feat: added reference implementation

This commit is contained in:
Sara Gerretsen 2025-10-14 13:05:43 +02:00
parent 461002939d
commit 841d08ef95
2 changed files with 175 additions and 40 deletions

140
src/Balls.hpp Normal file
View file

@ -0,0 +1,140 @@
#pragma once
#include <vector>
#include <random>
#include <cmath>
#include <SFML/Graphics.hpp>
struct Ball {
sf::CircleShape shape;
sf::Vector2f velocity;
Ball(float x, float y, float radius, sf::Color color, float vx, float vy) {
shape.setRadius(radius);
shape.setPosition(sf::Vector2f(x, y));
shape.setFillColor(color);
shape.setOrigin(sf::Vector2f(radius, radius)); // Center origin
velocity = sf::Vector2f(vx, vy);
}
};
class BallGame {
private:
// Create balls
std::vector<Ball> balls;
std::random_device rd;
std::mt19937 gen;
std::uniform_real_distribution<float> posDist;
std::uniform_real_distribution<float> velDist;
std::uniform_int_distribution<int> colorDist;
std::uniform_real_distribution<float> radiusDist;
public:
BallGame::BallGame() {
gen = std::mt19937(rd());
posDist = std::uniform_real_distribution<float>(5.0f, 795.0f);
velDist = std::uniform_real_distribution<float>(-200.0f, 200.0f);
colorDist = std::uniform_int_distribution<int>(0, 255);
radiusDist = std::uniform_real_distribution<float>(2.5f, 2.5f);
// Generate random balls
for (int i = 0; i < 2500; ++i) {
sf::Color randomColor(colorDist(gen), colorDist(gen), colorDist(gen));
balls.emplace_back(
posDist(gen), posDist(gen), // position
radiusDist(gen), // radius
randomColor, // color
velDist(gen), velDist(gen) // velocity
);
}
}
void updateBalls(const sf::Vector2u& windowSize, float deltaTime) {
// Update positions
for (auto& ball : balls) {
ball.shape.move(ball.velocity * deltaTime);
}
// Handle ball-to-ball collisions
for (size_t i = 0; i < balls.size(); ++i) {
for (size_t j = i + 1; j < balls.size(); ++j) {
Ball& ball1 = balls[i];
Ball& ball2 = balls[j];
sf::Vector2f pos1 = ball1.shape.getPosition();
sf::Vector2f pos2 = ball2.shape.getPosition();
float radius1 = ball1.shape.getRadius();
float radius2 = ball2.shape.getRadius();
// Calculate distance between centers
sf::Vector2f delta = pos2 - pos1;
float distance = std::sqrt(delta.x * delta.x + delta.y * delta.y);
float minDistance = radius1 + radius2;
if (distance < minDistance && distance > 0) {
// Normalize collision vector
sf::Vector2f normal = delta / distance;
// Separate balls to prevent overlap
float overlap = minDistance - distance;
sf::Vector2f separation = normal * (overlap * 0.5f);
ball1.shape.setPosition(pos1 - separation);
ball2.shape.setPosition(pos2 + separation);
// Calculate relative velocity
sf::Vector2f relativeVel = ball2.velocity - ball1.velocity;
float velAlongNormal = relativeVel.x * normal.x + relativeVel.y * normal.y;
// Don't resolve if velocities are separating
if (velAlongNormal > 0) continue;
// Apply collision response (elastic collision)
float restitution = 0.0f; // Bounce factor (0 = no bounce, 1 = perfect bounce)
float impulse = -(1 + restitution) * velAlongNormal;
// Assume equal mass for simplicity
sf::Vector2f impulseVector = impulse * normal;
ball1.velocity -= impulseVector;
ball2.velocity += impulseVector;
}
}
}
// Handle wall collisions
for (auto& ball : balls) {
sf::Vector2f pos = ball.shape.getPosition();
float radius = ball.shape.getRadius();
// Bounce off walls
if (pos.x - radius <= 0 || pos.x + radius >= windowSize.x) {
ball.velocity.x = -ball.velocity.x;
// Clamp position to prevent sticking
if (pos.x - radius <= 0) {
ball.shape.setPosition(sf::Vector2f(radius, pos.y));
}
else {
ball.shape.setPosition(sf::Vector2f(windowSize.x - radius, pos.y));
}
}
if (pos.y - radius <= 0 || pos.y + radius >= windowSize.y) {
ball.velocity.y = -ball.velocity.y;
// Clamp position to prevent sticking
if (pos.y - radius <= 0) {
ball.shape.setPosition(sf::Vector2f(pos.x, radius));
}
else {
ball.shape.setPosition(sf::Vector2f(pos.x, windowSize.y - radius));
}
}
}
}
void drawBalls( sf::RenderWindow& window ) const
{
for (const auto& ball : balls) {
window.draw(ball.shape);
}
}
};

View file

@ -9,7 +9,6 @@
#include <imgui.h> #include <imgui.h>
#include <print> #include <print>
void configure(AppConfig &config) { void configure(AppConfig &config) {
config.window_title = "CHANGEME"; config.window_title = "CHANGEME";
config.frame_rate_limit = std::nullopt; config.frame_rate_limit = std::nullopt;
@ -17,11 +16,7 @@ void configure(AppConfig &config) {
} }
void setup() { void setup() {
ImGui::GetIO().ConfigFlags |= ( ImGui::GetIO().ConfigFlags |= (ImGuiConfigFlags_NavEnableKeyboard | ImGuiConfigFlags_NavEnableGamepad | ImGuiConfigFlags_DockingEnable);
ImGuiConfigFlags_NavEnableKeyboard
| ImGuiConfigFlags_NavEnableGamepad
| ImGuiConfigFlags_DockingEnable
);
sf::View view{get_window().getView()}; sf::View view{get_window().getView()};
view.setCenter({0.f, 0.f}); view.setCenter({0.f, 0.f});
set_render_view(view); set_render_view(view);