refactor various files

This commit is contained in:
2025-04-28 16:59:44 +02:00
parent 5049c3ec13
commit 05c830c8e2
97 changed files with 513 additions and 2676 deletions

258
S1/GdCP/uebung/pixel.c Normal file
View File

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#include <SDL2/SDL.h>
#include <math.h>
#include <stdlib.h>
#include <time.h>
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
#define NUM_PARTICLES 200
#define NUM_TYPES 2
#define FORCE_SCALE 100.0
#define PARTICLE_RADIUS 5
#define GRID_SIZE 50 // Spatial grid size
typedef struct Particle {
float x, y; // Position
float vx, vy; // Velocity
int type; // Particle type (0, 1, 2... NUM_TYPES-1)
struct Particle *next; // Linked list pointer for spatial grid
} Particle;
typedef struct {
int x, y; // Top-left corner of slider
int width, height;
float *value; // Pointer to the value it modifies
} Slider;
Particle particles[NUM_PARTICLES];
float force_matrix[NUM_TYPES][NUM_TYPES];
Slider sliders[NUM_TYPES * NUM_TYPES];
int grid_cols, grid_rows;
Particle **grid = NULL; // Dynamic grid allocation
void init_particles() {
srand((unsigned int)time(NULL));
for (int i = 0; i < NUM_PARTICLES; i++) {
particles[i].x = rand() % SCREEN_WIDTH;
particles[i].y = rand() % SCREEN_HEIGHT;
particles[i].vx = (rand() % 200 - 100) / 100.0f;
particles[i].vy = (rand() % 200 - 100) / 100.0f;
particles[i].type = rand() % NUM_TYPES;
particles[i].next = NULL;
}
}
void init_force_matrix() {
for (int i = 0; i < NUM_TYPES; i++) {
for (int j = 0; j < NUM_TYPES; j++) {
force_matrix[i][j] = (rand() % 200 - 100) * FORCE_SCALE / 100.0f;
}
}
}
void init_sliders() {
int slider_width = 100;
int slider_height = 10;
int spacing = 20;
int start_x = 10, start_y = SCREEN_HEIGHT - NUM_TYPES * spacing - 30;
for (int i = 0; i < NUM_TYPES; i++) {
for (int j = 0; j < NUM_TYPES; j++) {
Slider *slider = &sliders[i * NUM_TYPES + j];
slider->x = start_x + j * (slider_width + 5);
slider->y = start_y + i * spacing;
slider->width = slider_width;
slider->height = slider_height;
slider->value = &force_matrix[i][j];
}
}
}
void handle_sliders(SDL_Event *event) {
if (event->type == SDL_MOUSEBUTTONDOWN || event->type == SDL_MOUSEMOTION) {
int mx, my;
Uint32 buttons = SDL_GetMouseState(&mx, &my);
if (buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) {
for (int i = 0; i < NUM_TYPES * NUM_TYPES; i++) {
Slider *slider = &sliders[i];
if (mx >= slider->x && mx <= slider->x + slider->width &&
my >= slider->y && my <= slider->y + slider->height) {
float new_value = (float)(mx - slider->x) / slider->width * 2 - 1;
*slider->value = new_value * FORCE_SCALE;
}
}
}
}
}
void update_particles(float dt) {
// Clear the grid
for (int i = 0; i < grid_cols * grid_rows; i++) {
grid[i] = NULL;
}
// Assign particles to the grid
for (int i = 0; i < NUM_PARTICLES; i++) {
int gx = particles[i].x / GRID_SIZE;
int gy = particles[i].y / GRID_SIZE;
if (gx >= 0 && gx < grid_cols && gy >= 0 && gy < grid_rows) {
int cell_index = gy * grid_cols + gx;
particles[i].next = grid[cell_index];
grid[cell_index] = &particles[i];
}
}
// Update particles
for (int i = 0; i < NUM_PARTICLES; i++) {
Particle *p = &particles[i];
int gx = p->x / GRID_SIZE;
int gy = p->y / GRID_SIZE;
float fx = 0, fy = 0;
// Check surrounding grid cells
for (int dx = -1; dx <= 1; dx++) {
for (int dy = -1; dy <= 1; dy++) {
int ngx = gx + dx;
int ngy = gy + dy;
if (ngx >= 0 && ngx < grid_cols && ngy >= 0 && ngy < grid_rows) {
int cell_index = ngy * grid_cols + ngx;
Particle *neighbor = grid[cell_index];
while (neighbor) {
if (neighbor != p) {
float dx = neighbor->x - p->x;
float dy = neighbor->y - p->y;
float dist2 = dx * dx + dy * dy;
if (dist2 > 0 && dist2 < 2500) { // Squared distance
float force =
force_matrix[p->type][neighbor->type] / sqrtf(dist2);
fx += force * dx;
fy += force * dy;
}
}
neighbor = neighbor->next;
}
}
}
}
// Apply forces and update positions
p->vx += fx * dt;
p->vy += fy * dt;
p->x += p->vx * dt;
p->y += p->vy * dt;
// Handle boundaries
if (p->x < 0 || p->x > SCREEN_WIDTH)
p->vx *= -1;
if (p->y < 0 || p->y > SCREEN_HEIGHT)
p->vy *= -1;
p->x = fmaxf(0, fminf(SCREEN_WIDTH, p->x));
p->y = fmaxf(0, fminf(SCREEN_HEIGHT, p->y));
}
}
void render_particles(SDL_Renderer *renderer) {
for (int i = 0; i < NUM_PARTICLES; i++) {
Particle *p = &particles[i];
switch (p->type) {
case 0:
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
break;
case 1:
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
break;
case 2:
SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
break;
default:
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
break;
}
SDL_Rect rect = {(int)p->x - PARTICLE_RADIUS, (int)p->y - PARTICLE_RADIUS,
PARTICLE_RADIUS * 2, PARTICLE_RADIUS * 2};
SDL_RenderFillRect(renderer, &rect);
}
}
void render_sliders(SDL_Renderer *renderer) {
for (int i = 0; i < NUM_TYPES * NUM_TYPES; i++) {
Slider *slider = &sliders[i];
SDL_SetRenderDrawColor(renderer, 200, 200, 200, 255);
SDL_Rect rect = {slider->x, slider->y, slider->width, slider->height};
SDL_RenderFillRect(renderer, &rect);
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
int handle_x =
slider->x + ((*slider->value / FORCE_SCALE + 1) / 2) * slider->width;
SDL_Rect handle = {handle_x - 5, slider->y, 10, slider->height};
SDL_RenderFillRect(renderer, &handle);
}
}
int main(int argc, char *argv[]) {
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fprintf(stderr, "Could not initialize SDL: %s\n", SDL_GetError());
return 1;
}
SDL_Window *window = SDL_CreateWindow(
"Particle Simulator", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (!window) {
fprintf(stderr, "Could not create window: %s\n", SDL_GetError());
SDL_Quit();
return 1;
}
SDL_Renderer *renderer =
SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (!renderer) {
fprintf(stderr, "Could not create renderer: %s\n", SDL_GetError());
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
// Initialize components
init_particles();
init_force_matrix();
init_sliders();
grid_cols = SCREEN_WIDTH / GRID_SIZE;
grid_rows = SCREEN_HEIGHT / GRID_SIZE;
grid = (Particle **)calloc(grid_cols * grid_rows, sizeof(Particle *));
int running = 1;
SDL_Event event;
Uint32 last_time = SDL_GetTicks();
while (running) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = 0;
} else {
handle_sliders(&event);
}
}
Uint32 current_time = SDL_GetTicks();
float dt = (current_time - last_time) / 1000.0f;
last_time = current_time;
update_particles(dt);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
render_particles(renderer);
render_sliders(renderer);
SDL_RenderPresent(renderer);
}
// Clean up
free(grid);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}