add menu pane at the top
This commit is contained in:
79
src/main.cpp
79
src/main.cpp
@ -1,7 +1,7 @@
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#include <functional>
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#define VERLET_UPDATE
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#include <chrono>
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#include <functional>
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#include <iostream>
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#include <omp.h>
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#include <ratio>
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@ -132,10 +132,9 @@ auto state_klotski() -> State {
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return s;
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}
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std::array<StateGenerator, 11> generators{
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state_simple_1r, state_simple_1f, state_simple_2r, state_simple_2f,
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state_simple_3r, state_simple_3f, state_complex_1r, state_complex_2r,
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state_complex_3r, state_complex_4f, state_klotski};
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std::array<StateGenerator, 8> generators{
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state_simple_1r, state_simple_2r, state_simple_3r, state_complex_1r,
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state_complex_2r, state_complex_3r, state_complex_4f, state_klotski};
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auto apply_state(MassSpringSystem &mass_springs, StateGenerator generator)
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-> State {
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@ -145,10 +144,13 @@ auto apply_state(MassSpringSystem &mass_springs, StateGenerator generator)
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State s = generator();
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mass_springs.AddMass(1.0, Vector3Zero(), false, s.state);
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// Closure solving
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return s;
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};
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auto solve_closure(MassSpringSystem &mass_springs, const State board) -> void {
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std::pair<std::unordered_set<std::string>,
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std::vector<std::pair<std::string, std::string>>>
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closure = s.Closure();
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closure = board.Closure();
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for (const auto &state : closure.first) {
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Vector3 pos =
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Vector3(static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
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@ -171,9 +173,7 @@ auto apply_state(MassSpringSystem &mass_springs, StateGenerator generator)
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<< sizeof(decltype(*mass_springs.springs.begin())) *
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mass_springs.springs.size()
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<< " Bytes for springs." << std::endl;
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return s;
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};
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}
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auto main(int argc, char *argv[]) -> int {
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// if (argc < 2) {
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@ -190,15 +190,15 @@ auto main(int argc, char *argv[]) -> int {
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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// SetConfigFlags(FLAG_WINDOW_ALWAYS_RUN);
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InitWindow(WIDTH * 2, HEIGHT, "MassSprings");
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InitWindow(WIDTH * 2, HEIGHT + MENU_HEIGHT, "MassSprings");
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// Rendering configuration
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Renderer renderer(WIDTH, HEIGHT);
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Renderer renderer;
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// Klotski configuration
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int current_generator = 0;
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MassSpringSystem mass_springs;
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State board = apply_state(mass_springs, generators[current_generator]);
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MassSpringSystem masssprings;
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State board = apply_state(masssprings, generators[current_generator]);
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// Game loop
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float frametime;
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@ -232,10 +232,10 @@ auto main(int argc, char *argv[]) -> int {
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} else {
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hov_x = (m.x - x_offset) / block_size;
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}
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if (m.y < y_offset) {
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if (m.y - MENU_HEIGHT < y_offset) {
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hov_y = 100;
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} else {
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hov_y = (m.y - y_offset) / block_size;
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hov_y = (m.y - MENU_HEIGHT - y_offset) / block_size;
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}
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
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sel_x = hov_x;
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@ -265,34 +265,42 @@ auto main(int argc, char *argv[]) -> int {
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} else if (IsKeyPressed(KEY_N)) {
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current_generator =
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(generators.size() + current_generator - 1) % generators.size();
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board = apply_state(mass_springs, generators[current_generator]);
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board = apply_state(masssprings, generators[current_generator]);
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previous_state = board.state;
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} else if (IsKeyPressed(KEY_M)) {
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current_generator = (current_generator + 1) % generators.size();
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board = apply_state(mass_springs, generators[current_generator]);
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board = apply_state(masssprings, generators[current_generator]);
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previous_state = board.state;
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} else if (IsKeyPressed(KEY_R)) {
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board = generators[current_generator]();
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} else if (IsKeyPressed(KEY_C)) {
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solve_closure(masssprings, board);
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} else if (IsKeyPressed(KEY_G)) {
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masssprings.masses.clear();
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masssprings.springs.clear();
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masssprings.AddMass(1.0, Vector3Zero(), false, board.state);
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previous_state = board.state;
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}
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// Don't need this as long as we're generating the closure beforehand
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// if (previous_state != board.state) {
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// mass_springs.AddMass(
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// 1.0,
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// Vector3(static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
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// static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
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// static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0),
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// false, board.state);
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// mass_springs.AddSpring(board.state, previous_state, SPRING_CONSTANT,
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// DAMPENING_CONSTANT, REST_LENGTH);
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// }
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if (previous_state != board.state) {
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masssprings.AddMass(
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1.0,
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Vector3(static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
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static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
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static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0),
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false, board.state);
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masssprings.AddSpring(board.state, previous_state, SPRING_CONSTANT,
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DAMPENING_CONSTANT, REST_LENGTH);
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}
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// Physics update
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std::chrono::high_resolution_clock::time_point ps =
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std::chrono::high_resolution_clock::now();
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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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masssprings.ClearForces();
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masssprings.CalculateSpringForces();
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masssprings.CalculateRepulsionForces();
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#ifdef VERLET_UPDATE
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mass_springs.VerletUpdate(frametime * SIM_SPEED);
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masssprings.VerletUpdate(frametime * SIM_SPEED);
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#else
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mass_springs.EulerUpdate(frametime * SIM_SPEED);
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#endif
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@ -303,9 +311,10 @@ auto main(int argc, char *argv[]) -> int {
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// Rendering
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std::chrono::high_resolution_clock::time_point rs =
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std::chrono::high_resolution_clock::now();
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renderer.UpdateCamera();
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renderer.DrawMassSprings(mass_springs);
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renderer.UpdateCamera(masssprings, board);
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renderer.DrawMassSprings(masssprings, board);
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renderer.DrawKlotski(board, hov_x, hov_y, sel_x, sel_y);
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renderer.DrawMenu(masssprings);
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renderer.DrawTextures();
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std::chrono::high_resolution_clock::time_point re =
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std::chrono::high_resolution_clock::now();
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