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path: root/src/animate.cpp
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#include "animate.hpp"

animate::animate(double Lx, double Ly, unsigned int window_size, int argc, char *argv[]) : G(2 * (unsigned int)ceil(Lx * Ly / 2)) {
  glutInit(&argc, argv);
  glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
  glutInitWindowSize((unsigned int)(Lx / Ly * window_size), window_size);
  glutCreateWindow("wolff");
  glClearColor(0.0,0.0,0.0,0.0);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  gluOrtho2D(-1, Lx + 3, -1 , Ly + 3);
}

void animate::pre_fracture(const network &n) {
  lv = std::numeric_limits<long double>::lowest();
  avalanches = {{}};
  boost::remove_edge_if(trivial, G);

  glClearColor(1.0f, 1.0f, 1.0f, 1.0f );
  glClear(GL_COLOR_BUFFER_BIT);
  glBegin(GL_LINES);
  glColor3f(0.0f, 0.0f, 0.0f);
  for (unsigned int i = 0; i < n.G.edges.size(); i++) {
    graph::coordinate r1 = n.G.vertices[n.G.edges[i].v[0]].r;
    graph::coordinate r2 = n.G.vertices[n.G.edges[i].v[1]].r;

    if (fabs(r1.x - r2.x) > n.G.L.x / 2) {
      if (r1.x < n.G.L.x / 2) {
        r1.x += n.G.L.x;
      } else {
        r2.x += n.G.L.x;
      }
    }
    if (fabs(r1.y - r2.y) > n.G.L.y / 2) {
      if (r1.y < n.G.L.y / 2) {
        r1.y += n.G.L.y;
      } else {
        r2.y += n.G.L.y;
      }
    }

    glVertex2d(r1.x, r1.y);
    glVertex2d(r2.x, r2.y);
  }
  glEnd();
  glFlush();
}

void animate::bond_broken(const network& n, const current_info& cur, unsigned int i) {
  long double c = logl(cur.conductivity / fabs(cur.currents[i])) + n.thresholds[i];
  if (c > lv && avalanches.back().size() > 0) {
    lv = c;
    avalanches.push_back({i});
  } else {
    avalanches.back().push_back(i);
  }

  boost::add_edge(n.G.dual_edges[i].v[0], n.G.dual_edges[i].v[1], {i}, G);

   glBegin(GL_LINES);          // Each set of 3 vertices form a triangle
    glColor3f(1.0f, 1.0f, 1.0f); // Blue
    graph::coordinate r1 = n.G.vertices[n.G.edges[i].v[0]].r;
    graph::coordinate r2 = n.G.vertices[n.G.edges[i].v[1]].r;

    if (fabs(r1.x - r2.x) > n.G.L.x / 2) {
      if (r1.x < n.G.L.x / 2) {
        r2.x -= n.G.L.x;
      } else {
        r2.x += n.G.L.x;
      }
    }
    if (fabs(r1.y - r2.y) > n.G.L.y / 2) {
      if (r1.y < n.G.L.y / 2) {
        r2.y -= n.G.L.y;
      } else {
        r2.y += n.G.L.y;
      }
    }

    glVertex2d(r1.x, r1.y);
    glVertex2d(r2.x, r2.y);
 glEnd();
 glFlush();
}

void animate::post_fracture(network &n) {
  std::vector<unsigned int> component(boost::num_vertices(G));
  unsigned int num = boost::connected_components(G, &component[0]);

  std::list<unsigned int> crack = find_minimal_crack(G, n);
  unsigned int crack_component = component[n.G.dual_edges[crack.front()].v[0]];

  std::vector<std::list<unsigned int>> components(num);

  for (unsigned int i = 0; i < n.G.dual_vertices.size(); i++) {
    components[component[i]].push_back(i);
  }

  std::default_random_engine gen;
  std::uniform_real_distribution<double> dis(0.0,1.0);

  char key;
  while ((key = getchar()) != 'n') {
    glClearColor(1.0f, 1.0f, 1.0f, 1.0f );
    glClear(GL_COLOR_BUFFER_BIT);
    glBegin(GL_LINES);
    glColor3f(0.0f, 0.0f, 0.0f);
    for (unsigned int i = 0; i < n.G.edges.size(); i++) {
      if (!n.fuses[i]) {
        graph::coordinate r1 = n.G.vertices[n.G.edges[i].v[0]].r;
        graph::coordinate r2 = n.G.vertices[n.G.edges[i].v[1]].r;

        if (fabs(r1.x - r2.x) > n.G.L.x / 2) {
          if (r1.x < n.G.L.x / 2) {
            r1.x += n.G.L.x;
          } else {
            r2.x += n.G.L.x;
          }
        }
        if (fabs(r1.y - r2.y) > n.G.L.y / 2) {
          if (r1.y < n.G.L.y / 2) {
            r1.y += n.G.L.y;
          } else {
            r2.y += n.G.L.y;
          }
        }

        glVertex2d(r1.x, r1.y);
        glVertex2d(r2.x, r2.y);
      }
    }
    glEnd();

    switch (key) {
      case 's' :
        for (auto edge : crack) {
         glBegin(GL_TRIANGLES);
          glColor3f(1.0f, 0.0f, 0.0f);
          glVertex2d(n.G.dual_vertices[n.G.dual_edges[edge].v[0]].polygon[0].x, n.G.dual_vertices[n.G.dual_edges[edge].v[0]].polygon[0].y);
          glVertex2d(n.G.dual_vertices[n.G.dual_edges[edge].v[0]].polygon[1].x, n.G.dual_vertices[n.G.dual_edges[edge].v[0]].polygon[1].y);
          glVertex2d(n.G.dual_vertices[n.G.dual_edges[edge].v[0]].polygon[2].x, n.G.dual_vertices[n.G.dual_edges[edge].v[0]].polygon[2].y);

          glVertex2d(n.G.dual_vertices[n.G.dual_edges[edge].v[1]].polygon[0].x, n.G.dual_vertices[n.G.dual_edges[edge].v[1]].polygon[0].y);
          glVertex2d(n.G.dual_vertices[n.G.dual_edges[edge].v[1]].polygon[1].x, n.G.dual_vertices[n.G.dual_edges[edge].v[1]].polygon[1].y);
          glVertex2d(n.G.dual_vertices[n.G.dual_edges[edge].v[1]].polygon[2].x, n.G.dual_vertices[n.G.dual_edges[edge].v[1]].polygon[2].y);
          glEnd();
        }
        glFlush();
        break;

      case 'c' :
        glBegin(GL_TRIANGLES);          // Each set of 3 vertices form a triangle
        for (unsigned int i = 0; i < num; i++) {
          if (i == crack_component) {
            glColor3d(1.0, 0.0, 0.0);
          } else {
            glColor3d(dis(gen), dis(gen), dis(gen));
          }

          for (auto it = components[i].begin(); it != components[i].end(); it++) {
            glVertex2d(n.G.dual_vertices[*it].polygon[0].x, n.G.dual_vertices[*it].polygon[0].y);
            glVertex2d(n.G.dual_vertices[*it].polygon[1].x, n.G.dual_vertices[*it].polygon[1].y);
            glVertex2d(n.G.dual_vertices[*it].polygon[2].x, n.G.dual_vertices[*it].polygon[2].y);
          }
        }
        glEnd();
        glFlush();
        break;

      case 'C' :
        glBegin(GL_TRIANGLES);          // Each set of 3 vertices form a triangle
        for (unsigned int i = 0; i < num; i++) {
          if (components[i].size() > 1) {
            if (i == crack_component) {
              glColor3d(1.0, 0.0, 0.0);
            } else {
              glColor3d(dis(gen), dis(gen), dis(gen));
            }

            for (auto it = components[i].begin(); it != components[i].end(); it++) {
              glVertex2d(n.G.dual_vertices[*it].polygon[0].x, n.G.dual_vertices[*it].polygon[0].y);
              glVertex2d(n.G.dual_vertices[*it].polygon[1].x, n.G.dual_vertices[*it].polygon[1].y);
              glVertex2d(n.G.dual_vertices[*it].polygon[2].x, n.G.dual_vertices[*it].polygon[2].y);
            }
          }
        }
        glEnd();
        glFlush();
        break;

      case 'm' :
        glBegin(GL_TRIANGLES);
        glColor3d(1.0, 0.0, 0.0);
        for (auto it = components[crack_component].begin(); it != components[crack_component].end(); it++) {
          glVertex2d(n.G.dual_vertices[*it].polygon[0].x, n.G.dual_vertices[*it].polygon[0].y);
          glVertex2d(n.G.dual_vertices[*it].polygon[1].x, n.G.dual_vertices[*it].polygon[1].y);
          glVertex2d(n.G.dual_vertices[*it].polygon[2].x, n.G.dual_vertices[*it].polygon[2].y);
        }
        glEnd();
        glFlush();
    }
  }
}