mirror of
https://github.com/vlang/v.git
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367 lines
8.2 KiB
V
367 lines
8.2 KiB
V
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// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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// sim.v * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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// created by: jordan bonecutter * * * * * * * * * * * * * * * * * * *
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// jpbonecutter@gmail.com * * * * * * * * * * * * * * * * * * * * * *
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// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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//
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// I wrote the pendulum simulator to learn V, I think it could be a
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// good addition to the examples directory.
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// Essentially, the pendulum sim runs a simulation of a pendulum with
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// a metallic tip swinging over three magnets.
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// I run this simulation with the initial position at each pixel in an
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// image and color the pixel according to the magnet over which it
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// finally rests.
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// I used some fun features in V like coroutines, channels,
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// struct embedding, mutability, methods, and the like.
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import math
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import os
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import term
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import runtime
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// customisable through setting VJOBS
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const parallel_workers = runtime.nr_jobs()
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const width = 800
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const height = 600
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struct Vec3D {
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x f64
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y f64
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z f64
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}
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fn (v Vec3D) add(v2 Vec3D) Vec3D {
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return Vec3D{
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x: v.x + v2.x
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y: v.y + v2.y
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z: v.z + v2.z
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}
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}
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fn (v Vec3D) dot(v2 Vec3D) f64 {
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return (v.x * v2.x) + (v.y * v2.y) + (v.z * v2.z)
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}
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fn (v Vec3D) scale(scalar f64) Vec3D {
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return Vec3D{
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x: v.x * scalar
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y: v.y * scalar
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z: v.z * scalar
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}
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}
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fn (v Vec3D) norm_squared() f64 {
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return v.dot(v)
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}
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fn (v Vec3D) norm() f64 {
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return math.sqrt(v.norm_squared())
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}
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struct SimState {
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mut:
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position Vec3D
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velocity Vec3D
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accel Vec3D
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}
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// magnets lie at [
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// math.cos(index * 2 * math.pi / 3) * magnet_spacing
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// math.sin(index * 2 * math.pi / 3) * magnet_spacing
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// -magnet_height
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// ]
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struct SimParams {
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rope_length f64
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bearing_mass f64
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magnet_spacing f64
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magnet_height f64
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magnet_strength f64
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gravity f64
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}
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fn (params SimParams) get_rope_vector(state SimState) Vec3D {
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rope_origin := Vec3D{
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x: 0
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y: 0
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z: params.rope_length
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}
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return state.position.add(rope_origin.scale(-1))
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}
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fn (mut state SimState) satisfy_rope_constraint(params SimParams) {
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mut rope_vector := params.get_rope_vector(state)
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rope_vector = rope_vector.scale(params.rope_length / rope_vector.norm())
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state.position = Vec3D{
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x: 0
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y: 0
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z: params.rope_length
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}.add(rope_vector)
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}
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fn (params SimParams) get_grav_force(state SimState) Vec3D {
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return Vec3D{
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x: 0
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y: 0
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z: -params.bearing_mass * params.gravity
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}
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}
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fn (params SimParams) get_magnet_position(theta f64) Vec3D {
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return Vec3D{
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x: math.cos(theta) * params.magnet_spacing
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y: math.sin(theta) * params.magnet_spacing
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z: -params.magnet_height
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}
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}
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fn (params SimParams) get_magnet_force(theta f64, state SimState) Vec3D {
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magnet_position := params.get_magnet_position(theta)
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mut diff := magnet_position.add(state.position.scale(-1))
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distance_squared := diff.norm_squared()
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diff = diff.scale(1.0 / math.sqrt(distance_squared))
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return diff.scale(params.magnet_strength / distance_squared)
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}
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fn (params SimParams) get_magnet_dist(theta f64, state SimState) f64 {
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return params.get_magnet_position(theta).add(state.position.scale(-1)).norm()
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}
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fn (params SimParams) get_magnet1_force(state SimState) Vec3D {
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return params.get_magnet_force(0.0 * math.pi / 3.0, state)
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}
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fn (params SimParams) get_magnet2_force(state SimState) Vec3D {
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return params.get_magnet_force(2.0 * math.pi / 3.0, state)
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}
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fn (params SimParams) get_magnet3_force(state SimState) Vec3D {
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return params.get_magnet_force(4.0 * math.pi / 3.0, state)
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}
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fn (params SimParams) get_tension_force(state SimState, f_passive Vec3D) Vec3D {
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rope_vector := params.get_rope_vector(state)
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rope_vector_norm := rope_vector.scale(1.0 / rope_vector.norm())
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return rope_vector_norm.scale(-1.0 * rope_vector_norm.dot(f_passive))
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}
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fn (mut state SimState) increment(delta_t f64, params SimParams) {
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// basically just add up all forces =>
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// get an accelleration =>
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// add to velocity =>
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// ensure rope constraint is satisfied
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// force due to gravity
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f_gravity := params.get_grav_force(state)
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// force due to each magnet
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f_magnet1 := params.get_magnet1_force(state)
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// force due to each magnet
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f_magnet2 := params.get_magnet2_force(state)
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// force due to each magnet
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f_magnet3 := params.get_magnet3_force(state)
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// passive forces
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f_passive := f_gravity.add(f_magnet1.add(f_magnet2.add(f_magnet3)))
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// force due to tension of the rope
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f_tension := params.get_tension_force(state, f_passive)
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// sum up all the fores
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f_sum := f_tension.add(f_passive)
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// get the acceleration
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accel := f_sum.scale(1.0 / params.bearing_mass)
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state.accel = accel
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// update the velocity
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state.velocity = state.velocity.add(accel.scale(delta_t))
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// update the position
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state.position = state.position.add(state.velocity.scale(delta_t))
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// ensure the position satisfies rope constraint
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state.satisfy_rope_constraint(params)
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}
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fn (state SimState) done() bool {
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return state.velocity.norm() < 0.05 && state.accel.norm() < 0.01
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}
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struct PPMWriter {
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mut:
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file os.File
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}
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struct ImageSettings {
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width int
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height int
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}
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struct Pixel {
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r byte
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g byte
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b byte
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}
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fn (mut writer PPMWriter) start_for_file(fname string, settings ImageSettings) {
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writer.file = os.create(fname) or { panic("can't create file $fname") }
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writer.file.writeln('P6 $settings.width $settings.height 255') or {}
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}
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fn (mut writer PPMWriter) next_pixel(p Pixel) {
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writer.file.write([p.r, p.g, p.b]) or {}
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}
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fn (mut writer PPMWriter) finish() {
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writer.file.close()
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}
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fn sim_runner(mut state SimState, params SimParams) Pixel {
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// do the simulation!
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for _ in 0 .. 1000 {
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state.increment(0.0005, params)
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if state.done() {
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println('done!')
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break
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}
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}
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// find the closest magnet
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m1_dist := params.get_magnet_dist(0, state)
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m2_dist := params.get_magnet_dist(2.0 * math.pi / 3.0, state)
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m3_dist := params.get_magnet_dist(4.0 * math.pi / 3.0, state)
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if m1_dist < m2_dist && m1_dist < m3_dist {
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return Pixel{
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r: 255
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g: 0
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b: 0
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}
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} else if m2_dist < m1_dist && m2_dist < m3_dist {
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return Pixel{
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r: 0
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g: 255
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b: 0
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}
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} else {
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return Pixel{
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r: 0
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g: 0
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b: 255
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}
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}
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}
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struct SimResult {
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id u64
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p Pixel
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}
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struct SimRequest {
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id u64
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params SimParams
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mut:
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initial SimState
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}
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fn sim_worker(request_chan chan SimRequest, result_chan chan SimResult) {
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// serve sim requests as they come in
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for {
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mut request := <-request_chan or { break }
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result_chan <- SimResult{
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id: request.id
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p: sim_runner(mut request.initial, request.params)
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}
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}
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}
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struct ValidPixel {
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Pixel
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mut:
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valid bool
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}
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fn image_worker(mut writer PPMWriter, result_chan chan SimResult, total_pixels u64) {
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// as new pixels come in, write them to the image file
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mut current_index := u64(0)
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mut pixel_buf := []ValidPixel{len: int(total_pixels), init: ValidPixel{
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valid: false
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}}
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for {
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result := <-result_chan or { break }
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pixel_buf[result.id].Pixel = result.p
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pixel_buf[result.id].valid = true
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for current_index < total_pixels && pixel_buf[current_index].valid {
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writer.next_pixel(pixel_buf[current_index].Pixel)
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current_index++
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}
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if current_index >= total_pixels {
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break
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}
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}
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}
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fn main() {
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params := SimParams{
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rope_length: 0.25
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bearing_mass: 0.03
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magnet_spacing: 0.05
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magnet_height: 0.03
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magnet_strength: 10.0
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gravity: 4.9
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}
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mut writer := PPMWriter{}
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writer.start_for_file('test.ppm', ImageSettings{
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width: width
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height: height
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})
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defer {
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writer.finish()
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}
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result_chan := chan SimResult{}
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request_chan := chan SimRequest{}
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// start a worker on each core
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for _ in 0 .. parallel_workers {
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go sim_worker(request_chan, result_chan)
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}
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go fn (request_chan chan SimRequest, params SimParams) {
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mut index := u64(0)
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println('')
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for y in 0 .. height {
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term.clear_previous_line()
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println('Line: $y')
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for x in 0 .. width {
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// setup initial conditions
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mut state := SimState{}
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state.position = Vec3D{
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x: 0.1 * ((f64(x) - 0.5 * f64(width - 1)) / f64(width - 1))
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y: 0.1 * ((f64(y) - 0.5 * f64(height - 1)) / f64(height - 1))
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z: 0.0
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}
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state.velocity = Vec3D{}
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state.satisfy_rope_constraint(params)
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request_chan <- SimRequest{
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id: index
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initial: state
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params: params
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}
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index++
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}
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}
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request_chan.close()
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}(request_chan, params)
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image_worker(mut writer, result_chan, width * height)
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}
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