#include #include #include #include #include #include using namespace std; const int min_distance = 5; const float K = 25; struct Ball { float radius; float charge; sf::Vector2f position; sf::Vector2f velocity; }; int main() { srand(time(0)); const int width = 1000; const int height = 800; int n_balls = 4; const float delta_t = 0.1; sf::RenderWindow window(sf::VideoMode(width, height), "My window"); window.setFramerateLimit(60); sf::CircleShape circle(50.0f); std::vector balls; balls.resize(n_balls); for (int i = 0; i < n_balls; i++) { balls[i].radius = 4 + rand() % 8; balls[i].charge = (rand() % 8 - rand() % 8) * balls[i].radius * balls[i].radius; while (!balls[i].charge) { balls[i].charge = (rand() % 8 - rand() % 8) * balls[i].radius * balls[i].radius; } balls[i].position = {(float)(rand() % width), (float)(rand() % height)}; balls[i].velocity = {(float)(rand() % 100 - 50), (float)(rand() % 100 - 50)}; } while (window.isOpen()) { sf::Event event; while (window.pollEvent(event)) { if (event.type == sf::Event::Closed) window.close(); } window.clear(sf::Color::Black); for (int i = 0; i < n_balls; i++) { balls[i].position += balls[i].velocity * delta_t; for (int j = 0; j < n_balls; ++j) { if (i == j) continue; 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)); if (distance < min_distance) continue; auto direction = balls[j].position - balls[i].position; if (balls[i].charge * balls[j].charge > 0) balls[i].velocity -= (direction * K * delta_t * std::abs(balls[j].charge)) / (distance * distance); else balls[i].velocity += (direction * K * delta_t * std::abs(balls[j].charge)) / (distance * distance); } 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({static_cast(balls[i].charge/1152 * 255 + 100), 0, 0}); else circle.setFillColor({0, 0, static_cast(std::abs(balls[i].charge)/1152 * 255 + 100)}); window.draw(circle); } window.display(); } return 0; }