Files
stupidsimcpp/simtools/grid2.cpp
yggdrasil75 f5a28d98a3 a
2025-11-09 21:02:10 -05:00

101 lines
4.0 KiB
C++

#include "sim2.hpp"
#include "../util/bmpwriter.hpp"
#include <iostream>
#include <string>
#include <iomanip>
#include <sstream>
// Function to convert simulation grid to pixel data for BMP
std::vector<std::vector<Vec3>> gridToPixels(const Sim2& sim, int width, int height) {
std::vector<std::vector<Vec3>> pixels(height, std::vector<Vec3>(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<int>(pos.x);
int y = static_cast<int>(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;
}