Use the simd types where I can

This commit is contained in:
Eryn Wells 2018-10-07 19:32:29 -07:00
parent edce32e021
commit 8f1e1335bd
9 changed files with 107 additions and 144 deletions

View file

@ -13,7 +13,7 @@ public enum MetaballsError: Error {
case metalError(String)
}
public enum ColorStyle: UInt16 {
public enum ColorStyle: UInt32 {
/// Single flat color
case singleColor = 1
/// Two color horizontal gradient
@ -33,8 +33,8 @@ public struct Parameters {
}
// Simulation parameters
var size = Size(width: 0, height: 0)
var numberOfBalls: UInt16 = 0
var size = Size(0, 0)
var numberOfBalls: UInt32 = 0
private var _colorStyle = ColorStyle.singleColor.rawValue
@ -69,8 +69,8 @@ public struct Parameters {
public struct Ball {
let radius: Float
var position = Point()
var velocity = Vector()
var position = Float2()
var velocity = Float2()
internal var bounds: CGRect {
let diameter = CGFloat(radius * 2)
@ -78,8 +78,8 @@ public struct Ball {
}
internal mutating func update() {
position.x += velocity.dx
position.y += velocity.dy
position.x += velocity.x
position.y += velocity.y
}
}
@ -98,11 +98,11 @@ public class Field {
NSLog("Updating size of field: old:\(parameters.size), new:\(newValue)")
if parameters.size != newValue {
// Scale balls to new position and size.
let scale = parameters.size.width != 0 ? Float(newValue.width / parameters.size.width) : 1
let scale = parameters.size.x != 0 ? Float(newValue.x / parameters.size.x) : 1
balls = balls.map {
let r = $0.radius * scale
let p = randomPoint(forBallWithRadius: r)
let v = Vector(dx: $0.velocity.dx * scale, dy: $0.velocity.dy * scale)
let v = Float2($0.velocity.x * scale, $0.velocity.y * scale)
return Ball(radius: r, position: p, velocity: v)
}
@ -141,16 +141,16 @@ public class Field {
if !selfBounds.contains(balls[i].position.CGPoint) {
// Degenerate case. If the ball finds itself outside the bounds of the field, plop it back in the center.
balls[i].position = Point(x: Float(selfBounds.midX), y: Float(selfBounds.midY))
balls[i].position = Float2(x: Float(selfBounds.midX), y: Float(selfBounds.midY))
} else {
// Do collision detection with walls.
let ballBounds = balls[i].bounds
if !selfBounds.contains(ballBounds) {
if ballBounds.minX < selfBounds.minX || ballBounds.maxX > selfBounds.maxX {
balls[i].velocity.dx *= -1
balls[i].velocity.x *= -1
}
if ballBounds.minY < selfBounds.minY || ballBounds.maxY > selfBounds.maxY {
balls[i].velocity.dy *= -1
balls[i].velocity.y *= -1
}
}
}
@ -163,7 +163,7 @@ public class Field {
let dx = Float(5 - Int(arc4random_uniform(10)))
let dy = Float(5 - Int(arc4random_uniform(10)))
let velocity = Vector(dx: dx, dy: dy)
let velocity = Float2(dx, dy)
let ball = Ball(radius: radius, position: position, velocity: velocity)
balls.append(ball)
@ -178,14 +178,14 @@ public class Field {
balls.removeAll(keepingCapacity: true)
}
private func randomPoint(forBallWithRadius radius: Float) -> Point {
private func randomPoint(forBallWithRadius radius: Float) -> Float2 {
guard Float(bounds.width) > radius && Float(bounds.height) > radius else {
return Point()
return Float2()
}
let insetBounds = bounds.insetBy(dx: CGFloat(radius), dy: CGFloat(radius))
let x = Float(UInt32(insetBounds.minX) + arc4random_uniform(UInt32(insetBounds.width)))
let y = Float(UInt32(insetBounds.minY) + arc4random_uniform(UInt32(insetBounds.height)))
let position = Point(x: x, y: y)
let position = Float2(x: x, y: y)
return position
}
@ -205,7 +205,7 @@ public class Field {
}
if let parametersBuffer = parametersBuffer {
parameters.numberOfBalls = UInt16(balls.count)
parameters.numberOfBalls = UInt32(balls.count)
self.parameters.write(to: parametersBuffer)
}
}