seminar9 homework
parent
c01f40aca3
commit
b156afb51e
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balls:
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g++ ./balls.cpp -std=c++11 -o balls.exe -I../../../3rdparty/SFML-2.5.1/include -L ../../../3rdparty/SFML-2.5.1/lib/ -lsfml-graphics -lsfml-window -lsfml-system
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include <vector>
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#include <cstdlib>
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#include <ctime>
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#include <cmath>
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using namespace std;
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const int min_distance = 5;
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const float G = 500;
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struct Ball
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{
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float radius;
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float mass = 1;
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sf::Vector2f position;
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sf::Vector2f velocity;
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};
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int main()
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{
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srand(time(0));
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const int width = 1000;
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const int height = 800;
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const int n_balls = 15;
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// Шаг по времени
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const float delta_t = 0.1;
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sf::RenderWindow window(sf::VideoMode(width, height), "My window");
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window.setFramerateLimit(60);
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sf::CircleShape circle(50.0f);
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circle.setFillColor({200, 216, 200});
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std::vector<Ball> balls;
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balls.resize(n_balls);
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for (int i = 0; i < n_balls; i++)
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{
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balls[i].radius = 4 + rand() % 8;
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balls[i].position = {(float)(rand() % width), (float)(rand() % height)};
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balls[i].velocity = {(float)(rand() % 100 - 50), (float)(rand() % 100 - 50)};
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}
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while (window.isOpen())
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{
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sf::Event event;
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while (window.pollEvent(event))
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{
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if (event.type == sf::Event::Closed)
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window.close();
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}
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window.clear(sf::Color::Black);
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for (int i = 0; i < n_balls; i++)
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{
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balls[i].position += balls[i].velocity * delta_t;
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for (int j = 0; j < n_balls; ++j) {
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if (i == j)
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continue;
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float distance = std::sqrt((balls[j].position.x - balls[i].position.x) * (balls[j].position.x - balls[i].position.x) + (balls[j].position.y - balls[i].position.y) * (balls[j].position.y - balls[i].position.y));
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if (distance < min_distance)
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continue;
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auto direction = balls[j].position - balls[i].position;
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balls[i].velocity += (direction * G * delta_t * balls[j].mass) / (distance * distance);
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}
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if (((balls[i].position.x - balls[i].radius) < 0) || (balls[i].position.x + balls[i].radius> width)) {
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balls[i].velocity.x = -balls[i].velocity.x;
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balls[i].position.x = (balls[i].position.x - balls[i].radius < 0 ? balls[i].radius : width - balls[i].radius);
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}
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if ((balls[i].position.y - balls[i].radius < 0) || (balls[i].position.y + balls[i].radius > height)) {
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balls[i].velocity.y = -balls[i].velocity.y;
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balls[i].position.y = (balls[i].position.y - balls[i].radius < 0 ? balls[i].radius : height - balls[i].radius);
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}
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circle.setRadius(balls[i].radius);
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circle.setOrigin(balls[i].radius, balls[i].radius);
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circle.setPosition(balls[i].position);
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window.draw(circle);
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}
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window.display();
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}
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return 0;
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}
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include <vector>
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#include <cstdlib>
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#include <ctime>
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#include <cmath>
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using namespace std;
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const int min_distance = 5;
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const float G = 500;
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struct Ball
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{
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float radius;
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float mass;
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sf::Vector2f position;
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sf::Vector2f velocity;
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};
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int main()
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{
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srand(time(0));
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const int width = 1000;
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const int height = 800;
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const int n_balls = 15;
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// Шаг по времени
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const float delta_t = 0.1;
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sf::RenderWindow window(sf::VideoMode(width, height), "My window");
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window.setFramerateLimit(60);
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sf::CircleShape circle(50.0f);
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circle.setFillColor({200, 216, 200});
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std::vector<Ball> balls;
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balls.resize(n_balls);
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for (int i = 0; i < n_balls; i++)
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{
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balls[i].radius = 4 + rand() % 8;
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balls[i].mass = balls[i].radius * balls[i].radius / 100;
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balls[i].position = {(float)(rand() % width), (float)(rand() % height)};
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balls[i].velocity = {(float)(rand() % 100 - 50), (float)(rand() % 100 - 50)};
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}
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/* balls[0].radius = 15;
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balls[0].mass = 1000;
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balls[0].position = {(float)(rand() % width), (float)(rand() % height)};
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balls[0].velocity = {(float)(rand() % 100 - 50), (float)(rand() % 100 - 50)};
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*/
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while (window.isOpen())
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{
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sf::Event event;
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while (window.pollEvent(event))
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{
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if (event.type == sf::Event::Closed)
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window.close();
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}
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window.clear(sf::Color::Black);
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for (int i = 0; i < n_balls; i++)
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{
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balls[i].position += balls[i].velocity * delta_t;
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for (int j = 0; j < n_balls; ++j) {
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if (i == j)
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continue;
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float distance = std::sqrt((balls[j].position.x - balls[i].position.x) * (balls[j].position.x - balls[i].position.x) + (balls[j].position.y - balls[i].position.y) * (balls[j].position.y - balls[i].position.y));
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if (distance < min_distance)
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continue;
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auto direction = balls[j].position - balls[i].position;
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balls[i].velocity += (direction * G * delta_t * balls[j].mass) / (distance * distance);
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}
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if (((balls[i].position.x - balls[i].radius) < 0) || (balls[i].position.x + balls[i].radius> width)) {
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balls[i].velocity.x = -balls[i].velocity.x;
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balls[i].position.x = (balls[i].position.x - balls[i].radius < 0 ? balls[i].radius : width - balls[i].radius);
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}
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if ((balls[i].position.y - balls[i].radius < 0) || (balls[i].position.y + balls[i].radius > height)) {
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balls[i].velocity.y = -balls[i].velocity.y;
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balls[i].position.y = (balls[i].position.y - balls[i].radius < 0 ? balls[i].radius : height - balls[i].radius);
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}
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circle.setRadius(balls[i].radius);
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circle.setOrigin(balls[i].radius, balls[i].radius);
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circle.setPosition(balls[i].position);
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window.draw(circle);
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}
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window.display();
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}
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return 0;
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}
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include <vector>
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#include <cstdlib>
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#include <ctime>
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#include <cmath>
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using namespace std;
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const int min_distance = 5;
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const float K = 25;
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struct Ball
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{
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float radius;
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float charge;
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sf::Vector2f position;
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sf::Vector2f velocity;
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};
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int main()
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{
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srand(time(0));
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const int width = 1000;
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const int height = 800;
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int n_balls = 4;
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const float delta_t = 0.1;
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sf::RenderWindow window(sf::VideoMode(width, height), "My window");
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window.setFramerateLimit(60);
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sf::CircleShape circle(50.0f);
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std::vector<Ball> balls;
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balls.resize(n_balls);
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for (int i = 0; i < n_balls; i++)
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{
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balls[i].radius = 4 + rand() % 8;
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balls[i].charge = (rand() % 8 - rand() % 8) * balls[i].radius * balls[i].radius;
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while (!balls[i].charge) {
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balls[i].charge = (rand() % 8 - rand() % 8) * balls[i].radius * balls[i].radius;
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}
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balls[i].position = {(float)(rand() % width), (float)(rand() % height)};
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balls[i].velocity = {(float)(rand() % 100 - 50), (float)(rand() % 100 - 50)};
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}
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while (window.isOpen())
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{
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sf::Event event;
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while (window.pollEvent(event))
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{
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if (event.type == sf::Event::Closed)
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window.close();
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}
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window.clear(sf::Color::Black);
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for (int i = 0; i < n_balls; i++)
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{
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balls[i].position += balls[i].velocity * delta_t;
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for (int j = 0; j < n_balls; ++j) {
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if (i == j)
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continue;
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float distance = std::sqrt((balls[j].position.x - balls[i].position.x) * (balls[j].position.x - balls[i].position.x) + (balls[j].position.y - balls[i].position.y) * (balls[j].position.y - balls[i].position.y));
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if (distance < min_distance)
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continue;
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auto direction = balls[j].position - balls[i].position;
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if (balls[i].charge * balls[j].charge > 0)
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balls[i].velocity -= (direction * K * delta_t * std::abs(balls[j].charge)) / (distance * distance);
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else
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balls[i].velocity += (direction * K * delta_t * std::abs(balls[j].charge)) / (distance * distance);
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}
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if (((balls[i].position.x - balls[i].radius) < 0) || (balls[i].position.x + balls[i].radius> width)) {
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balls[i].velocity.x = -balls[i].velocity.x;
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balls[i].position.x = (balls[i].position.x - balls[i].radius < 0 ? balls[i].radius : width - balls[i].radius);
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}
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if ((balls[i].position.y - balls[i].radius < 0) || (balls[i].position.y + balls[i].radius > height)) {
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balls[i].velocity.y = -balls[i].velocity.y;
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balls[i].position.y = (balls[i].position.y - balls[i].radius < 0 ? balls[i].radius : height - balls[i].radius);
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}
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circle.setRadius(balls[i].radius);
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circle.setOrigin(balls[i].radius, balls[i].radius);
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circle.setPosition(balls[i].position);
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if (balls[i].charge > 0)
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circle.setFillColor({static_cast<unsigned char>(balls[i].charge/1152 * 255 + 100), 0, 0});
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else
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circle.setFillColor({0, 0, static_cast<unsigned char>(std::abs(balls[i].charge)/1152 * 255 + 100)});
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window.draw(circle);
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}
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window.display();
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}
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return 0;
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}
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@ -0,0 +1,114 @@
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#include <SFML/Graphics.hpp>
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#include <iostream>
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#include <vector>
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#include <cstdlib>
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#include <ctime>
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#include <cmath>
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using namespace std;
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const int min_distance = 5;
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const float K = 5;
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struct Ball
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{
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float radius;
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float charge;
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sf::Vector2f position;
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sf::Vector2f velocity;
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};
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int main()
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{
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srand(time(0));
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const int width = 1000;
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const int height = 800;
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int n_balls = 0;
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char sign = 1;
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// Шаг по времени
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const float delta_t = 0.1;
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sf::RenderWindow window(sf::VideoMode(width, height), "My window");
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window.setFramerateLimit(60);
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sf::CircleShape circle(50.0f);
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std::vector<Ball> balls;
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balls.resize(n_balls);
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while (window.isOpen())
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{
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sf::Event event;
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while (window.pollEvent(event))
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{
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if (event.type == sf::Event::Closed)
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window.close();
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if (event.type == sf::Event::KeyPressed) {
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if (event.key.code == sf::Keyboard::LShift) {
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sign = -1;
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}
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}
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if (event.type == sf::Event::KeyReleased) {
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if (event.key.code == sf::Keyboard::LShift) {
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sign = 1;
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}
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}
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if(event.type == sf::Event::MouseButtonPressed) {
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Ball b;
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if(event.mouseButton.button == sf::Mouse::Right)
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b.radius = 15;
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else if(event.mouseButton.button == sf::Mouse::Left)
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b.radius = 5;
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b.charge = sign * b.radius * b.radius;
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b.position = {(float)(event.mouseButton.x), (float)(event.mouseButton.y)};
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b.velocity = {(float)(0), (float)(0)};
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balls.push_back(b);
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n_balls++;
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}
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}
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window.clear(sf::Color::Black);
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for (int i = 0; i < n_balls; i++)
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{
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balls[i].position += balls[i].velocity * delta_t;
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for (int j = 0; j < n_balls; ++j) {
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if (i == j)
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continue;
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float distance = std::sqrt((balls[j].position.x - balls[i].position.x) * (balls[j].position.x - balls[i].position.x) + (balls[j].position.y - balls[i].position.y) * (balls[j].position.y - balls[i].position.y));
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if (distance < min_distance)
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continue;
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auto direction = balls[j].position - balls[i].position;
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if (balls[i].charge * balls[j].charge > 0)
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balls[i].velocity -= (direction * K * delta_t * std::abs(balls[j].charge)) / (distance * distance);
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else
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balls[i].velocity += (direction * K * delta_t * std::abs(balls[j].charge)) / (distance * distance);
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}
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||||||
|
if (((balls[i].position.x - balls[i].radius) < 0) || (balls[i].position.x + balls[i].radius> width)) {
|
||||||
|
balls[i].velocity.x = -balls[i].velocity.x;
|
||||||
|
balls[i].position.x = (balls[i].position.x - balls[i].radius < 0 ? balls[i].radius : width - balls[i].radius);
|
||||||
|
}
|
||||||
|
if ((balls[i].position.y - balls[i].radius < 0) || (balls[i].position.y + balls[i].radius > height)) {
|
||||||
|
balls[i].velocity.y = -balls[i].velocity.y;
|
||||||
|
balls[i].position.y = (balls[i].position.y - balls[i].radius < 0 ? balls[i].radius : height - balls[i].radius);
|
||||||
|
}
|
||||||
|
|
||||||
|
circle.setRadius(balls[i].radius);
|
||||||
|
circle.setOrigin(balls[i].radius, balls[i].radius);
|
||||||
|
circle.setPosition(balls[i].position);
|
||||||
|
|
||||||
|
if (balls[i].charge > 0)
|
||||||
|
circle.setFillColor({200, 0, 0});
|
||||||
|
else
|
||||||
|
circle.setFillColor({0, 0, 200});
|
||||||
|
window.draw(circle);
|
||||||
|
}
|
||||||
|
|
||||||
|
window.display();
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
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Reference in New Issue