.push_back(gamma);
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return std::all_of(v.cbegin(), v.cend(), [](int i){ return i > 0; });
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}
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bool inCircle(sf::Vector2f origin, float r, sf::Vector2f p) {
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return sqrt(pow(abs(origin.x - p.x), 2) + pow(abs(origin.y - p.y), 2)) < r;
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}
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float distFromCen(sf::Vector2f origin, sf::Vector2f p) {
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return sqrt(pow(abs(origin.x - p.x), 2) + pow(abs(origin.y - p.y), 2));
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}
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int main() {
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std::mt19937 rng(time(NULL));
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std::uniform_int_distribution<int> rgen(0, 19);
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srand(time(NULL));
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std::vector<Node> node_vec;
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// Init nodes, random value, push to front_stack
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for (int x = 0; x < Node::x_bound; x++) {
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for (int y = 0; y < Node::y_bound; y++) {
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Node node(sf::Vector2i(x, y));
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int varx = rand()%(20-3 + 1) + 3;
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int vary = rand()%(20-3 + 1) + 3;
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// 11/3 is interesting
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//
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if ((x % 11 == 0) || (y % 3 == 0)) {
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node.Revive();
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node.b_r = 205;
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node.b_g = 190;
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node.b_b = 80;
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node.b_a = 255;
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// bool in_circle = inCircle(sf::Vector2f(250,250), 186, sf::Vector2f(x,y));
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// if (in_circle){
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// node.Revive();
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// float dist = distFromCen(sf::Vector2f(250,250), sf::Vector2f(x,y));
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// node.b_r = std::min(255.0f, 90 + dist);
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// node.b_g = 190 - std::min(140.0f, dist);
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// node.b_b = 80;
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// node.b_a = 255;
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// }
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}
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node_vec.push_back(node);
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}
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}
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// Init window, and loop data
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "Conway");
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window.setSize(sf::Vector2u(1200, 1200));
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// window.setPosition(sf::Vector2i(0, 1000));
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float step_size = 0.0005f;
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double frame_time = 0.0, elapsed_time = 0.0, delta_time = 0.0, accumulator_time = 0.0, current_time = 0.0;
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int frame_count = 0;
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std::stack<std::thread> thread_stack;
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sf::Uint8* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
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sf::Texture texture;
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texture.create(WINDOW_X, WINDOW_Y);
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sf::Sprite sprite(texture);
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while (window.isOpen()) {
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sf::Event event;
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while (window.pollEvent(event)) {
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if (event.type == sf::Event::Closed)
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window.close();
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}
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// Time keeping
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elapsed_time = elap_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if (delta_time > 0.02f)
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delta_time = 0.02f;
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accumulator_time += delta_time;
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while ((accumulator_time - step_size) >= step_size) {
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accumulator_time -= step_size;
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// Do nothing, FPS tied update()
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}
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for (int i = 0; i < 12; i++) {
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thread_stack.emplace(updateRange, &node_vec, (node_vec.size() / 12)* i, (node_vec.size() / 12)* (i + 1));
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}
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while (!thread_stack.empty()) {
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thread_stack.top().join();
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thread_stack.pop();
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}
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for (int i = 0; i < node_vec.size(); i++) {
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node_vec[i].ShiftState();
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node_vec[i].Dim();
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pixel_array[i * 4] = node_vec[i].r; // R?
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pixel_array[i * 4 + 1] = node_vec[i].g; // G?
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pixel_array[i * 4 + 2] = node_vec[i].b; // B?
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pixel_array[i * 4 + 3] = node_vec[i].a; // A?
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}
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window.clear();
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texture.update(pixel_array);
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window.draw(sprite);
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window.display();
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}
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return 0;
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}
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