delete unused file

This commit is contained in:
ccolin 2020-12-22 16:34:47 +01:00
parent 820c9f7cb1
commit 89a3f9c402

View File

@ -1,108 +0,0 @@
#include "main_window.hh"
#include <QVector3D>
#include <QRandomGenerator>
struct Fish {
QVector3D pos;
QVector3D vel;
float size;
float dist = 10;
float sqdist;
OpenGLMesh mesh;
Fish(QVector3D pos, OpenGLMesh mesh)
:pos(pos),
sqdist(dist * dist),
mesh(mesh) {}
void step() {
pos += vel;
mesh.mat.setToIdentity();
QMatrix4x4 rot;
rot.lookAt(pos, vel, {0, 1, 0});
mesh.mat.translate(pos);
// mesh.mat = rot * mesh.mat;
}
bool in_neighborhood(const QVector3D &p) const {
return (p - pos).lengthSquared() < sqdist;
}
};
struct Banc {
QVector<Fish> fishes;
Banc() {}
Banc(size_t nfishes) {
OpenGLMesh fish_mesh = OpenGLMesh({
0, .1, 0,
-.0866, -.05, 0,
.0866, -.05, 0,
});
QRandomGenerator *rng = QRandomGenerator::global();
for (size_t i = 0; i < nfishes; i++) {
Fish fish({
(float) (rng->generateDouble() * 3 - 1.5),
(float) (rng->generateDouble() * 3 - 1.5),
(float) (rng->generateDouble() * 3 - 1.5)
}, fish_mesh);
fishes.append(fish);
}
}
void step() {
QVector<Fish> neighbors;
for (Fish &fish : fishes) {
QVector3D neighbors_cog;
QVector3D neighbors_vel;
size_t nneighbors = 0;
for (Fish &fish_b : fishes) {
if (fish_b.in_neighborhood(fish.pos)) {
nneighbors++;
neighbors_cog += fish_b.pos;
neighbors_vel += fish_b.vel;
}
}
neighbors_cog /= nneighbors;
neighbors_vel /= nneighbors;
QVector3D v1 = -(fish.pos - neighbors_cog);
QVector3D v2 = fish.vel - neighbors_vel;
QVector3D v3 = neighbors_cog - fish.pos;
QVector3D v = 1.5 * v1 + v2 + v3;
float L = .001;
fish.vel = (1-L) * fish.vel + L * v;
fish.step();
}
}
};
Banc banc;
void MainWindow::init() {
banc = Banc(10);
for (Fish &fish : banc.fishes) {
glw.meshes.append(&fish.mesh);
}
}
void MainWindow::step() {
banc.step();
OpenGLWidget::instance->update();
}
void OpenGLWidget::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (const Fish &fish : banc.fishes) {
glUniformMatrix4fv(model_attr, 1, GL_FALSE, fish.mesh.mat.data());
glBindVertexArray(fish.mesh.vao);
glDrawArrays(GL_TRIANGLES, 0, fish.mesh.nverts);
}
}