mirror of
https://gitlab.gwdg.de/j.hahn02/university.git
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259 lines
7.3 KiB
C
259 lines
7.3 KiB
C
#include <SDL2/SDL.h>
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#include <math.h>
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#include <stdlib.h>
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#include <time.h>
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#define SCREEN_WIDTH 800
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#define SCREEN_HEIGHT 600
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#define NUM_PARTICLES 200
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#define NUM_TYPES 2
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#define FORCE_SCALE 100.0
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#define PARTICLE_RADIUS 5
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#define GRID_SIZE 50 // Spatial grid size
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typedef struct Particle {
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float x, y; // Position
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float vx, vy; // Velocity
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int type; // Particle type (0, 1, 2... NUM_TYPES-1)
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struct Particle *next; // Linked list pointer for spatial grid
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} Particle;
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typedef struct {
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int x, y; // Top-left corner of slider
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int width, height;
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float *value; // Pointer to the value it modifies
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} Slider;
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Particle particles[NUM_PARTICLES];
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float force_matrix[NUM_TYPES][NUM_TYPES];
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Slider sliders[NUM_TYPES * NUM_TYPES];
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int grid_cols, grid_rows;
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Particle **grid = NULL; // Dynamic grid allocation
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void init_particles() {
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srand((unsigned int)time(NULL));
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for (int i = 0; i < NUM_PARTICLES; i++) {
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particles[i].x = rand() % SCREEN_WIDTH;
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particles[i].y = rand() % SCREEN_HEIGHT;
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particles[i].vx = (rand() % 200 - 100) / 100.0f;
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particles[i].vy = (rand() % 200 - 100) / 100.0f;
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particles[i].type = rand() % NUM_TYPES;
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particles[i].next = NULL;
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}
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}
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void init_force_matrix() {
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for (int i = 0; i < NUM_TYPES; i++) {
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for (int j = 0; j < NUM_TYPES; j++) {
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force_matrix[i][j] = (rand() % 200 - 100) * FORCE_SCALE / 100.0f;
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}
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}
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}
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void init_sliders() {
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int slider_width = 100;
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int slider_height = 10;
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int spacing = 20;
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int start_x = 10, start_y = SCREEN_HEIGHT - NUM_TYPES * spacing - 30;
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for (int i = 0; i < NUM_TYPES; i++) {
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for (int j = 0; j < NUM_TYPES; j++) {
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Slider *slider = &sliders[i * NUM_TYPES + j];
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slider->x = start_x + j * (slider_width + 5);
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slider->y = start_y + i * spacing;
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slider->width = slider_width;
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slider->height = slider_height;
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slider->value = &force_matrix[i][j];
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}
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}
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}
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void handle_sliders(SDL_Event *event) {
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if (event->type == SDL_MOUSEBUTTONDOWN || event->type == SDL_MOUSEMOTION) {
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int mx, my;
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Uint32 buttons = SDL_GetMouseState(&mx, &my);
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if (buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) {
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for (int i = 0; i < NUM_TYPES * NUM_TYPES; i++) {
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Slider *slider = &sliders[i];
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if (mx >= slider->x && mx <= slider->x + slider->width &&
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my >= slider->y && my <= slider->y + slider->height) {
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float new_value = (float)(mx - slider->x) / slider->width * 2 - 1;
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*slider->value = new_value * FORCE_SCALE;
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}
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}
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}
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}
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}
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void update_particles(float dt) {
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// Clear the grid
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for (int i = 0; i < grid_cols * grid_rows; i++) {
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grid[i] = NULL;
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}
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// Assign particles to the grid
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for (int i = 0; i < NUM_PARTICLES; i++) {
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int gx = particles[i].x / GRID_SIZE;
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int gy = particles[i].y / GRID_SIZE;
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if (gx >= 0 && gx < grid_cols && gy >= 0 && gy < grid_rows) {
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int cell_index = gy * grid_cols + gx;
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particles[i].next = grid[cell_index];
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grid[cell_index] = &particles[i];
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}
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}
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// Update particles
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for (int i = 0; i < NUM_PARTICLES; i++) {
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Particle *p = &particles[i];
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int gx = p->x / GRID_SIZE;
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int gy = p->y / GRID_SIZE;
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float fx = 0, fy = 0;
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// Check surrounding grid cells
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for (int dx = -1; dx <= 1; dx++) {
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for (int dy = -1; dy <= 1; dy++) {
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int ngx = gx + dx;
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int ngy = gy + dy;
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if (ngx >= 0 && ngx < grid_cols && ngy >= 0 && ngy < grid_rows) {
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int cell_index = ngy * grid_cols + ngx;
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Particle *neighbor = grid[cell_index];
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while (neighbor) {
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if (neighbor != p) {
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float dx = neighbor->x - p->x;
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float dy = neighbor->y - p->y;
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float dist2 = dx * dx + dy * dy;
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if (dist2 > 0 && dist2 < 2500) { // Squared distance
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float force =
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force_matrix[p->type][neighbor->type] / sqrtf(dist2);
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fx += force * dx;
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fy += force * dy;
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}
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}
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neighbor = neighbor->next;
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}
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}
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}
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}
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// Apply forces and update positions
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p->vx += fx * dt;
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p->vy += fy * dt;
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p->x += p->vx * dt;
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p->y += p->vy * dt;
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// Handle boundaries
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if (p->x < 0 || p->x > SCREEN_WIDTH)
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p->vx *= -1;
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if (p->y < 0 || p->y > SCREEN_HEIGHT)
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p->vy *= -1;
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p->x = fmaxf(0, fminf(SCREEN_WIDTH, p->x));
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p->y = fmaxf(0, fminf(SCREEN_HEIGHT, p->y));
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}
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}
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void render_particles(SDL_Renderer *renderer) {
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for (int i = 0; i < NUM_PARTICLES; i++) {
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Particle *p = &particles[i];
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switch (p->type) {
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case 0:
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
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break;
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case 1:
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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break;
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case 2:
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SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
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break;
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default:
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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break;
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}
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SDL_Rect rect = {(int)p->x - PARTICLE_RADIUS, (int)p->y - PARTICLE_RADIUS,
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PARTICLE_RADIUS * 2, PARTICLE_RADIUS * 2};
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SDL_RenderFillRect(renderer, &rect);
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}
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}
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void render_sliders(SDL_Renderer *renderer) {
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for (int i = 0; i < NUM_TYPES * NUM_TYPES; i++) {
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Slider *slider = &sliders[i];
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SDL_SetRenderDrawColor(renderer, 200, 200, 200, 255);
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SDL_Rect rect = {slider->x, slider->y, slider->width, slider->height};
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SDL_RenderFillRect(renderer, &rect);
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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int handle_x =
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slider->x + ((*slider->value / FORCE_SCALE + 1) / 2) * slider->width;
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SDL_Rect handle = {handle_x - 5, slider->y, 10, slider->height};
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SDL_RenderFillRect(renderer, &handle);
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}
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}
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int main(int argc, char *argv[]) {
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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fprintf(stderr, "Could not initialize SDL: %s\n", SDL_GetError());
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return 1;
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}
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SDL_Window *window = SDL_CreateWindow(
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"Particle Simulator", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
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if (!window) {
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fprintf(stderr, "Could not create window: %s\n", SDL_GetError());
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SDL_Quit();
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return 1;
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}
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SDL_Renderer *renderer =
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SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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if (!renderer) {
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fprintf(stderr, "Could not create renderer: %s\n", SDL_GetError());
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 1;
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}
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// Initialize components
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init_particles();
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init_force_matrix();
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init_sliders();
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grid_cols = SCREEN_WIDTH / GRID_SIZE;
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grid_rows = SCREEN_HEIGHT / GRID_SIZE;
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grid = (Particle **)calloc(grid_cols * grid_rows, sizeof(Particle *));
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int running = 1;
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SDL_Event event;
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Uint32 last_time = SDL_GetTicks();
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while (running) {
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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running = 0;
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} else {
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handle_sliders(&event);
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}
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}
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Uint32 current_time = SDL_GetTicks();
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float dt = (current_time - last_time) / 1000.0f;
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last_time = current_time;
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update_particles(dt);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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render_particles(renderer);
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render_sliders(renderer);
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SDL_RenderPresent(renderer);
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}
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// Clean up
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free(grid);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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