delete unused file
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820c9f7cb1
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108
src/boid.cc
108
src/boid.cc
@ -1,108 +0,0 @@
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#include "main_window.hh"
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#include <QVector3D>
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#include <QRandomGenerator>
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struct Fish {
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QVector3D pos;
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QVector3D vel;
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float size;
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float dist = 10;
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float sqdist;
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OpenGLMesh mesh;
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Fish(QVector3D pos, OpenGLMesh mesh)
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:pos(pos),
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sqdist(dist * dist),
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mesh(mesh) {}
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void step() {
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pos += vel;
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mesh.mat.setToIdentity();
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QMatrix4x4 rot;
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rot.lookAt(pos, vel, {0, 1, 0});
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mesh.mat.translate(pos);
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// mesh.mat = rot * mesh.mat;
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}
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bool in_neighborhood(const QVector3D &p) const {
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return (p - pos).lengthSquared() < sqdist;
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}
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};
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struct Banc {
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QVector<Fish> fishes;
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Banc() {}
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Banc(size_t nfishes) {
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OpenGLMesh fish_mesh = OpenGLMesh({
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0, .1, 0,
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-.0866, -.05, 0,
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.0866, -.05, 0,
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});
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QRandomGenerator *rng = QRandomGenerator::global();
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for (size_t i = 0; i < nfishes; i++) {
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Fish fish({
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(float) (rng->generateDouble() * 3 - 1.5),
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(float) (rng->generateDouble() * 3 - 1.5),
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(float) (rng->generateDouble() * 3 - 1.5)
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}, fish_mesh);
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fishes.append(fish);
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}
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}
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void step() {
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QVector<Fish> neighbors;
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for (Fish &fish : fishes) {
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QVector3D neighbors_cog;
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QVector3D neighbors_vel;
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size_t nneighbors = 0;
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for (Fish &fish_b : fishes) {
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if (fish_b.in_neighborhood(fish.pos)) {
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nneighbors++;
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neighbors_cog += fish_b.pos;
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neighbors_vel += fish_b.vel;
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}
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}
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neighbors_cog /= nneighbors;
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neighbors_vel /= nneighbors;
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QVector3D v1 = -(fish.pos - neighbors_cog);
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QVector3D v2 = fish.vel - neighbors_vel;
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QVector3D v3 = neighbors_cog - fish.pos;
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QVector3D v = 1.5 * v1 + v2 + v3;
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float L = .001;
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fish.vel = (1-L) * fish.vel + L * v;
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fish.step();
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}
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}
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};
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Banc banc;
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void MainWindow::init() {
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banc = Banc(10);
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for (Fish &fish : banc.fishes) {
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glw.meshes.append(&fish.mesh);
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}
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}
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void MainWindow::step() {
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banc.step();
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OpenGLWidget::instance->update();
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}
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void OpenGLWidget::paintGL() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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for (const Fish &fish : banc.fishes) {
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glUniformMatrix4fv(model_attr, 1, GL_FALSE, fish.mesh.mat.data());
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glBindVertexArray(fish.mesh.vao);
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glDrawArrays(GL_TRIANGLES, 0, fish.mesh.nverts);
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}
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}
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