implement klotski graph closure solving + improve camera controls (panning)

This commit is contained in:
2026-02-18 00:53:42 +01:00
parent 039d96eee3
commit 47fcea6bcb
10 changed files with 226 additions and 96 deletions

View File

@ -1,6 +1,7 @@
#include "renderer.hpp"
#include <raylib.h>
#include <raymath.h>
#include "config.hpp"
#include "mass_springs.hpp"
@ -8,28 +9,50 @@
auto OrbitCamera3D::Update() -> void {
Vector2 mouse = GetMousePosition();
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) {
dragging = true;
last_mouse = mouse;
} else if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
panning = true;
last_mouse = mouse;
}
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) {
if (IsMouseButtonReleased(MOUSE_RIGHT_BUTTON)) {
dragging = false;
}
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) {
panning = false;
}
if (dragging) {
Vector2 dx = Vector2Subtract(mouse, last_mouse);
last_mouse = mouse;
angle_x -= dx.x * 0.005;
angle_y += dx.y * 0.005;
angle_x -= dx.x * ROT_SPEED / 200.0;
angle_y += dx.y * ROT_SPEED / 200.0;
angle_y = Clamp(angle_y, -1.5, 1.5); // Prevent flipping
}
if (panning) {
Vector2 dx = Vector2Subtract(mouse, last_mouse);
last_mouse = mouse;
float speed = distance * PAN_SPEED / 1000.0;
Vector3 forward =
Vector3Normalize(Vector3Subtract(camera.target, camera.position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, camera.up));
Vector3 up = Vector3Normalize(Vector3CrossProduct(right, forward));
Vector3 offset = Vector3Add(Vector3Scale(right, -dx.x * speed),
Vector3Scale(up, dx.y * speed));
target = Vector3Add(target, offset);
}
float wheel = GetMouseWheelMove();
distance -= wheel * 2.0;
distance = Clamp(distance, 2.0, 50.0);
distance -= wheel * ZOOM_SPEED;
distance = Clamp(distance, MIN_CAMERA_DISTANCE, MAX_CAMERA_DISTANCE);
float x = cos(angle_y) * sin(angle_x) * distance;
float y = sin(angle_y) * distance;
@ -48,7 +71,7 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &masssprings) -> void {
BeginMode3D(camera.camera);
// Draw springs
for (const auto &spring : masssprings.springs) {
for (const auto &[states, spring] : masssprings.springs) {
const Mass a = spring.massA;
const Mass b = spring.massB;
@ -61,7 +84,7 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &masssprings) -> void {
VERTEX_COLOR);
}
DrawGrid(10, 1.0);
// DrawGrid(10, 1.0);
EndMode3D();
@ -70,7 +93,7 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &masssprings) -> void {
EndTextureMode();
}
auto Renderer::DrawKlotski(State &state, int hov_x, int hov_y, int sel_x,
auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
int sel_y) -> void {
BeginTextureMode(klotski_target);
ClearBackground(RAYWHITE);