Пример #1
0
void start_world_simulation(void){
	register int i, j;
	for(; number_of_generations > 0; --number_of_generations){
		copy_world();

		/* update 'red' cells, think chessboard */
		for(i = 0; i < grid_size; ++i)
			for (j = i & 1; j < grid_size; j += 2)
				update_world_cell(i, j);

		copy_world();

		/* update 'black' cells, think chessboard */
		for(i = 0; i < grid_size; ++i)
			for (j = !(i & 1); j < grid_size; j += 2)
				update_world_cell(i, j);

		if(number_of_generations == 1)
			return;

		for(i = 0; i < grid_size; ++i){
			for (j = 0; j < grid_size; ++j){
				if (world[i][j].moved){
					if (world[i][j].type == SQUIRREL || world[i][j].type == SQUIRREL_IN_TREE){
						world[i][j].breeding_period++;
					} else if (world[i][j].type == WOLF){
						world[i][j].starvation_period--;
						world[i][j].breeding_period++;
						/* wolf dies of starvation */
						if(world[i][j].starvation_period <= 0){
							cleanup_cell(&world[i][j]);
						}
					}
				}
				world[i][j].moved = 0;
			}
		}	
	}
	
}
Пример #2
0
void make_local_world(World *wrld)
{
	Scene *sce;
	World *wrldn;
	int local=0, lib=0;

	/* - only lib users: do nothing
	    * - only local users: set flag
	    * - mixed: make copy
	    */
	
	if(wrld->id.lib==0) return;
	if(wrld->id.us==1) {
		wrld->id.lib= 0;
		wrld->id.flag= LIB_LOCAL;
		new_id(0, (ID *)wrld, 0);
		return;
	}
	
	sce= G.main->scene.first;
	while(sce) {
		if(sce->world==wrld) {
			if(sce->id.lib) lib= 1;
			else local= 1;
		}
		sce= sce->id.next;
	}
	
	if(local && lib==0) {
		wrld->id.lib= 0;
		wrld->id.flag= LIB_LOCAL;
		new_id(0, (ID *)wrld, 0);
	}
	else if(local && lib) {
		wrldn= copy_world(wrld);
		wrldn->id.us= 0;
		
		sce= G.main->scene.first;
		while(sce) {
			if(sce->world==wrld) {
				if(sce->id.lib==0) {
					sce->world= wrldn;
					wrldn->id.us++;
					wrld->id.us--;
				}
			}
			sce= sce->id.next;
		}
	}
}
Пример #3
0
int id_copy(ID *id, ID **newid, int test)
{
	if(!test) *newid= NULL;

	/* conventions:
	 * - make shallow copy, only this ID block
	 * - id.us of the new ID is set to 1 */
	switch(GS(id->name)) {
		case ID_SCE:
			return 0; /* can't be copied from here */
		case ID_LI:
			return 0; /* can't be copied from here */
		case ID_OB:
			if(!test) *newid= (ID*)copy_object((Object*)id);
			return 1;
		case ID_ME:
			if(!test) *newid= (ID*)copy_mesh((Mesh*)id);
			return 1;
		case ID_CU:
			if(!test) *newid= (ID*)copy_curve((Curve*)id);
			return 1;
		case ID_MB:
			if(!test) *newid= (ID*)copy_mball((MetaBall*)id);
			return 1;
		case ID_MA:
			if(!test) *newid= (ID*)copy_material((Material*)id);
			return 1;
		case ID_TE:
			if(!test) *newid= (ID*)copy_texture((Tex*)id);
			return 1;
		case ID_IM:
			if(!test) *newid= (ID*)copy_image((Image*)id);
			return 1;
		case ID_LT:
			if(!test) *newid= (ID*)copy_lattice((Lattice*)id);
			return 1;
		case ID_LA:
			if(!test) *newid= (ID*)copy_lamp((Lamp*)id);
			return 1;
		case ID_SPK:
			if(!test) *newid= (ID*)copy_speaker((Speaker*)id);
			return 1;
		case ID_CA:
			if(!test) *newid= (ID*)copy_camera((Camera*)id);
			return 1;
		case ID_IP:
			return 0; /* deprecated */
		case ID_KE:
			if(!test) *newid= (ID*)copy_key((Key*)id);
			return 1;
		case ID_WO:
			if(!test) *newid= (ID*)copy_world((World*)id);
			return 1;
		case ID_SCR:
			return 0; /* can't be copied from here */
		case ID_VF:
			return 0; /* not implemented */
		case ID_TXT:
			if(!test) *newid= (ID*)copy_text((Text*)id);
			return 1;
		case ID_SCRIPT:
			return 0; /* deprecated */
		case ID_SO:
			return 0; /* not implemented */
		case ID_GR:
			if(!test) *newid= (ID*)copy_group((Group*)id);
			return 1;
		case ID_AR:
			if(!test) *newid= (ID*)copy_armature((bArmature*)id);
			return 1;
		case ID_AC:
			if(!test) *newid= (ID*)copy_action((bAction*)id);
			return 1;
		case ID_NT:
			if(!test) *newid= (ID*)ntreeCopyTree((bNodeTree*)id);
			return 1;
		case ID_BR:
			if(!test) *newid= (ID*)copy_brush((Brush*)id);
			return 1;
		case ID_PA:
			if(!test) *newid= (ID*)psys_copy_settings((ParticleSettings*)id);
			return 1;
		case ID_WM:
			return 0; /* can't be copied from here */
		case ID_GD:
			return 0; /* not implemented */
	}
	
	return 0;
}
Пример #4
0
void start_world_simulation(void){
	register int i, j, btm_lim = bottom, top_lim = top;

	for(; number_of_generations > 0; --number_of_generations){
		copy_world();

		if(taskid != MASTER)
			btm_lim = bottom - 1;

		if(taskid != numtasks-1)
			top_lim = top + 1;

		/* update 'red' cells, think chessboard */
		#pragma omp parallel for private(j)
		for(i = btm_lim; i < top_lim; ++i){
			for (j = 0; j < grid_size; j++){
				if(get_cell_color(&world[i][j]) == RED){
					update_world_cell(i, j);
				}
			}
		}
	
		resolve_conflicts(RED, number_of_generations);
		copy_world();

		/* update 'black' cells, think chessboard */
		#pragma omp parallel for private(j)
		for(i = btm_lim; i < top_lim; ++i){
			for (j = 0; j < grid_size; j++){
				if(get_cell_color(&world[i][j]) == BLACK){
					update_world_cell(i, j);
				}
			}
		}

		resolve_conflicts(BLACK, number_of_generations);

		if(number_of_generations == 1)
			return;

		#pragma omp parallel for private(j)
		for(i = 0; i < payload; ++i){
			for (j = 0; j < grid_size; ++j){
				if (world[i][j].moved == UPDATED || world[i][j].moved == MOVED){
					if (world[i][j].type == SQUIRREL || world[i][j].type == SQUIRREL_IN_TREE){
						world[i][j].breeding_period++;
					} else if (world[i][j].type == WOLF){
						world[i][j].starvation_period--;
						world[i][j].breeding_period++;
						/* wolf dies of starvation */
						if(world[i][j].starvation_period <= 0){
							cleanup_cell(&world[i][j]);
						}
					}
				}
				world[i][j].moved = 0;
			}
		}	
	}
	
}