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PhysicEngine.java

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  • Forked from LABOUREL Arnaud / Game engine template
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    CellularAutomatonSimulation.java 3.88 KiB
    package model;
    
    import controller.Simulation;
    import datastruct.Coordinate;
    import datastruct.Matrix;
    import javafx.scene.paint.Color;
    
    import java.util.Iterator;
    import java.util.Random;
    
    
    
    /**
     * {@link CellularAutomatonSimulation} instances run <i>The Game of Life</i>.
     *
     *  @param <S> The type of state used in the simulation.
     */
    public class CellularAutomatonSimulation<S extends State<S>>
            implements Simulation {
    
        private final Matrix<Cell<S>> grid;
        private final Cell<Integer> generationNumber = new Cell<>(0);
        private final CellularAutomaton<S> automaton;
        private final Random generator;
    
        /**
         * Creates a new {@link CellularAutomatonSimulation} instance for a given automaton.
         *
         * @param automaton  A description of the {@link CellularAutomaton}.
         * @param generator  The {@link Random} instance used for random state generation.
         */
        public CellularAutomatonSimulation(CellularAutomaton<S> automaton, Random generator) {
            this.automaton = automaton;
            this.grid = new Matrix<>(
                    automaton.numberOfColumns(),
                    automaton.numberOfRows(),
                    new ConstantCellInitializer<>(automaton.defaultState())
            );
            this.generator = generator;
        }
    
    
        @Override
        public int numberOfColumns() {
             return this.automaton.numberOfColumns();
        }
    
        @Override
        public int numberOfRows() {
            return this.automaton.numberOfRows();
        }
    
        /**
         * Returns the {@link Cell} at the specified coordinate.
         *
         * @param coordinate The coordinate of the cell to retrieve.
         * @return The cell at the specified coordinate.
         */
        public Cell<S> at(Coordinate coordinate) {
            return this.grid.get(coordinate);
        }
    
        @Override
        public void updateToNextGeneration() {
            Matrix<S> newStates = nextGenerationMatrix();
            for (Coordinate coordinate : this) {
                S newState = newStates.at(coordinate).get();
                Cell<S> cell = this.at(coordinate);
                cell.set(newState);
            }
            this.generationNumber.set(this.generationNumber.get() + 1);
        }
    
        /** Computes the {@link Matrix} of states obtained after a single step of updates
         * of the simulation.
         *
         * @return the states of each cell after one generation
         */
        private Matrix<S> nextGenerationMatrix() {
            return new Matrix<>(
                    this.numberOfColumns(),
                    this.numberOfRows(),
                    new NextGenerationInitializer<>(this)
            );
        }
        @Override
        public void cycleThrough(Coordinate coordinate) {
            Cell<S> cell = this.at(coordinate);
            S newState = cell.get().cycle();
            cell.set(newState);
        }
    
        @Override
        public void copy(Coordinate source, Coordinate destination) {
            S state = this.at(source).get();
            this.at(destination).set(state);
        }
    
        @Override
        public Color getColor(Coordinate coordinate) {
             return this.at(coordinate).get().getColor();
        }
    
        @Override
        public void setChangeListener(Coordinate coordinate, Runnable listener) {
            this.at(coordinate).addOnChangeListener(
                    (oldValue, newValue) -> listener.run()
            );
        }
    
        @Override
        public void setGenerationNumberChangeListener(OnChangeListener<Integer> listener){
            this.generationNumber.addOnChangeListener(listener);
        }
    
    
        @Override
        public void clear() {
            for (Coordinate coordinate : this) {
                this.at(coordinate).set(this.automaton.defaultState());
            }
            this.generationNumber.set(0);
        }
    
    
        @Override
        public void reset() {
            for (Coordinate coordinate : this) {
                this.at(coordinate).set(this.automaton.randomState(this.generator));
            }
            this.generationNumber.set(0);
        }
    
        @Override
        public Iterator<Coordinate> iterator() {
            return this.grid.coordinates().iterator();
        }
    }