new grid2 sim
This commit is contained in:
87
simtools/grid2.cpp
Normal file
87
simtools/grid2.cpp
Normal file
@@ -0,0 +1,87 @@
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#include "sim2.hpp"
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#include "../util/bmpwriter.hpp"
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#include <iostream>
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#include <string>
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#include <iomanip>
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#include <sstream>
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// Function to convert simulation grid to pixel data for BMP
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std::vector<std::vector<Vec3>> gridToPixels(const Sim2& sim, int width, int height) {
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std::vector<std::vector<Vec3>> pixels(height, std::vector<Vec3>(width, Vec3(0, 0, 0))); // Black background
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// Get all pixel data from the simulation grid
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const auto& positions = sim.getPositions();
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const auto& colors = sim.getColors();
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for (size_t i = 0; i < positions.size(); ++i) {
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const Vec2& pos = positions[i];
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const Vec4& color = colors[i];
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int x = static_cast<int>(pos.x);
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int y = static_cast<int>(pos.y);
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// Only draw if within bounds
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if (x >= 0 && x < width && y >= 0 && y < height) {
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// Convert Vec4 (RGBA) to Vec3 (RGB)
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pixels[y][x] = Vec3(color.x, color.y, color.z);
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}
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}
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return pixels;
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}
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int main() {
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const int FRAME_COUNT = 60;
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const float TOTAL_TIME = 1.0f; // 1 second
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const float TIME_STEP = TOTAL_TIME / FRAME_COUNT;
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// Create output directory
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std::filesystem::create_directories("output");
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// Create a simulation with 50x30 grid and gravity
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Sim2 sim(50, 30, Vec2(0, -9.8f));
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// Create some objects
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auto ball1 = sim.createBall(Vec2(10, 25), 3.0f, Vec4(1.0f, 0.5f, 0.0f, 1.0f), 1.0f); // Orange ball
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auto ball2 = sim.createBall(Vec2(30, 20), 2.0f, Vec4(0.5f, 0.8f, 1.0f, 1.0f), 0.5f); // Blue ball
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// Create ground
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auto ground = sim.createGround(Vec2(0, 0), 50, Vec4(0.0f, 1.0f, 0.0f, 1.0f)); // Green ground
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// Create walls
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auto leftWall = sim.createWall(Vec2(0, 1), 29, Vec4(0.3f, 0.3f, 0.7f, 1.0f)); // Blue walls
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auto rightWall = sim.createWall(Vec2(49, 1), 29, Vec4(0.3f, 0.3f, 0.7f, 1.0f));
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// Set world bounds
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sim.setWorldBounds(Vec2(0, 0), Vec2(49, 29));
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// Simulation parameters
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sim.setElasticity(0.8f); // Bouncy
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sim.setFriction(0.05f); // Low friction
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std::cout << "Rendering " << FRAME_COUNT << " frames over " << TOTAL_TIME << " seconds..." << std::endl;
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// Run simulation and save frames
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for (int frame = 0; frame < FRAME_COUNT; ++frame) {
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// Update simulation
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sim.update(TIME_STEP);
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// Convert simulation state to pixel data
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auto pixels = gridToPixels(sim, 50, 30);
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// Create filename with zero-padded frame number
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std::ostringstream filename;
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filename << "output/bounce" << std::setw(3) << std::setfill('0') << frame << ".bmp";
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// Save as BMP
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if (BMPWriter::saveBMP(filename.str(), pixels)) {
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std::cout << "Saved frame " << frame << " to " << filename.str() << std::endl;
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} else {
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std::cerr << "Failed to save frame " << frame << std::endl;
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}
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}
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std::cout << "Animation complete! " << FRAME_COUNT << " frames saved to output/ directory." << std::endl;
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return 0;
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}
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@@ -1,266 +1,337 @@
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#ifndef SIM2_HPP
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#define SIM2_HPP
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#include "../util/noise2.hpp"
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#include "../util/grid2.hpp"
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#include "../util/grid/grid2.hpp"
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#include "../util/vec2.hpp"
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#include "../util/vec4.hpp"
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#include "../util/timing_decorator.hpp"
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#include <vector>
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#include <memory>
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#include <string>
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#include <unordered_map>
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class Sim2 {
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private:
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std::unique_ptr<Noise2> noiseGenerator;
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Grid2 terrainGrid;
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int gridWidth;
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int gridHeight;
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// Terrain generation parameters
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float scale;
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int octaves;
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float persistence;
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float lacunarity;
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uint32_t seed;
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Vec2 offset;
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// Terrain modification parameters
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float elevationMultiplier;
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float waterLevel;
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Vec4 landColor;
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Vec4 waterColor;
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class PhysicsObject {
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protected:
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Vec2 position;
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Vec2 velocity;
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Vec2 acceleration;
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float mass;
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bool isStatic;
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std::shared_ptr<Grid2> shape;
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public:
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Sim2(int width = 512, int height = 512, uint32_t seed = 42, float scale = 4.0f, int octaves = 4,
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float persistence = 0.5f, float lacunarity = 2.0f, float waterlevel = 0.3f, float elevation = 1.0f)
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: gridWidth(width), gridHeight(height), scale(scale), octaves(octaves),
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persistence(persistence), lacunarity(lacunarity), seed(seed), offset(0, 0),
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elevationMultiplier(elevation), waterLevel(waterlevel),
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landColor(0.2f, 0.8f, 0.2f, 1.0f), // Green
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waterColor(0.2f, 0.3f, 0.8f, 1.0f) // Blue
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{
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noiseGenerator = std::make_unique<Noise2>(seed,Noise2::PERLIN,Noise2::PRECOMPUTED);
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generateTerrain();
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}
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PhysicsObject(const Vec2& pos, float mass = 1.0f, bool isStatic = false)
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: position(pos), velocity(0, 0), acceleration(0, 0), mass(mass), isStatic(isStatic) {}
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// Generate initial terrain
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void generateTerrain() {
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TIME_FUNCTION;
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terrainGrid = noiseGenerator->generateTerrainNoise(
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gridWidth, gridHeight, scale, octaves, persistence, seed, offset);
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virtual ~PhysicsObject() = default;
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virtual void update(float dt) {
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if (isStatic) return;
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applyTerrainColors();
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// Update velocity and position using basic physics
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velocity += acceleration * dt;
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position += velocity * dt;
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acceleration = Vec2(0, 0); // Reset acceleration for next frame
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}
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// Regenerate terrain with current parameters
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void regenerate() {
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generateTerrain();
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}
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// Basic parameter modifications
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void setScale(float newScale) {
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scale = std::max(0.1f, newScale);
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generateTerrain();
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}
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void setOctaves(int newOctaves) {
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octaves = std::max(1, newOctaves);
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generateTerrain();
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}
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void setPersistence(float newPersistence) {
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persistence = std::clamp(newPersistence, 0.0f, 1.0f);
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generateTerrain();
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}
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void setLacunarity(float newLacunarity) {
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lacunarity = std::max(1.0f, newLacunarity);
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generateTerrain();
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}
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void setSeed(uint32_t newSeed) {
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seed = newSeed;
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noiseGenerator->setSeed(seed);
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generateTerrain();
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}
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void setOffset(const Vec2& newOffset) {
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offset = newOffset;
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generateTerrain();
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}
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void setElevationMultiplier(float multiplier) {
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elevationMultiplier = std::max(0.0f, multiplier);
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applyElevationModification();
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}
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void setWaterLevel(float level) {
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waterLevel = std::clamp(level, 0.0f, 1.0f);
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applyTerrainColors();
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}
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void setLandColor(const Vec4& color) {
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landColor = color;
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applyTerrainColors();
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}
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void setWaterColor(const Vec4& color) {
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waterColor = color;
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applyTerrainColors();
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}
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// Get current parameters
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float getScale() const { return scale; }
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int getOctaves() const { return octaves; }
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float getPersistence() const { return persistence; }
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float getLacunarity() const { return lacunarity; }
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uint32_t getSeed() const { return seed; }
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Vec2 getOffset() const { return offset; }
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float getElevationMultiplier() const { return elevationMultiplier; }
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float getWaterLevel() const { return waterLevel; }
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Vec4 getLandColor() const { return landColor; }
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Vec4 getWaterColor() const { return waterColor; }
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// Get the terrain grid
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const Grid2& getTerrainGrid() const {
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return terrainGrid;
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}
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// Get terrain dimensions
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int getWidth() const { return gridWidth; }
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int getHeight() const { return gridHeight; }
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// Get elevation at specific coordinates
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float getElevation(int x, int y) const {
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if (x < 0 || x >= gridWidth || y < 0 || y >= gridHeight) {
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return 0.0f;
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virtual void applyForce(const Vec2& force) {
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if (!isStatic) {
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acceleration += force / mass;
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}
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return terrainGrid.colors[y * gridWidth + x].x; // Elevation stored in red channel
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}
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// Render to RGB image
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std::vector<uint8_t> renderToRGB(int width, int height,
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const Vec4& backgroundColor = Vec4(0, 0, 0, 1)) const {
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return terrainGrid.renderToRGB(width, height, backgroundColor);
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}
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// Getters
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const Vec2& getPosition() const { return position; }
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const Vec2& getVelocity() const { return velocity; }
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float getMass() const { return mass; }
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bool getIsStatic() const { return isStatic; }
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std::shared_ptr<Grid2> getShape() const { return shape; }
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// Render to RGBA image
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std::vector<uint8_t> renderToRGBA(int width, int height,
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const Vec4& backgroundColor = Vec4(0, 0, 0, 1)) const {
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return terrainGrid.renderToRGBA(width, height, backgroundColor);
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}
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// Setters
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void setPosition(const Vec2& pos) { position = pos; }
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void setVelocity(const Vec2& vel) { velocity = vel; }
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void setMass(float m) { mass = m; }
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void setShape(std::shared_ptr<Grid2> newShape) { shape = newShape; }
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// Export terrain data as heightmap (grayscale)
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Grid2 exportHeightmap() const {
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Grid2 heightmap(gridWidth * gridHeight);
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// Check if this object contains a world position
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virtual bool contains(const Vec2& worldPos) const {
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if (!shape) return false;
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for (int y = 0; y < gridHeight; y++) {
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for (int x = 0; x < gridWidth; x++) {
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int index = y * gridWidth + x;
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float elevation = terrainGrid.colors[index].x;
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heightmap.positions[index] = Vec2(x, y);
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heightmap.colors[index] = Vec4(elevation, elevation, elevation, 1.0f);
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}
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Vec2 localPos = worldPos - position;
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return shape->isOccupied(localPos.round());
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}
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// Get all occupied positions in world coordinates
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virtual std::vector<Vec2> getWorldPositions() const {
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std::vector<Vec2> worldPositions;
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if (!shape) return worldPositions;
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const auto& localPositions = shape->getPositions();
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for (const auto& localPos : localPositions) {
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worldPositions.push_back(position + localPos);
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}
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return worldPositions;
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}
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};
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class FallingObject : public PhysicsObject {
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private:
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Vec2 gravityForce;
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public:
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FallingObject(const Vec2& pos, float mass = 1.0f, const Vec2& gravity = Vec2(0, -9.8f))
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: PhysicsObject(pos, mass, false), gravityForce(gravity * mass) {}
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void update(float dt) override {
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if (!isStatic) {
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// Apply gravity
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applyForce(gravityForce);
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}
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PhysicsObject::update(dt);
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}
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void setGravity(const Vec2& gravity) {
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gravityForce = gravity * mass;
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}
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const Vec2 getGravity() const {
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return gravityForce / mass;
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}
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};
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class SolidObject : public PhysicsObject {
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public:
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SolidObject(const Vec2& pos, float mass = 1.0f)
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: PhysicsObject(pos, mass, true) {} // Solids are static by default
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// Solids don't move, so override update to do nothing
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void update(float dt) override {
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// Solids don't move
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}
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void applyForce(const Vec2& force) override {
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// Solids don't respond to forces
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}
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};
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class Sim2 : public Grid2 {
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private:
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std::vector<std::shared_ptr<PhysicsObject>> objects;
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Vec2 globalGravity;
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float elasticity; // Bounciness factor (0.0 to 1.0)
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float friction; // Surface friction (0.0 to 1.0)
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Vec2 worldBoundsMin, worldBoundsMax;
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bool useWorldBounds;
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public:
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Sim2(int width, int height, const Vec2& gravity = Vec2(0, -9.8f))
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: Grid2(width, height), globalGravity(gravity), elasticity(0.7f),
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friction(0.1f), useWorldBounds(false) {}
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// Add objects to simulation
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void addObject(std::shared_ptr<PhysicsObject> object) {
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objects.push_back(object);
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}
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// Create a falling ball
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std::shared_ptr<FallingObject> createBall(const Vec2& position, float radius,
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const Vec4& color = Vec4(1.0f, 0.5f, 0.0f, 1.0f),
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float mass = 1.0f) {
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auto ball = std::make_shared<FallingObject>(position, mass, globalGravity);
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auto shape = std::make_shared<Grid2>(static_cast<int>(radius * 2 + 2));
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shape->fillCircle(Vec2(radius, radius), radius, color);
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ball->setShape(shape);
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objects.push_back(ball);
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return ball;
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}
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// Create a solid ground
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std::shared_ptr<SolidObject> createGround(const Vec2& position, int width,
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const Vec4& color = Vec4(0.0f, 1.0f, 0.0f, 1.0f)) {
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auto ground = std::make_shared<SolidObject>(position);
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auto shape = std::make_shared<Grid2>(width, 1);
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for (int x = 0; x < width; ++x) {
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shape->addPixel(x, 0, color);
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}
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ground->setShape(shape);
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objects.push_back(ground);
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return ground;
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}
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// Create a solid wall
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std::shared_ptr<SolidObject> createWall(const Vec2& position, int height,
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const Vec4& color = Vec4(0.3f, 0.3f, 0.7f, 1.0f)) {
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auto wall = std::make_shared<SolidObject>(position);
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auto shape = std::make_shared<Grid2>(1, height);
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for (int y = 0; y < height; ++y) {
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shape->addPixel(0, y, color);
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}
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wall->setShape(shape);
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objects.push_back(wall);
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return wall;
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}
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// Update the simulation
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void update(float dt) {
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// Clear the main grid
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clear();
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// Update all objects
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for (auto& obj : objects) {
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obj->update(dt);
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}
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return heightmap;
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}
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// Generate random seed and regenerate
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void randomizeSeed() {
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std::random_device rd;
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setSeed(rd());
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}
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// Reset all parameters to default
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void reset() {
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scale = 4.0f;
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octaves = 4;
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persistence = 0.5f;
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lacunarity = 2.0f;
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elevationMultiplier = 1.0f;
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waterLevel = 0.3f;
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landColor = Vec4(0.2f, 0.8f, 0.2f, 1.0f);
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waterColor = Vec4(0.2f, 0.3f, 0.8f, 1.0f);
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generateTerrain();
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}
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// Get terrain statistics
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struct TerrainStats {
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float minElevation;
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float maxElevation;
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float averageElevation;
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float landPercentage;
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int landArea;
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int waterArea;
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};
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TerrainStats getTerrainStats() const {
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TerrainStats stats = {1.0f, 0.0f, 0.0f, 0.0f, 0, 0};
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float totalElevation = 0.0f;
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// Handle collisions
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handleCollisions();
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for (const auto& color : terrainGrid.colors) {
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float elevation = color.x;
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stats.minElevation = std::min(stats.minElevation, elevation);
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stats.maxElevation = std::max(stats.maxElevation, elevation);
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totalElevation += elevation;
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if (elevation > waterLevel) {
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stats.landArea++;
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} else {
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stats.waterArea++;
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}
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// Handle world bounds
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if (useWorldBounds) {
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handleWorldBounds();
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}
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stats.averageElevation = totalElevation / terrainGrid.colors.size();
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stats.landPercentage = static_cast<float>(stats.landArea) /
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(stats.landArea + stats.waterArea) * 100.0f;
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return stats;
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// Render all objects to the main grid
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renderObjects();
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}
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// Set world bounds for containment
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void setWorldBounds(const Vec2& min, const Vec2& max) {
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worldBoundsMin = min;
|
||||
worldBoundsMax = max;
|
||||
useWorldBounds = true;
|
||||
}
|
||||
|
||||
// Simulation parameters
|
||||
void setElasticity(float e) { elasticity = std::clamp(e, 0.0f, 1.0f); }
|
||||
void setFriction(float f) { friction = std::clamp(f, 0.0f, 1.0f); }
|
||||
void setGlobalGravity(const Vec2& gravity) { globalGravity = gravity; }
|
||||
|
||||
float getElasticity() const { return elasticity; }
|
||||
float getFriction() const { return friction; }
|
||||
const Vec2& getGlobalGravity() const { return globalGravity; }
|
||||
|
||||
// Get all objects
|
||||
const std::vector<std::shared_ptr<PhysicsObject>>& getObjects() const {
|
||||
return objects;
|
||||
}
|
||||
|
||||
// Clear all objects
|
||||
void clearObjects() {
|
||||
objects.clear();
|
||||
clear();
|
||||
}
|
||||
|
||||
private:
|
||||
void applyTerrainColors() {
|
||||
for (int y = 0; y < gridHeight; y++) {
|
||||
for (int x = 0; x < gridWidth; x++) {
|
||||
int index = y * gridWidth + x;
|
||||
float elevation = terrainGrid.colors[index].x;
|
||||
void handleCollisions() {
|
||||
// Simple collision detection between falling objects and solids
|
||||
for (size_t i = 0; i < objects.size(); ++i) {
|
||||
auto obj1 = objects[i];
|
||||
if (obj1->getIsStatic()) continue; // Skip static objects for collision detection
|
||||
|
||||
for (size_t j = 0; j < objects.size(); ++j) {
|
||||
if (i == j) continue;
|
||||
|
||||
// Apply water level and color based on elevation
|
||||
if (elevation <= waterLevel) {
|
||||
// Water - optionally add depth variation
|
||||
float depth = (waterLevel - elevation) / waterLevel;
|
||||
Vec4 water = waterColor * (0.7f + 0.3f * depth);
|
||||
water.w = 1.0f; // Ensure full alpha
|
||||
terrainGrid.colors[index] = water;
|
||||
} else {
|
||||
// Land - optionally add elevation-based color variation
|
||||
float height = (elevation - waterLevel) / (1.0f - waterLevel);
|
||||
Vec4 land = landColor * (0.8f + 0.2f * height);
|
||||
land.w = 1.0f; // Ensure full alpha
|
||||
terrainGrid.colors[index] = land;
|
||||
auto obj2 = objects[j];
|
||||
if (!obj2->getIsStatic()) continue; // Only check against static objects for now
|
||||
|
||||
checkAndResolveCollision(obj1, obj2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void checkAndResolveCollision(std::shared_ptr<PhysicsObject> dynamicObj,
|
||||
std::shared_ptr<PhysicsObject> staticObj) {
|
||||
if (!dynamicObj->getShape() || !staticObj->getShape()) return;
|
||||
|
||||
// Get all world positions of the dynamic object
|
||||
auto dynamicPositions = dynamicObj->getWorldPositions();
|
||||
|
||||
for (const auto& dynPos : dynamicPositions) {
|
||||
// Check if this position collides with the static object
|
||||
if (staticObj->contains(dynPos)) {
|
||||
// Simple collision response - bounce
|
||||
Vec2 velocity = dynamicObj->getVelocity();
|
||||
|
||||
// Determine collision normal (simplified - always bounce up)
|
||||
Vec2 normal(0, 1);
|
||||
|
||||
// Reflect velocity with elasticity
|
||||
Vec2 reflectedVel = velocity.reflect(normal) * elasticity;
|
||||
|
||||
// Apply friction
|
||||
reflectedVel.x *= (1.0f - friction);
|
||||
|
||||
dynamicObj->setVelocity(reflectedVel);
|
||||
|
||||
// Move object out of collision
|
||||
Vec2 newPos = dynamicObj->getPosition();
|
||||
newPos.y += 1.0f; // Move up by 1 pixel
|
||||
dynamicObj->setPosition(newPos);
|
||||
|
||||
break; // Only handle first collision
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void handleWorldBounds() {
|
||||
for (auto& obj : objects) {
|
||||
if (obj->getIsStatic()) continue;
|
||||
|
||||
Vec2 pos = obj->getPosition();
|
||||
Vec2 vel = obj->getVelocity();
|
||||
bool collided = false;
|
||||
|
||||
// Check bounds and bounce
|
||||
if (pos.x < worldBoundsMin.x) {
|
||||
pos.x = worldBoundsMin.x;
|
||||
vel.x = -vel.x * elasticity;
|
||||
collided = true;
|
||||
} else if (pos.x > worldBoundsMax.x) {
|
||||
pos.x = worldBoundsMax.x;
|
||||
vel.x = -vel.x * elasticity;
|
||||
collided = true;
|
||||
}
|
||||
|
||||
if (pos.y < worldBoundsMin.y) {
|
||||
pos.y = worldBoundsMin.y;
|
||||
vel.y = -vel.y * elasticity;
|
||||
collided = true;
|
||||
} else if (pos.y > worldBoundsMax.y) {
|
||||
pos.y = worldBoundsMax.y;
|
||||
vel.y = -vel.y * elasticity;
|
||||
collided = true;
|
||||
}
|
||||
|
||||
if (collided) {
|
||||
obj->setPosition(pos);
|
||||
obj->setVelocity(vel);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void renderObjects() {
|
||||
// Render all objects to the main grid
|
||||
for (const auto& obj : objects) {
|
||||
if (!obj->getShape()) continue;
|
||||
|
||||
const auto& shape = obj->getShape();
|
||||
const Vec2& objPos = obj->getPosition();
|
||||
|
||||
// Copy all pixels from object's shape to main grid at object's position
|
||||
const auto& positions = shape->getPositions();
|
||||
const auto& colors = shape->getColors();
|
||||
const auto& sizes = shape->getSizes();
|
||||
|
||||
for (size_t i = 0; i < positions.size(); ++i) {
|
||||
Vec2 worldPos = objPos + positions[i];
|
||||
Vec2 gridPos = worldPos.round();
|
||||
|
||||
// Only add if within grid bounds
|
||||
if (gridPos.x >= 0 && gridPos.x < width &&
|
||||
gridPos.y >= 0 && gridPos.y < height) {
|
||||
if (!isOccupied(gridPos)) {
|
||||
addPixel(gridPos, colors[i], sizes[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void applyElevationModification() {
|
||||
for (int y = 0; y < gridHeight; y++) {
|
||||
for (int x = 0; x < gridWidth; x++) {
|
||||
int index = y * gridWidth + x;
|
||||
float originalElevation = terrainGrid.colors[index].x;
|
||||
|
||||
// Apply elevation multiplier with clamping
|
||||
float newElevation = std::clamp(originalElevation * elevationMultiplier, 0.0f, 1.0f);
|
||||
terrainGrid.colors[index].x = newElevation;
|
||||
terrainGrid.colors[index].y = newElevation; // Keep grayscale for heightmap
|
||||
terrainGrid.colors[index].z = newElevation;
|
||||
}
|
||||
}
|
||||
|
||||
applyTerrainColors();
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
266
simtools/sim2old.hpp
Normal file
266
simtools/sim2old.hpp
Normal file
@@ -0,0 +1,266 @@
|
||||
#ifndef SIM2_HPP
|
||||
#define SIM2_HPP
|
||||
|
||||
#include "../util/noise2.hpp"
|
||||
#include "../util/grid2.hpp"
|
||||
#include "../util/vec2.hpp"
|
||||
#include "../util/vec4.hpp"
|
||||
#include "../util/timing_decorator.hpp"
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
|
||||
class Sim2 {
|
||||
private:
|
||||
std::unique_ptr<Noise2> noiseGenerator;
|
||||
Grid2 terrainGrid;
|
||||
int gridWidth;
|
||||
int gridHeight;
|
||||
|
||||
// Terrain generation parameters
|
||||
float scale;
|
||||
int octaves;
|
||||
float persistence;
|
||||
float lacunarity;
|
||||
uint32_t seed;
|
||||
Vec2 offset;
|
||||
|
||||
// Terrain modification parameters
|
||||
float elevationMultiplier;
|
||||
float waterLevel;
|
||||
Vec4 landColor;
|
||||
Vec4 waterColor;
|
||||
|
||||
public:
|
||||
Sim2(int width = 512, int height = 512, uint32_t seed = 42, float scale = 4.0f, int octaves = 4,
|
||||
float persistence = 0.5f, float lacunarity = 2.0f, float waterlevel = 0.3f, float elevation = 1.0f)
|
||||
: gridWidth(width), gridHeight(height), scale(scale), octaves(octaves),
|
||||
persistence(persistence), lacunarity(lacunarity), seed(seed), offset(0, 0),
|
||||
elevationMultiplier(elevation), waterLevel(waterlevel),
|
||||
landColor(0.2f, 0.8f, 0.2f, 1.0f), // Green
|
||||
waterColor(0.2f, 0.3f, 0.8f, 1.0f) // Blue
|
||||
{
|
||||
noiseGenerator = std::make_unique<Noise2>(seed,Noise2::PERLIN,Noise2::PRECOMPUTED);
|
||||
generateTerrain();
|
||||
}
|
||||
|
||||
// Generate initial terrain
|
||||
void generateTerrain() {
|
||||
TIME_FUNCTION;
|
||||
terrainGrid = noiseGenerator->generateTerrainNoise(
|
||||
gridWidth, gridHeight, scale, octaves, persistence, seed, offset);
|
||||
|
||||
applyTerrainColors();
|
||||
}
|
||||
|
||||
// Regenerate terrain with current parameters
|
||||
void regenerate() {
|
||||
generateTerrain();
|
||||
}
|
||||
|
||||
// Basic parameter modifications
|
||||
void setScale(float newScale) {
|
||||
scale = std::max(0.1f, newScale);
|
||||
generateTerrain();
|
||||
}
|
||||
|
||||
void setOctaves(int newOctaves) {
|
||||
octaves = std::max(1, newOctaves);
|
||||
generateTerrain();
|
||||
}
|
||||
|
||||
void setPersistence(float newPersistence) {
|
||||
persistence = std::clamp(newPersistence, 0.0f, 1.0f);
|
||||
generateTerrain();
|
||||
}
|
||||
|
||||
void setLacunarity(float newLacunarity) {
|
||||
lacunarity = std::max(1.0f, newLacunarity);
|
||||
generateTerrain();
|
||||
}
|
||||
|
||||
void setSeed(uint32_t newSeed) {
|
||||
seed = newSeed;
|
||||
noiseGenerator->setSeed(seed);
|
||||
generateTerrain();
|
||||
}
|
||||
|
||||
void setOffset(const Vec2& newOffset) {
|
||||
offset = newOffset;
|
||||
generateTerrain();
|
||||
}
|
||||
|
||||
void setElevationMultiplier(float multiplier) {
|
||||
elevationMultiplier = std::max(0.0f, multiplier);
|
||||
applyElevationModification();
|
||||
}
|
||||
|
||||
void setWaterLevel(float level) {
|
||||
waterLevel = std::clamp(level, 0.0f, 1.0f);
|
||||
applyTerrainColors();
|
||||
}
|
||||
|
||||
void setLandColor(const Vec4& color) {
|
||||
landColor = color;
|
||||
applyTerrainColors();
|
||||
}
|
||||
|
||||
void setWaterColor(const Vec4& color) {
|
||||
waterColor = color;
|
||||
applyTerrainColors();
|
||||
}
|
||||
|
||||
// Get current parameters
|
||||
float getScale() const { return scale; }
|
||||
int getOctaves() const { return octaves; }
|
||||
float getPersistence() const { return persistence; }
|
||||
float getLacunarity() const { return lacunarity; }
|
||||
uint32_t getSeed() const { return seed; }
|
||||
Vec2 getOffset() const { return offset; }
|
||||
float getElevationMultiplier() const { return elevationMultiplier; }
|
||||
float getWaterLevel() const { return waterLevel; }
|
||||
Vec4 getLandColor() const { return landColor; }
|
||||
Vec4 getWaterColor() const { return waterColor; }
|
||||
|
||||
// Get the terrain grid
|
||||
const Grid2& getTerrainGrid() const {
|
||||
return terrainGrid;
|
||||
}
|
||||
|
||||
// Get terrain dimensions
|
||||
int getWidth() const { return gridWidth; }
|
||||
int getHeight() const { return gridHeight; }
|
||||
|
||||
// Get elevation at specific coordinates
|
||||
float getElevation(int x, int y) const {
|
||||
if (x < 0 || x >= gridWidth || y < 0 || y >= gridHeight) {
|
||||
return 0.0f;
|
||||
}
|
||||
return terrainGrid.colors[y * gridWidth + x].x; // Elevation stored in red channel
|
||||
}
|
||||
|
||||
// Render to RGB image
|
||||
std::vector<uint8_t> renderToRGB(int width, int height,
|
||||
const Vec4& backgroundColor = Vec4(0, 0, 0, 1)) const {
|
||||
return terrainGrid.renderToRGB(width, height, backgroundColor);
|
||||
}
|
||||
|
||||
// Render to RGBA image
|
||||
std::vector<uint8_t> renderToRGBA(int width, int height,
|
||||
const Vec4& backgroundColor = Vec4(0, 0, 0, 1)) const {
|
||||
return terrainGrid.renderToRGBA(width, height, backgroundColor);
|
||||
}
|
||||
|
||||
// Export terrain data as heightmap (grayscale)
|
||||
Grid2 exportHeightmap() const {
|
||||
Grid2 heightmap(gridWidth * gridHeight);
|
||||
|
||||
for (int y = 0; y < gridHeight; y++) {
|
||||
for (int x = 0; x < gridWidth; x++) {
|
||||
int index = y * gridWidth + x;
|
||||
float elevation = terrainGrid.colors[index].x;
|
||||
heightmap.positions[index] = Vec2(x, y);
|
||||
heightmap.colors[index] = Vec4(elevation, elevation, elevation, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
return heightmap;
|
||||
}
|
||||
|
||||
// Generate random seed and regenerate
|
||||
void randomizeSeed() {
|
||||
std::random_device rd;
|
||||
setSeed(rd());
|
||||
}
|
||||
|
||||
// Reset all parameters to default
|
||||
void reset() {
|
||||
scale = 4.0f;
|
||||
octaves = 4;
|
||||
persistence = 0.5f;
|
||||
lacunarity = 2.0f;
|
||||
elevationMultiplier = 1.0f;
|
||||
waterLevel = 0.3f;
|
||||
landColor = Vec4(0.2f, 0.8f, 0.2f, 1.0f);
|
||||
waterColor = Vec4(0.2f, 0.3f, 0.8f, 1.0f);
|
||||
generateTerrain();
|
||||
}
|
||||
|
||||
// Get terrain statistics
|
||||
struct TerrainStats {
|
||||
float minElevation;
|
||||
float maxElevation;
|
||||
float averageElevation;
|
||||
float landPercentage;
|
||||
int landArea;
|
||||
int waterArea;
|
||||
};
|
||||
|
||||
TerrainStats getTerrainStats() const {
|
||||
TerrainStats stats = {1.0f, 0.0f, 0.0f, 0.0f, 0, 0};
|
||||
float totalElevation = 0.0f;
|
||||
|
||||
for (const auto& color : terrainGrid.colors) {
|
||||
float elevation = color.x;
|
||||
stats.minElevation = std::min(stats.minElevation, elevation);
|
||||
stats.maxElevation = std::max(stats.maxElevation, elevation);
|
||||
totalElevation += elevation;
|
||||
|
||||
if (elevation > waterLevel) {
|
||||
stats.landArea++;
|
||||
} else {
|
||||
stats.waterArea++;
|
||||
}
|
||||
}
|
||||
|
||||
stats.averageElevation = totalElevation / terrainGrid.colors.size();
|
||||
stats.landPercentage = static_cast<float>(stats.landArea) /
|
||||
(stats.landArea + stats.waterArea) * 100.0f;
|
||||
|
||||
return stats;
|
||||
}
|
||||
|
||||
private:
|
||||
void applyTerrainColors() {
|
||||
for (int y = 0; y < gridHeight; y++) {
|
||||
for (int x = 0; x < gridWidth; x++) {
|
||||
int index = y * gridWidth + x;
|
||||
float elevation = terrainGrid.colors[index].x;
|
||||
|
||||
// Apply water level and color based on elevation
|
||||
if (elevation <= waterLevel) {
|
||||
// Water - optionally add depth variation
|
||||
float depth = (waterLevel - elevation) / waterLevel;
|
||||
Vec4 water = waterColor * (0.7f + 0.3f * depth);
|
||||
water.w = 1.0f; // Ensure full alpha
|
||||
terrainGrid.colors[index] = water;
|
||||
} else {
|
||||
// Land - optionally add elevation-based color variation
|
||||
float height = (elevation - waterLevel) / (1.0f - waterLevel);
|
||||
Vec4 land = landColor * (0.8f + 0.2f * height);
|
||||
land.w = 1.0f; // Ensure full alpha
|
||||
terrainGrid.colors[index] = land;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void applyElevationModification() {
|
||||
for (int y = 0; y < gridHeight; y++) {
|
||||
for (int x = 0; x < gridWidth; x++) {
|
||||
int index = y * gridWidth + x;
|
||||
float originalElevation = terrainGrid.colors[index].x;
|
||||
|
||||
// Apply elevation multiplier with clamping
|
||||
float newElevation = std::clamp(originalElevation * elevationMultiplier, 0.0f, 1.0f);
|
||||
terrainGrid.colors[index].x = newElevation;
|
||||
terrainGrid.colors[index].y = newElevation; // Keep grayscale for heightmap
|
||||
terrainGrid.colors[index].z = newElevation;
|
||||
}
|
||||
}
|
||||
|
||||
applyTerrainColors();
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user