#include "sim2.hpp" #include "../util/bmpwriter.hpp" #include #include #include #include // Function to convert simulation grid to pixel data for BMP std::vector> gridToPixels(const Sim2& sim, int width, int height) { std::vector> pixels(height, std::vector(width, Vec3(0, 0, 0))); // Black background // Get all pixel data from the simulation grid const auto& positions = sim.getPositions(); const auto& colors = sim.getColors(); for (size_t i = 0; i < positions.size(); ++i) { const Vec2& pos = positions[i]; const Vec4& color = colors[i]; int x = static_cast(pos.x); int y = static_cast(pos.y); // Flip Y coordinate to make (0,0) bottom-left instead of top-left int flippedY = height - 1 - y; // Only draw if within bounds if (x >= 0 && x < width && flippedY >= 0 && flippedY < height) { // Convert Vec4 (RGBA) to Vec3 (RGB) pixels[flippedY][x] = Vec3(color.x, color.y, color.z); } } return pixels; } int main() { const int FRAME_COUNT = 120; // Increased frame count for longer animation const float TOTAL_TIME = 4.0f; // Increased to 4 seconds for more movement const float TIME_STEP = TOTAL_TIME / FRAME_COUNT; // Create output directory std::filesystem::create_directories("output"); // Create a simulation with 512x512 grid and SCALED gravity // Scale gravity by ~17x (512/30 ≈ 17) to account for larger grid Sim2 sim(512, 512, Vec2(0, -9.8f * 17.0f)); // Create some objects - adjust positions and sizes for larger grid auto ball1 = sim.createBall(Vec2(100, 400), 40.0f, Vec4(1.0f, 0.5f, 0.0f, 1.0f), 1.0f); // Orange ball auto ball2 = sim.createBall(Vec2(300, 450), 35.0f, Vec4(0.5f, 0.8f, 1.0f, 1.0f), 0.8f); // Blue ball // Give initial velocities to make movement more visible ball1->setVelocity(Vec2(50.0f, 0.0f)); // Rightward velocity ball2->setVelocity(Vec2(-30.0f, 0.0f)); // Leftward velocity // Create ground - higher up so we can see falling auto ground = sim.createGround(Vec2(0, 0), 512, Vec4(0.0f, 1.0f, 0.0f, 1.0f)); // Green ground // auto realground = sim.createGround(Vec2(0, 512), 512, Vec4(0.0f, 1.0f, 0.0f, 1.0f)); // Green ground // Create walls auto leftWall = sim.createWall(Vec2(0, 51), 461, Vec4(0.3f, 0.3f, 0.7f, 1.0f)); // Blue walls (511-50=461) auto rightWall = sim.createWall(Vec2(511, 51), 461, Vec4(0.3f, 0.3f, 0.7f, 1.0f)); // Set world bounds sim.setWorldBounds(Vec2(0, 0), Vec2(511, 511)); // Simulation parameters - adjust for more visible movement sim.setElasticity(0.7f); // Slightly less bouncy sim.setFriction(0.02f); // Very low friction std::cout << "Rendering " << FRAME_COUNT << " frames over " << TOTAL_TIME << " seconds..." << std::endl; std::cout << "Gravity: " << sim.getGlobalGravity().y << " px/s²" << std::endl; // Run simulation and save frames for (int frame = 0; frame < FRAME_COUNT; ++frame) { // Update simulation sim.update(TIME_STEP); // Convert simulation state to pixel data auto pixels = gridToPixels(sim, 512, 512); // Create filename with zero-padded frame number std::ostringstream filename; filename << "output/bounce" << std::setw(3) << std::setfill('0') << frame << ".bmp"; // Save as BMP if (BMPWriter::saveBMP(filename.str(), pixels)) { if (frame % 10 == 0) { // Only print every 10 frames to reduce spam std::cout << "Saved frame " << frame << " to " << filename.str() << std::endl; } } else { std::cerr << "Failed to save frame " << frame << std::endl; } } std::cout << "Animation complete! " << FRAME_COUNT << " frames saved to output/ directory." << std::endl; return 0; }