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@@ -20,10 +20,13 @@ std::vector<std::vector<Vec3>> gridToPixels(const Sim2& sim, int width, int heig
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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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// Flip Y coordinate to make (0,0) bottom-left instead of top-left
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int flippedY = height - 1 - 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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if (x >= 0 && x < width && flippedY >= 0 && flippedY < 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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pixels[flippedY][x] = Vec3(color.x, color.y, color.z);
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}
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}
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@@ -31,35 +34,44 @@ std::vector<std::vector<Vec3>> gridToPixels(const Sim2& sim, int width, int heig
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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 int FRAME_COUNT = 120; // Increased frame count for longer animation
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const float TOTAL_TIME = 4.0f; // Increased to 4 seconds for more movement
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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 a simulation with 512x512 grid and SCALED gravity
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// Scale gravity by ~17x (512/30 ≈ 17) to account for larger grid
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Sim2 sim(512, 512, Vec2(0, -9.8f * 17.0f));
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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 some objects - adjust positions and sizes for larger grid
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auto ball1 = sim.createBall(Vec2(100, 400), 40.0f, Vec4(1.0f, 0.5f, 0.0f, 1.0f), 1.0f); // Orange ball
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auto ball2 = sim.createBall(Vec2(300, 450), 35.0f, Vec4(0.5f, 0.8f, 1.0f, 1.0f), 0.8f); // 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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// Give initial velocities to make movement more visible
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ball1->setVelocity(Vec2(50.0f, 0.0f)); // Rightward velocity
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ball2->setVelocity(Vec2(-30.0f, 0.0f)); // Leftward velocity
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// Create ground - higher up so we can see falling
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auto ground = sim.createGround(Vec2(0, 0), 512, Vec4(0.0f, 1.0f, 0.0f, 1.0f)); // Green ground
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// auto realground = sim.createGround(Vec2(0, 512), 512, 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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auto leftWall = sim.createWall(Vec2(0, 51), 461, Vec4(0.3f, 0.3f, 0.7f, 1.0f)); // Blue walls (511-50=461)
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auto rightWall = sim.createWall(Vec2(511, 51), 461, 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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sim.setWorldBounds(Vec2(0, 0), Vec2(511, 511));
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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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// Simulation parameters - adjust for more visible movement
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sim.setElasticity(0.7f); // Slightly less bouncy
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sim.setFriction(0.02f); // Very low friction
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std::cout << "Rendering " << FRAME_COUNT << " frames over " << TOTAL_TIME << " seconds..." << std::endl;
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std::cout << "Gravity: " << sim.getGlobalGravity().y << " px/s²" << 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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@@ -67,7 +79,7 @@ int main() {
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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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auto pixels = gridToPixels(sim, 512, 512);
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// Create filename with zero-padded frame number
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std::ostringstream filename;
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@@ -75,7 +87,9 @@ int main() {
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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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if (frame % 10 == 0) { // Only print every 10 frames to reduce spam
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std::cout << "Saved frame " << frame << " to " << filename.str() << std::endl;
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}
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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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@@ -322,6 +322,9 @@ private:
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Vec2 worldPos = objPos + positions[i];
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Vec2 gridPos = worldPos.round();
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// Flip Y coordinate to make (0,0) bottom-left
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gridPos.y = height - 1 - gridPos.y;
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// Only add if within grid bounds
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if (gridPos.x >= 0 && gridPos.x < width &&
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gridPos.y >= 0 && gridPos.y < height) {
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