diff options
-rw-r--r-- | src/ansi_terminal.adb | 123 | ||||
-rw-r--r-- | src/ansi_terminal.ads | 41 | ||||
-rw-r--r-- | src/datatypes.adb | 15 | ||||
-rw-r--r-- | src/datatypes.ads | 33 | ||||
-rw-r--r-- | src/fluid_simulator.adb | 201 |
5 files changed, 246 insertions, 167 deletions
diff --git a/src/ansi_terminal.adb b/src/ansi_terminal.adb new file mode 100644 index 0000000..c356c21 --- /dev/null +++ b/src/ansi_terminal.adb @@ -0,0 +1,123 @@ + +with + + Ada.Characters.Latin_1, + Ada.Strings.Fixed, + Ada.Text_IO; + +package body ANSI_Terminal is + + package Latin renames Ada.Characters.Latin_1; + package IO renames Ada.Text_IO; + + + + function Clear_Screen + return String is + begin + -- ANSI control sequence Erase in Display + -- Variant to clear entire screen + return Latin.ESC & "[2J"; + end Clear_Screen; + + function Reset_Cursor + return String is + begin + -- ANSI control sequence Cursor Position + -- Parameters to move cursor to top left corner + return Latin.ESC & "[1;1H"; + end Reset_Cursor; + + procedure Clear_Screen is + begin + IO.Put (Clear_Screen); + end Clear_Screen; + + procedure Reset_Cursor is + begin + IO.Put (Reset_Cursor); + end Reset_Cursor; + + + + function BG_Color_Code + (Value : in Natural) + return String + is + use Ada.Strings; + use Ada.Strings.Fixed; + begin + -- ANSI sequence to change text background colour + -- Total length is always 11 characters + -- It doesn't have to be, but the consistency is important for rendering + return Latin.ESC & "[48;5;" & Tail (Trim (Integer'Image (Value), Left), 3, '0') & "m"; + end BG_Color_Code; + + + + function Lookup + (Input : in March_Cell_Grid; + X, Y : in Integer) + return String + is + Average_Density : Natural := Integer (Quantity'Ceiling (Input (X, Y).Density / 4.0)); + Bit_Index : Positive := Integer (Input (X, Y).Index) + 1; + Choice : Natural; + begin + case Average_Density is + when 1 .. 2 => Choice := 19; -- dark blue + when 3 .. 4 => Choice := 20; -- slightly less dark blue + when 5 .. 6 => Choice := 21; -- slightly dark blue + when 7 .. 8 => Choice := 12; -- blue + when 9 .. 10 => Choice := 14; -- cyan + when 11 .. 12 => Choice := 10; -- green + when 13 .. 14 => Choice := 11; -- yellow + when 15 .. 16 => Choice := 3; -- dark yellow + when 17 .. 18 => Choice := 9; -- red + when 19 .. 20 => Choice := 1; -- dark red + when others => Choice := 0; -- black + end case; + -- Total length should always be 12 characters + return BG_Color_Code (Choice) & Liquid_Chars (Bit_Index); + end Lookup; + + function Marching_Squares + (Input : in Particle_Vector) + return String + is + -- Having the grid be one bigger around the edges simplifies calculations + Grid : March_Cell_Grid (0 .. 81, 0 .. 26); + + -- 80 cols * 25 rows * 12 chars/cell + 24 linefeeds + 4 char color reset = 24028 + -- Oh yeah, baby, big strings + Output : String (1 .. 24028); + + X, Y, S : Integer; + begin + for P of Input loop + X := Integer (Plane.Re (P.Place) - 0.5); + Y := Integer (Plane.Im (P.Place) / 2.0 - 0.5); + if X >= 0 and X <= 80 and Y >= 0 and Y <= 25 then + for J in Integer range 0 .. 1 loop + for I in Integer range 0 .. 1 loop + Grid (X + I, Y + J).Index := + Grid (X + I, Y + J).Index or (2 ** (I + 2 * J)); + Grid (X + I, Y + J).Density := + Grid (X + I, Y + J).Density + P.Density; + end loop; + end loop; + end if; + end loop; + for J in Integer range 1 .. 25 loop + for I in Integer range 1 .. 80 loop + S := (J - 1) * 961 + (I - 1) * 12 + 1; + Output (S .. S + 11) := Lookup (Grid, I, J); + end loop; + Output (J * 961) := Latin.LF; + end loop; + Output (24025 .. 24028) := Latin.ESC & "[0m"; + return Output; + end Marching_Squares; + +end ANSI_Terminal; + diff --git a/src/ansi_terminal.ads b/src/ansi_terminal.ads new file mode 100644 index 0000000..027f771 --- /dev/null +++ b/src/ansi_terminal.ads @@ -0,0 +1,41 @@ + +with + + Datatypes; + +package ANSI_Terminal is + + function Clear_Screen + return String; + + function Reset_Cursor + return String; + + procedure Clear_Screen; + procedure Reset_Cursor; + + function BG_Color_Code + (Value : in Natural) + return String; + + function Marching_Squares + (Input : in Datatypes.Particle_Vector) + return String; + +private + + use Datatypes; + + Liquid_Chars : constant String (1 .. 16) := " ,.-`[//'\]\-\/#"; + + type Liquidex is mod 2**4; + + type March_Cell is record + Index : Liquidex := 0; + Density : Quantity := 0.0; + end record; + + type March_Cell_Grid is array (Integer range <>, Integer range <>) of March_Cell; + +end ANSI_Terminal; + diff --git a/src/datatypes.adb b/src/datatypes.adb new file mode 100644 index 0000000..64ff017 --- /dev/null +++ b/src/datatypes.adb @@ -0,0 +1,15 @@ + +package body Datatypes is + + + function Create + (X, Y : Quantity; + Solid : in Boolean) + return Particle is + begin + return (Place => Plane.Compose_From_Cartesian (X, Y), Solid => Solid, others => <>); + end Create; + + +end Datatypes; + diff --git a/src/datatypes.ads b/src/datatypes.ads new file mode 100644 index 0000000..50d21f9 --- /dev/null +++ b/src/datatypes.ads @@ -0,0 +1,33 @@ + +with + + Ada.Numerics.Generic_Complex_Types, + Ada.Containers.Vectors; + +package Datatypes is + + type Quantity is digits 18; + + package Plane is new Ada.Numerics.Generic_Complex_Types (Real => Quantity); + + type Particle is record + Place : Plane.Complex; + Solid : Boolean; + Density : Quantity := 0.0; + Acceleration : Plane.Complex := Plane.Compose_From_Cartesian (0.0, 0.0); + Velocity : Plane.Complex := Plane.Compose_From_Cartesian (0.0, 0.0); + end record; + + function Create + (X, Y : in Quantity; + Solid : in Boolean) + return Particle; + + package Particle_Vectors is new Ada.Containers.Vectors + (Index_Type => Positive, + Element_Type => Particle); + + subtype Particle_Vector is Particle_Vectors.Vector; + +end Datatypes; + diff --git a/src/fluid_simulator.adb b/src/fluid_simulator.adb index b8d47ce..f683259 100644 --- a/src/fluid_simulator.adb +++ b/src/fluid_simulator.adb @@ -1,57 +1,29 @@ with - Ada.Numerics.Generic_Complex_Types, - Ada.Containers.Vectors, + Datatypes, + ANSI_Terminal, Ada.Characters.Latin_1, - Ada.Strings.Fixed, Ada.Text_IO; -procedure Fluid_Simulator is - - package Latin renames Ada.Characters.Latin_1; - package IO renames Ada.Text_IO; +use + Datatypes; +use type - procedure Clear_Screen is - begin - -- ANSI control sequence Erase in Display - -- Variant to clear entire screen - IO.Put (Latin.ESC & "[2J"); - end Clear_Screen; - - procedure Reset_Cursor is - begin - -- ANSI control sequence Cursor Position - -- Parameters to move cursor to top left corner - IO.Put (Latin.ESC & "[1;1H"); - end Reset_Cursor; + Datatypes.Plane.Complex, + Datatypes.Plane.Imaginary; +procedure Fluid_Simulator is + package ANSI renames ANSI_Terminal; + package Latin renames Ada.Characters.Latin_1; + package IO renames Ada.Text_IO; - type Quantity is digits 18; - - package Fixed is new Ada.Numerics.Generic_Complex_Types (Real => Quantity); - use type Fixed.Complex; - - type Particle is record - Place : Fixed.Complex; - Solid : Boolean; - Density : Quantity := 0.0; - Acceleration : Fixed.Complex := Fixed.Compose_From_Cartesian (0.0, 0.0); - Velocity : Fixed.Complex := Fixed.Compose_From_Cartesian (0.0, 0.0); - end record; - - function Create - (X, Y : Quantity; - Solid : in Boolean) - return Particle is - begin - return (Place => Fixed.Compose_From_Cartesian (X, Y), Solid => Solid, others => <>); - end Create; + Particles : Particle_Vector := Particle_Vectors.Empty_Vector; -- Constant properties of particles Particle_Radius : constant Quantity := 2.0; @@ -61,22 +33,14 @@ procedure Fluid_Simulator is P0 : constant Quantity := 1.5; -- Other constant force factors - Gravity_Factor : constant Fixed.Complex := Fixed.Compose_From_Cartesian (0.0, 1.0); - Pressure_Factor : constant Quantity := 4.0; + Gravity_Factor : constant Plane.Complex := Plane.Compose_From_Cartesian (0.0, 1.0); + Pressure_Factor : constant Quantity := 4.0; Viscosity_Factor : constant Quantity := 8.0; - package Particle_Vectors is new Ada.Containers.Vectors - (Index_Type => Positive, - Element_Type => Particle); - - Particles : Particle_Vectors.Vector := Particle_Vectors.Empty_Vector; - - - procedure Read_Input - (Store : out Particle_Vectors.Vector) + (Store : out Particle_Vector) is Input : Character; X, Y : Quantity := 1.0; @@ -98,110 +62,15 @@ procedure Fluid_Simulator is - -- Liquid_Chars : constant String (1 .. 16) := " .,_`/[/']\\-/\#"; - Liquid_Chars : constant String (1 .. 16) := " ,.-`[//'\]\-\/#"; - - type Liquidex is mod 2**4; - - type March_Cell is record - Index : Liquidex := 0; - Density : Quantity := 0.0; - end record; - - type March_Cell_Grid is array (Integer range <>, Integer range <>) of March_Cell; - - - - function BG_Color_Code - (Value : in Natural) - return String - is - use Ada.Strings; - use Ada.Strings.Fixed; - begin - -- Total length is always 11 characters - return Latin.ESC & "[48;5;" & Tail (Trim (Integer'Image (Value), Left), 3, '0') & "m"; - end BG_Color_Code; - - - - function Lookup - (Input : in March_Cell_Grid; - X, Y : in Integer) - return String - is - Average_Density : Natural := Integer (Quantity'Ceiling (Input (X, Y).Density / 4.0)); - Bit_Index : Positive := Integer (Input (X, Y).Index) + 1; - Choice : Natural; - begin - case Average_Density is - when 1 .. 2 => Choice := 19; -- dark blue - when 3 .. 4 => Choice := 20; -- slightly less dark blue - when 5 .. 6 => Choice := 21; -- slightly dark blue - when 7 .. 8 => Choice := 12; -- blue - when 9 .. 10 => Choice := 14; -- cyan - when 11 .. 12 => Choice := 10; -- green - when 13 .. 14 => Choice := 11; -- yellow - when 15 .. 16 => Choice := 3; -- dark yellow - when 17 .. 18 => Choice := 9; -- red - when 19 .. 20 => Choice := 1; -- dark red - when others => Choice := 0; -- black - end case; - -- Total length should always be 12 characters - return BG_Color_Code (Choice) & Liquid_Chars (Bit_Index); - end Lookup; - - - - function Marching_Squares - (Input : in Particle_Vectors.Vector) - return String - is - -- Having the grid be one bigger around the edges simplifies calculations - Grid : March_Cell_Grid (0 .. 81, 0 .. 26); - - -- 80 cols * 25 rows * 12 chars/cell + 24 linefeeds + 4 char color reset = 24028 - -- Oh yeah, baby, big strings - Output : String (1 .. 24028); - - X, Y, S : Integer; - begin - for P of Input loop - X := Integer (Fixed.Re (P.Place) - 0.5); - Y := Integer (Fixed.Im (P.Place) / 2.0 - 0.5); - if X >= 0 and X <= 80 and Y >= 0 and Y <= 25 then - for J in Integer range 0 .. 1 loop - for I in Integer range 0 .. 1 loop - Grid (X + I, Y + J).Index := - Grid (X + I, Y + J).Index or (2 ** (I + 2 * J)); - Grid (X + I, Y + J).Density := - Grid (X + I, Y + J).Density + P.Density; - end loop; - end loop; - end if; - end loop; - for J in Integer range 1 .. 25 loop - for I in Integer range 1 .. 80 loop - S := (J - 1) * 961 + (I - 1) * 12 + 1; - Output (S .. S + 11) := Lookup (Grid, I, J); - end loop; - Output (J * 961) := Latin.LF; - end loop; - Output (24025 .. 24028) := Latin.ESC & "[0m"; - return Output; - end Marching_Squares; - - - procedure Calculate_Density - (Store : in out Particle_Vectors.Vector) + (Store : in out Particle_Vector) is Rij, W : Quantity; begin for P of Store loop P.Density := (if P.Solid then 9.0 else 0.0); for Q of Store loop - Rij := Fixed.Modulus (P.Place - Q.Place); + Rij := Plane.Modulus (P.Place - Q.Place); W := (Rij / Particle_Radius - 1.0) ** 2; if Rij < Particle_Radius then P.Density := P.Density + Particle_Mass * W; @@ -210,34 +79,31 @@ procedure Fluid_Simulator is end loop; end Calculate_Density; - - procedure Calculate_Interaction - (Store : in out Particle_Vectors.Vector) + (Store : in out Particle_Vector) is - Displacement, Pressure, Viscosity : Fixed.Complex; + Displacement, Pressure, Viscosity : Plane.Complex; Rij : Quantity; begin for P of Store loop P.Acceleration := Gravity_Factor; for Q of Store loop Displacement := P.Place - Q.Place; - Rij := Fixed.Modulus (Displacement); + Rij := Plane.Modulus (Displacement); if Rij < Particle_Radius then - Pressure := (P.Density + Q.Density - 2.0 * P0) * Pressure_Factor * Displacement; + Pressure := (P.Density + Q.Density - 2.0 * P0) * + Pressure_Factor * Displacement; Viscosity := (P.Velocity - Q.Velocity) * Viscosity_Factor; P.Acceleration := P.Acceleration + - Fixed.Compose_From_Cartesian (1.0 - Rij / Particle_Radius) / + Plane.Compose_From_Cartesian (1.0 - Rij / Particle_Radius) / P.Density * (Pressure - Viscosity); end if; end loop; end loop; end Calculate_Interaction; - - procedure Update_Position - (Store : in out Particle_Vectors.Vector) is + (Store : in out Particle_Vector) is begin for P of Store loop if not P.Solid then @@ -250,27 +116,28 @@ procedure Fluid_Simulator is procedure Cull_Outside_Bounds - (Store : in out Particle_Vectors.Vector; - Threshold : in Quantity) is + (Store : in out Particle_Vector; + Threshold : in Quantity) is begin for C in reverse Store.First_Index .. Store.Last_Index loop - if Fixed.Re (Store (C).Place) < 1.0 - Threshold or - Fixed.Re (Store (C).Place) > 80.0 + Threshold or - Fixed.Im (Store (C).Place) < 1.0 - Threshold or - Fixed.Im (Store (C).Place) > 50.0 + Threshold + if Plane.Re (Store (C).Place) < 1.0 - Threshold or + Plane.Re (Store (C).Place) > 80.0 + Threshold or + Plane.Im (Store (C).Place) < 1.0 - Threshold or + Plane.Im (Store (C).Place) > 50.0 + Threshold then Store.Delete (C); end if; end loop; end Cull_Outside_Bounds; + begin Read_Input (Particles); loop - Clear_Screen; - Reset_Cursor; - IO.Put (Marching_Squares (Particles)); + ANSI.Clear_Screen; + ANSI.Reset_Cursor; + IO.Put (ANSI.Marching_Squares (Particles)); Calculate_Density (Particles); Calculate_Interaction (Particles); Update_Position (Particles); |