feat: add support for centering the screen around best/midpoint
Pressing 'c' will center the screen around the average position of the particles. Pressing 'f' will center the screen on each frame. Pressing 'b' will center the screen around the best found point.
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@ -40,14 +40,15 @@ struct Screen {
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Symbol &at(int x, int y);
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Symbol &at(int x, int y);
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Symbol &at(float x, float y);
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Symbol &at(float x, float y);
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void resize(std::size_t n);
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void resize(std::size_t x, std::size_t y);
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void resize(std::size_t x, std::size_t y);
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void move_to(float x, float y);
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std::pair<float, float> screen_to_xy(int w, int h);
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std::pair<float, float> screen_to_xy(int w, int h);
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std::pair<int, int> xy_to_screen(float x, float y);
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std::pair<int, int> xy_to_screen(float x, float y);
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Screen(std::size_t n) : buf(nullptr) { resize(n); }
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Screen(std::size_t x, std::size_t y) : buf(nullptr)
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Screen(std::size_t x, std::size_t y) : buf(nullptr) { resize(x, y); }
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{ resize(x, y); move_to(0, 0); }
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~Screen() { delete[] buf; }
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~Screen() { delete[] buf; }
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std::vector<const vec<2>*> points;
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std::vector<const vec<2>*> points;
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31
src/main.cpp
31
src/main.cpp
@ -8,6 +8,7 @@ static constexpr int kFPS = 60;
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static constexpr float kDT = 1.0 / kFPS;
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static constexpr float kDT = 1.0 / kFPS;
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float f(vec<2> x) {
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float f(vec<2> x) {
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// return std::pow(x.x, 2) + std::pow(x.y, 2);
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return 50 * (std::pow(std::sin((x.x - 10)/2),2) + std::pow(std::sin(x.y/2),2)) +
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return 50 * (std::pow(std::sin((x.x - 10)/2),2) + std::pow(std::sin(x.y/2),2)) +
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std::pow(std::abs(x.x - 3.141592653589), 1.2) + std::pow(std::abs(x.y), 1.2);
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std::pow(std::abs(x.x - 3.141592653589), 1.2) + std::pow(std::abs(x.y), 1.2);
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}
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}
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@ -65,6 +66,7 @@ main(int argc, char **argv) {
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bool pause = false;
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bool pause = false;
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bool frame_step = false;
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bool frame_step = false;
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bool auto_follow = false;
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// initialize colorizer scale/translate
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// initialize colorizer scale/translate
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scr.draw();
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scr.draw();
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@ -79,6 +81,15 @@ main(int argc, char **argv) {
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255, 255, 255, x.x, x.y, y);
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255, 255, 255, x.x, x.y, y);
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};
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};
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auto center_screen = [&]() -> void {
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vec<2> pos = 0;
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for(const auto &p : swarm.get_particles()) {
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pos += p.get_position();
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}
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pos /= swarm.get_particles().size();
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scr.move_to(pos.x, pos.y);
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};
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// We draw to the screen at a rate of `kFPS', but step()ing the swarm at
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// We draw to the screen at a rate of `kFPS', but step()ing the swarm at
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// this rate would be far too fast to be interesting to look at. On the
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// this rate would be far too fast to be interesting to look at. On the
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// other hand, step()ing once a second is too slow.
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// other hand, step()ing once a second is too slow.
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@ -102,6 +113,8 @@ main(int argc, char **argv) {
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printf("Current iteration: %d\nCurrent frame: %d\n", i * 4 / kFPS, i);
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printf("Current iteration: %d\nCurrent frame: %d\n", i * 4 / kFPS, i);
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}
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}
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if(auto_follow) center_screen();
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if(frame_step) {
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if(frame_step) {
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pause = true;
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pause = true;
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frame_step = false;
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frame_step = false;
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@ -178,6 +191,24 @@ main(int argc, char **argv) {
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update_and_draw();
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update_and_draw();
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break;
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break;
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case 'v':
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scr.draw_vecs = !scr.draw_vecs;
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break;
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case 'b': {
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const auto [_, b] = swarm.best();
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scr.move_to(b.x, b.y);
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break;
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}
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case 'c':
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center_screen();
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break;
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case 'f':
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auto_follow = !auto_follow;
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break;
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case 'h':
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case 'h':
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printf(" movement zoom coloring pause step \n"
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printf(" movement zoom coloring pause step \n"
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" W io IK LO SPC ., \n"
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" W io IK LO SPC ., \n"
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@ -4,11 +4,6 @@
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/* Screen */
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/* Screen */
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void Screen::resize(std::size_t n) {
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w = n; h = 1;
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buf = (Symbol *)realloc(buf, n * sizeof(Symbol));
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}
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void Screen::resize(std::size_t x, std::size_t y) {
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void Screen::resize(std::size_t x, std::size_t y) {
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w = x; h = y;
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w = x; h = y;
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buf = (Symbol *)realloc(buf, x * y * sizeof(Symbol));
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buf = (Symbol *)realloc(buf, x * y * sizeof(Symbol));
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@ -41,6 +36,10 @@ std::pair<int, int> Screen::xy_to_screen(float x, float y) {
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};
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};
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}
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}
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void Screen::move_to(float x, float y) {
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dx = x - w*sx/2;
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dy = y - h*sy/2;
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}
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void Screen::clear() {
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void Screen::clear() {
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static const Symbol s {' ', {0,0,0}};
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static const Symbol s {' ', {0,0,0}};
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