implement threaded physics (decoupled from rendering thread) - not yet integrated
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@ -1,7 +1,7 @@
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cmake_minimum_required(VERSION 3.25)
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project(MassSprings)
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set(CMAKE_CXX_STANDARD 23)
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set(CMAKE_CXX_STANDARD 26)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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find_package(raylib REQUIRED)
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@ -1,9 +1,14 @@
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#ifndef __PHYSICS_HPP_
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#define __PHYSICS_HPP_
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#include <atomic>
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#include <mutex>
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#include <queue>
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#include <raylib.h>
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#include <raymath.h>
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#include <thread>
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#include <unordered_map>
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#include <variant>
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#include <vector>
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#include "config.hpp"
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@ -105,14 +110,13 @@ private:
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#endif
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public:
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auto AddMass(float mass, bool fixed, const State &state) -> void;
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auto AddMass(const State &state) -> void;
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auto GetMass(const State &state) -> Mass &;
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auto GetMass(const State &state) const -> const Mass &;
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auto AddSpring(const State &massA, const State &massB, float spring_constant,
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float dampening_constant, float rest_length) -> void;
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auto AddSpring(const State &massA, const State &massB) -> void;
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auto Clear() -> void;
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@ -129,4 +133,58 @@ public:
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#endif
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};
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class ThreadedPhysics {
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struct AddMass {
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State s;
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};
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struct AddSpring {
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State a;
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State b;
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};
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struct ClearGraph {};
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using Command = std::variant<AddMass, AddSpring, ClearGraph>;
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struct PhysicsState {
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std::mutex command_mtx;
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std::queue<Command> pending_commands;
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std::mutex pos_mtx;
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std::vector<Mass> masses; // Read by renderer
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std::unordered_map<State, int> state_masses; // Read by renderer
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std::vector<Spring> springs; // Read by renderer
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std::unordered_map<std::pair<State, State>, int>
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state_springs; // Read by renderer
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std::atomic<bool> running{true};
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};
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private:
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PhysicsState state;
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std::thread physics;
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public:
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ThreadedPhysics() : physics(PhysicsThread, std::ref(state)) {}
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ThreadedPhysics(const ThreadedPhysics ©) = delete;
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ThreadedPhysics &operator=(const ThreadedPhysics ©) = delete;
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ThreadedPhysics(ThreadedPhysics &&move) = delete;
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ThreadedPhysics &operator=(ThreadedPhysics &&move) = delete;
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~ThreadedPhysics() {
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state.running = false;
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physics.join();
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}
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private:
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static auto PhysicsThread(PhysicsState &state) -> void;
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public:
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};
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// https://en.cppreference.com/w/cpp/utility/variant/visit
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template <class... Ts> struct overloads : Ts... {
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using Ts::operator()...;
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};
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#endif
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10
src/main.cpp
10
src/main.cpp
@ -1,3 +1,7 @@
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#include <raylib.h>
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#include <raymath.h>
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#include <tracy/Tracy.hpp>
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#include "config.hpp"
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#include "input.hpp"
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#include "physics.hpp"
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@ -5,10 +9,6 @@
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#include "state.hpp"
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#include "tracy.hpp"
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#include <raylib.h>
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#include <raymath.h>
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#include <tracy/Tracy.hpp>
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// TODO: Klotski state file loading
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// - File should contain a single state per line, multiple lines possible
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// - If a file is loaded, the presets should be replaced with the states
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@ -18,7 +18,7 @@
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// TODO: Graph interaction
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// - Click states to display them in the board
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// - Find shortest path to any winning state and mark it in the graph
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// - Also mark the next move along the path on the board
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// - Also mark the next move along the path on the board
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auto main(int argc, char *argv[]) -> int {
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// if (argc < 2) {
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@ -5,6 +5,7 @@
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#include <algorithm>
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#include <cfloat>
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#include <cstddef>
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#include <mutex>
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#include <raylib.h>
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#include <raymath.h>
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#include <tracy/Tracy.hpp>
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@ -69,8 +70,7 @@ auto Spring::CalculateSpringForce(Mass &_mass_a, Mass &_mass_b) const -> void {
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_mass_b.force = Vector3Add(_mass_b.force, force_b);
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}
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auto MassSpringSystem::AddMass(float mass, bool fixed, const State &state)
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-> void {
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auto MassSpringSystem::AddMass(const State &state) -> void {
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if (!state_masses.contains(state)) {
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masses.emplace_back(Vector3Zero());
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std::size_t idx = masses.size() - 1;
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@ -86,9 +86,7 @@ auto MassSpringSystem::GetMass(const State &state) const -> const Mass & {
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return masses.at(state_masses.at(state));
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}
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auto MassSpringSystem::AddSpring(const State &state_a, const State &state_b,
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float spring_constant,
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float dampening_constant, float rest_length)
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auto MassSpringSystem::AddSpring(const State &state_a, const State &state_b)
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-> void {
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std::pair<State, State> key = std::make_pair(state_a, state_b);
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if (!state_springs.contains(key)) {
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@ -340,3 +338,46 @@ auto MassSpringSystem::InvalidateGrid() -> void {
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last_springs_count = 0;
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}
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#endif
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auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state)
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-> void {
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MassSpringSystem mass_springs;
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const auto visitor = overloads{
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[&](const AddMass &am) { mass_springs.AddMass(am.s); },
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[&](const AddSpring &as) { mass_springs.AddSpring(as.a, as.b); },
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[&](const ClearGraph &cg) { mass_springs.Clear(); },
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};
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while (state.running) {
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// Handle queued commands
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{
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std::lock_guard<std::mutex> lock(state.command_mtx);
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while (!state.pending_commands.empty()) {
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Command &cmd = state.pending_commands.front();
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cmd.visit(visitor);
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state.pending_commands.pop();
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}
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}
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if (mass_springs.masses.empty()) {
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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continue;
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}
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// Physics update
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mass_springs.ClearForces();
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mass_springs.CalculateSpringForces();
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mass_springs.CalculateRepulsionForces();
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mass_springs.VerletUpdate(TIMESTEP * SIM_SPEED);
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// Publish the positions for the renderer (copy)
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{
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std::lock_guard<std::mutex> lock(state.pos_mtx);
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state.masses = mass_springs.masses;
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state.state_masses = mass_springs.state_masses;
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state.springs = mass_springs.springs;
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state.state_springs = mass_springs.state_springs;
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}
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}
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}
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