module img import gx import sim pub struct ValidColor { gx.Color pub mut: valid bool } pub struct ImageWritter { settings ImageSettings pub mut: writer PPMWriter current_index int buffer []ValidColor } pub fn new_image_writer(mut writer PPMWriter, settings ImageSettings) &ImageWritter { total_pixels := settings.width * settings.height mut buffer := []ValidColor{len: total_pixels, init: ValidColor{ valid: false }} return &ImageWritter{ writer: writer settings: settings buffer: buffer } } pub fn (mut iw ImageWritter) handle(result sim.SimResult) ?int { total_pixels := iw.settings.width * iw.settings.height // find the closest magnet iw.buffer[result.id].Color = compute_pixel(result) iw.buffer[result.id].valid = true for iw.current_index < total_pixels && iw.buffer[iw.current_index].valid { iw.writer.handle_pixel(iw.buffer[iw.current_index].Color) or { sim.log(@MOD + '.' + @FN + ': pixel handler failed. Error $err') break } iw.current_index++ } if iw.current_index == total_pixels { iw.writer.write() or { panic('Could not write image') } return none } return iw.current_index } pub fn compute_pixel(result sim.SimResult) gx.Color { closest_to_m1 := result.magnet1_distance < result.magnet2_distance && result.magnet1_distance < result.magnet3_distance closest_to_m2 := result.magnet2_distance < result.magnet1_distance && result.magnet2_distance < result.magnet3_distance if closest_to_m1 { return gx.red } else if closest_to_m2 { return gx.green } else { return gx.blue } }