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#include <stdlib.h>
#include <iostream>
#include <math.h>
#include <GL/glut.h>
#include <oneapi/tbb.h>
#include <oneapi/tbb/flow_graph.h>
using namespace std;
using namespace oneapi::tbb;
using namespace oneapi::tbb::flow;
typedef struct {
double x, y;
} Point;
typedef struct {
Point min, max;
} Rectangle;
typedef struct {
double x, y;
} Vector;
typedef struct {
float r, g, b;
} Color;
typedef struct {
Point p; /* position [m] */
Vector v; /* velocity [m/s] */
double r; /* radius [m] */
double m; /* mass [kg] */
Color color;
} Ball;
class Collision {
public:
Ball *b1, *b2;
Collision(Ball *_b1, Ball *_b2) {
b1 = _b1;
b2 = _b2;
}
friend bool operator<(const Collision& a, const Collision& b) {
return a.b1 < b.b1 || a.b2 < b.b2;
}
friend bool operator==(const Collision& a, const Collision& b) {
return a.b1 == b.b1 && a.b2 == b.b2;
}
friend ostream& operator<<(ostream& os, Collision const & c) {
return os << "(" << c.b1 << ", " << c.b2 << ")";
}
};
vector<vector<Collision>> partitionCollisions(vector<Ball *> balls);
Point addPt(Point p, Point q);
Point subPt(Point p, Point q);
Point ptAddVec(Point p, Vector v);
Point ptSubVec(Point p, Vector v);
Point ptMulS(Point p, double s);
Point ptDivS(Point p, double s);
Point Pt(double x, double y);
Rectangle insetRect(Rectangle r, double n);
Point randPtInRect(Rectangle r);
Vector addVec(Vector v1, Vector v2);
Vector subVec(Vector v1, Vector v2);
Vector vecMulS(Vector v, double s);
Vector vecDivS(Vector v, double s);
double vecDot(Vector v1, Vector v2);
Vector unitNorm(Vector v);
double vecLen(Vector v);
Vector Vec(double x, double y);
Vector VecPt(Point p, Point q);
int isCollision(Point p1, double r1, Point p2, double r2);
void collideWall(Ball *b, Rectangle wall);
void collideBall(Ball *b1, Ball *b2);
double randDouble(double lo, double hi);
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