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

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@ -1 +1 @@
./cmake-build-release/.clangd ./cmake-build-debug/.clangd

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@ -1 +1 @@
./cmake-build-release/compile_commands.json ./cmake-build-debug/compile_commands.json

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@ -3,23 +3,32 @@
#include <raylib.h> #include <raylib.h>
constexpr int WIDTH = 800; // Window
constexpr int HEIGHT = 800; constexpr int WIDTH = 1000;
constexpr int HEIGHT = 1000;
constexpr float VERTEX_SIZE = 0.1; // Camera Controls
constexpr float SIM_SPEED = 4.0;
constexpr float CAMERA_DISTANCE = 4.0;
constexpr float MIN_CAMERA_DISTANCE = 2.0;
constexpr float MAX_CAMERA_DISTANCE = 50.0;
constexpr float ZOOM_SPEED = 1.0;
constexpr float PAN_SPEED = 1.0;
constexpr float ROT_SPEED = 1.0;
// Physics Engine
constexpr float SPRING_CONSTANT = 1.5;
constexpr float DAMPENING_CONSTANT = 0.8;
constexpr float REST_LENGTH = 1.0;
constexpr float REPULSION_FORCE = 0.05;
constexpr float VERLET_DAMPENING = 0.01; // [0, 1]
// Graph Drawing
constexpr float VERTEX_SIZE = 0.05;
constexpr Color VERTEX_COLOR = GREEN; constexpr Color VERTEX_COLOR = GREEN;
constexpr Color EDGE_COLOR = DARKGREEN; constexpr Color EDGE_COLOR = DARKGREEN;
constexpr float SIM_SPEED = 4.0; // Klotski Drawing
constexpr float ROTATION_SPEED = 1.0;
constexpr float CAMERA_DISTANCE = 2.2;
constexpr float CULLING_TOLERANCE = 0.1; // percentage
constexpr float DEFAULT_SPRING_CONSTANT = 1.5;
constexpr float DEFAULT_DAMPENING_CONSTANT = 0.1;
constexpr float DEFAULT_REST_LENGTH = 0.5;
constexpr float DEFAULT_REPULSION_FORCE = 0.01;
constexpr int BOARD_PADDING = 5; constexpr int BOARD_PADDING = 5;
constexpr int BLOCK_PADDING = 5; constexpr int BLOCK_PADDING = 5;
constexpr Color BLOCK_COLOR = DARKGREEN; constexpr Color BLOCK_COLOR = DARKGREEN;

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@ -6,6 +6,7 @@
#include <format> #include <format>
#include <iostream> #include <iostream>
#include <string> #include <string>
#include <unordered_set>
#include <vector> #include <vector>
// #define DBG_PRINT // #define DBG_PRINT
@ -109,17 +110,17 @@ public:
~Block() {} ~Block() {}
public: public:
auto Hash() -> int; auto Hash() const -> int;
static auto Invalid() -> Block const; static auto Invalid() -> Block;
auto IsValid() -> bool; auto IsValid() const -> bool;
auto ToString() -> std::string; auto ToString() const -> std::string;
auto Covers(int xx, int yy) -> bool; auto Covers(int xx, int yy) const -> bool;
auto Collides(const Block &other) -> bool; auto Collides(const Block &other) const -> bool;
}; };
// A state is represented by a string "WxH:blocks", where W is the board width, // A state is represented by a string "WxH:blocks", where W is the board width,
@ -130,8 +131,8 @@ public:
// block's pivot being its top-left corner. // block's pivot being its top-left corner.
class State { class State {
public: public:
int width; const int width;
int height; const int height;
std::string state; std::string state;
// https://en.cppreference.com/w/cpp/iterator/input_iterator.html // https://en.cppreference.com/w/cpp/iterator/input_iterator.html
@ -214,24 +215,32 @@ public:
bool operator!=(const State &other) const { return !(*this == other); } bool operator!=(const State &other) const { return !(*this == other); }
BlockIterator begin() { return BlockIterator(*this); } BlockIterator begin() const { return BlockIterator(*this); }
BlockIterator end() { return BlockIterator(*this, width * height); } BlockIterator end() const { return BlockIterator(*this, width * height); }
~State() {} ~State() {}
public: public:
auto Hash() -> int; auto Hash() const -> int;
auto AddBlock(Block block) -> bool; auto AddBlock(Block block) -> bool;
auto GetBlock(int x, int y) -> Block; auto GetBlock(int x, int y) const -> Block;
auto RemoveBlock(int x, int y) -> bool; auto RemoveBlock(int x, int y) -> bool;
auto MoveBlockAt(int x, int y, Direction dir) -> bool; auto MoveBlockAt(int x, int y, Direction dir) -> bool;
auto GetNextStates() -> std::vector<State>; auto GetNextStates() const -> std::vector<State>;
auto Closure() const
-> std::pair<std::unordered_set<std::string>,
std::vector<std::pair<std::string, std::string>>>;
};
template <> struct std::hash<State> {
std::size_t operator()(const State &s) const noexcept { return s.Hash(); }
}; };
#endif #endif

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@ -1,21 +1,19 @@
#ifndef __MASS_SPRINGS_HPP_ #ifndef __MASS_SPRINGS_HPP_
#define __MASS_SPRINGS_HPP_ #define __MASS_SPRINGS_HPP_
#include <cstddef>
#include <raylib.h> #include <raylib.h>
#include <raymath.h> #include <raymath.h>
#include <string> #include <string>
#include <unordered_map> #include <unordered_map>
#include <vector>
class Mass { class Mass {
public: public:
float mass; const float mass;
Vector3 position; Vector3 position;
Vector3 previous_position; // for verlet integration Vector3 previous_position; // for verlet integration
Vector3 velocity; Vector3 velocity;
Vector3 force; Vector3 force;
bool fixed; const bool fixed;
public: public:
Mass(float mass, Vector3 position, bool fixed) Mass(float mass, Vector3 position, bool fixed)
@ -48,15 +46,13 @@ public:
auto VerletUpdate(const float delta_time) -> void; auto VerletUpdate(const float delta_time) -> void;
}; };
using MassList = std::vector<Mass>;
class Spring { class Spring {
public: public:
Mass &massA; Mass &massA;
Mass &massB; Mass &massB;
float spring_constant; const float spring_constant;
float dampening_constant; const float dampening_constant;
float rest_length; const float rest_length;
public: public:
Spring(Mass &massA, Mass &massB, float spring_constant, Spring(Mass &massA, Mass &massB, float spring_constant,
@ -83,15 +79,13 @@ public:
~Spring() {} ~Spring() {}
public: public:
auto CalculateSpringForce() -> void; auto CalculateSpringForce() const -> void;
}; };
using SpringList = std::vector<Spring>;
class MassSpringSystem { class MassSpringSystem {
public: public:
std::unordered_map<std::string, Mass> masses; std::unordered_map<std::string, Mass> masses;
SpringList springs; std::unordered_map<std::string, Spring> springs;
public: public:
MassSpringSystem() {}; MassSpringSystem() {};
@ -104,8 +98,8 @@ public:
~MassSpringSystem() {}; ~MassSpringSystem() {};
public: public:
auto AddMass(float mass, Vector3 position, bool fixed, std::string state) auto AddMass(float mass, Vector3 position, bool fixed,
-> void; const std::string &state) -> void;
auto GetMass(const std::string &state) -> Mass &; auto GetMass(const std::string &state) -> Mass &;
@ -121,9 +115,9 @@ public:
auto CalculateRepulsionForces() -> void; auto CalculateRepulsionForces() -> void;
auto EulerUpdate(const float delta_time) -> void; auto EulerUpdate(float delta_time) -> void;
auto VerletUpdate(const float delta_time) -> void; auto VerletUpdate(float delta_time) -> void;
}; };
#endif #endif

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@ -20,11 +20,13 @@ private:
float angle_y; float angle_y;
Vector2 last_mouse; Vector2 last_mouse;
bool dragging; bool dragging;
bool panning;
public: public:
OrbitCamera3D(Vector3 target, float distance) OrbitCamera3D(Vector3 target, float distance)
: camera({0}), target(target), distance(distance), angle_x(0.0), : camera({0}), target(target), distance(distance), angle_x(0.0),
angle_y(0.3), last_mouse(Vector2Zero()), dragging(false) { angle_y(0.3), last_mouse(Vector2Zero()), dragging(false),
panning(false) {
camera.position = Vector3(0, 0, -1.0 * distance); camera.position = Vector3(0, 0, -1.0 * distance);
camera.target = target; camera.target = target;
camera.up = Vector3(0, 1.0, 0); camera.up = Vector3(0, 1.0, 0);
@ -40,8 +42,8 @@ public:
class Renderer { class Renderer {
private: private:
int width; const int width;
int height; const int height;
OrbitCamera3D camera; OrbitCamera3D camera;
RenderTexture render_target; RenderTexture render_target;
RenderTexture klotski_target; RenderTexture klotski_target;
@ -69,8 +71,8 @@ public:
auto DrawMassSprings(const MassSpringSystem &masssprings) -> void; auto DrawMassSprings(const MassSpringSystem &masssprings) -> void;
auto DrawKlotski(State &state, int hov_x, int hov_y, int sel_x, int sel_y) auto DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
-> void; int sel_y) -> void;
auto DrawTextures() -> void; auto DrawTextures() -> void;
}; };

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@ -1,20 +1,20 @@
#include "klotski.hpp" #include "klotski.hpp"
auto Block::Hash() -> int { auto Block::Hash() const -> int {
std::string s = std::format("{},{},{},{}", x, y, width, height); std::string s = std::format("{},{},{},{}", x, y, width, height);
return std::hash<std::string>{}(s); return std::hash<std::string>{}(s);
} }
auto Block::Invalid() -> Block const { auto Block::Invalid() -> Block {
Block block = Block(0, 0, 1, 1, false); Block block = Block(0, 0, 1, 1, false);
block.width = 0; block.width = 0;
block.height = 0; block.height = 0;
return block; return block;
} }
auto Block::IsValid() -> bool { return width != 0 && height != 0; } auto Block::IsValid() const -> bool { return width != 0 && height != 0; }
auto Block::ToString() -> std::string { auto Block::ToString() const -> std::string {
if (target) { if (target) {
return std::format("{}{}", return std::format("{}{}",
static_cast<char>(width + static_cast<int>('a') - 1), static_cast<char>(width + static_cast<int>('a') - 1),
@ -24,16 +24,16 @@ auto Block::ToString() -> std::string {
} }
} }
auto Block::Covers(int xx, int yy) -> bool { auto Block::Covers(int xx, int yy) const -> bool {
return xx >= x && xx < x + width && yy >= y && yy < y + height; return xx >= x && xx < x + width && yy >= y && yy < y + height;
} }
auto Block::Collides(const Block &other) -> bool { auto Block::Collides(const Block &other) const -> bool {
return x < other.x + other.width && x + width > other.x && return x < other.x + other.width && x + width > other.x &&
y < other.y + other.height && y + height > other.y; y < other.y + other.height && y + height > other.y;
} }
auto State::Hash() -> int { return std::hash<std::string>{}(state); } auto State::Hash() const -> int { return std::hash<std::string>{}(state); }
auto State::AddBlock(Block block) -> bool { auto State::AddBlock(Block block) -> bool {
if (block.x + block.width > width || block.y + block.height > height) { if (block.x + block.width > width || block.y + block.height > height) {
@ -52,7 +52,7 @@ auto State::AddBlock(Block block) -> bool {
return true; return true;
} }
auto State::GetBlock(int x, int y) -> Block { auto State::GetBlock(int x, int y) const -> Block {
if (x >= width || y >= height) { if (x >= width || y >= height) {
return Block::Invalid(); return Block::Invalid();
} }
@ -128,3 +128,60 @@ auto State::MoveBlockAt(int x, int y, Direction dir) -> bool {
return true; return true;
} }
auto State::GetNextStates() const -> std::vector<State> {
std::vector<State> new_states;
for (const Block &b : *this) {
State north = *this;
if (north.MoveBlockAt(b.x, b.y, Direction::NOR)) {
new_states.push_back(north);
}
State east = *this;
if (east.MoveBlockAt(b.x, b.y, Direction::EAS)) {
new_states.push_back(east);
}
State south = *this;
if (south.MoveBlockAt(b.x, b.y, Direction::SOU)) {
new_states.push_back(south);
}
State west = *this;
if (west.MoveBlockAt(b.x, b.y, Direction::WES)) {
new_states.push_back(west);
}
}
return new_states;
}
auto State::Closure() const
-> std::pair<std::unordered_set<std::string>,
std::vector<std::pair<std::string, std::string>>> {
std::unordered_set<std::string> states;
std::vector<std::pair<std::string, std::string>> links;
std::unordered_set<State> remaining_states;
remaining_states.insert(*this);
do {
const State current = *remaining_states.begin();
remaining_states.erase(current);
std::vector<State> new_states = current.GetNextStates();
for (State &s : new_states) {
if (!states.contains(s.state)) {
remaining_states.insert(s);
states.insert(s.state);
}
links.emplace_back(current.state, s.state);
}
} while (remaining_states.size() > 0);
std::cout << "Closure contains " << states.size() << " states with "
<< links.size() << " links." << std::endl;
return std::make_pair(states, links);
}

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@ -15,23 +15,23 @@ auto klotski_a() -> State {
Block b = Block(1, 0, 2, 2, true); Block b = Block(1, 0, 2, 2, true);
Block c = Block(3, 0, 1, 2, false); Block c = Block(3, 0, 1, 2, false);
Block d = Block(0, 2, 1, 2, false); Block d = Block(0, 2, 1, 2, false);
Block e = Block(1, 2, 2, 1, false); // Block e = Block(1, 2, 2, 1, false);
Block f = Block(3, 2, 1, 2, false); // Block f = Block(3, 2, 1, 2, false);
Block g = Block(1, 3, 1, 1, false); // Block g = Block(1, 3, 1, 1, false);
Block h = Block(2, 3, 1, 1, false); // Block h = Block(2, 3, 1, 1, false);
Block i = Block(0, 4, 1, 1, false); // Block i = Block(0, 4, 1, 1, false);
Block j = Block(3, 4, 1, 1, false); // Block j = Block(3, 4, 1, 1, false);
s.AddBlock(a); s.AddBlock(a);
s.AddBlock(b); s.AddBlock(b);
s.AddBlock(c); s.AddBlock(c);
s.AddBlock(d); s.AddBlock(d);
s.AddBlock(e); // s.AddBlock(e);
s.AddBlock(f); // s.AddBlock(f);
s.AddBlock(g); // s.AddBlock(g);
s.AddBlock(h); // s.AddBlock(h);
s.AddBlock(i); // s.AddBlock(i);
s.AddBlock(j); // s.AddBlock(j);
return s; return s;
} }
@ -58,6 +58,33 @@ auto main(int argc, char *argv[]) -> int {
State board = klotski_a(); State board = klotski_a();
mass_springs.AddMass(1.0, Vector3Zero(), true, board.state); mass_springs.AddMass(1.0, Vector3Zero(), true, board.state);
// Closure solving
std::pair<std::unordered_set<std::string>,
std::vector<std::pair<std::string, std::string>>>
closure = board.Closure();
for (const auto &state : closure.first) {
Vector3 pos =
Vector3(static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0);
mass_springs.AddMass(1.0, pos, false, state);
}
for (const auto &[from, to] : closure.second) {
mass_springs.AddSpring(from, to, SPRING_CONSTANT, DAMPENING_CONSTANT,
REST_LENGTH);
}
std::cout << "Inserted " << mass_springs.masses.size() << " masses and "
<< mass_springs.springs.size() << " springs." << std::endl;
std::cout << "Consuming "
<< sizeof(decltype(*mass_springs.masses.begin())) *
mass_springs.masses.size()
<< " Bytes for masses." << std::endl;
std::cout << "Consuming "
<< sizeof(decltype(*mass_springs.springs.begin())) *
mass_springs.springs.size()
<< " Bytes for springs." << std::endl;
// Rendering configuration // Rendering configuration
Renderer renderer(WIDTH, HEIGHT); Renderer renderer(WIDTH, HEIGHT);
@ -115,8 +142,9 @@ auto main(int argc, char *argv[]) -> int {
if (board.MoveBlockAt(sel_x, sel_y, Direction::EAS)) { if (board.MoveBlockAt(sel_x, sel_y, Direction::EAS)) {
sel_x++; sel_x++;
} }
} else if (IsKeyPressed(KEY_P)) {
std::cout << board.state << std::endl;
} }
// TODO: Need to check for duplicate springs
if (previous_state != board.state) { if (previous_state != board.state) {
mass_springs.AddMass( mass_springs.AddMass(
1.0, 1.0,
@ -124,9 +152,8 @@ auto main(int argc, char *argv[]) -> int {
static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0, static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0), static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0),
false, board.state); false, board.state);
mass_springs.AddSpring(board.state, previous_state, mass_springs.AddSpring(board.state, previous_state, SPRING_CONSTANT,
DEFAULT_SPRING_CONSTANT, DAMPENING_CONSTANT, REST_LENGTH);
DEFAULT_DAMPENING_CONSTANT, DEFAULT_REST_LENGTH);
} }
// Physics update // Physics update

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@ -1,7 +1,7 @@
#include "mass_springs.hpp" #include "mass_springs.hpp"
#include "config.hpp" #include "config.hpp"
#include <cstddef> #include <format>
#include <raymath.h> #include <raymath.h>
auto Mass::ClearForce() -> void { force = Vector3Zero(); } auto Mass::ClearForce() -> void { force = Vector3Zero(); }
@ -44,13 +44,13 @@ auto Mass::VerletUpdate(const float delta_time) -> void {
Vector3 accel_term = Vector3Scale(acceleration, delta_time * delta_time); Vector3 accel_term = Vector3Scale(acceleration, delta_time * delta_time);
// Minimal dampening // Minimal dampening
displacement = Vector3Scale(displacement, 0.99); displacement = Vector3Scale(displacement, 1.0 - VERLET_DAMPENING);
position = Vector3Add(Vector3Add(position, displacement), accel_term); position = Vector3Add(Vector3Add(position, displacement), accel_term);
previous_position = temp_position; previous_position = temp_position;
} }
auto Spring::CalculateSpringForce() -> void { auto Spring::CalculateSpringForce() const -> void {
Vector3 delta_position; Vector3 delta_position;
float current_length; float current_length;
Vector3 delta_velocity; Vector3 delta_velocity;
@ -74,7 +74,7 @@ auto Spring::CalculateSpringForce() -> void {
} }
auto MassSpringSystem::AddMass(float mass, Vector3 position, bool fixed, auto MassSpringSystem::AddMass(float mass, Vector3 position, bool fixed,
std::string state) -> void { const std::string &state) -> void {
if (!masses.contains(state)) { if (!masses.contains(state)) {
masses.insert(std::make_pair(state, Mass(mass, position, fixed))); masses.insert(std::make_pair(state, Mass(mass, position, fixed)));
} }
@ -89,8 +89,18 @@ auto MassSpringSystem::AddSpring(const std::string &massA,
float spring_constant, float spring_constant,
float dampening_constant, float rest_length) float dampening_constant, float rest_length)
-> void { -> void {
springs.emplace_back(GetMass(massA), GetMass(massB), spring_constant, std::string states;
dampening_constant, rest_length); if (std::hash<std::string>{}(massA) < std::hash<std::string>{}(massB)) {
states = std::format("{}{}", massA, massB);
} else {
states = std::format("{}{}", massB, massA);
}
if (!springs.contains(states)) {
springs.insert(std::make_pair(
states, Spring(GetMass(massA), GetMass(massB), spring_constant,
dampening_constant, rest_length)));
}
} }
auto MassSpringSystem::Clear() -> void { auto MassSpringSystem::Clear() -> void {
@ -105,7 +115,7 @@ auto MassSpringSystem::ClearForces() -> void {
} }
auto MassSpringSystem::CalculateSpringForces() -> void { auto MassSpringSystem::CalculateSpringForces() -> void {
for (auto &spring : springs) { for (auto &[states, spring] : springs) {
spring.CalculateSpringForce(); spring.CalculateSpringForce();
} }
} }
@ -116,25 +126,24 @@ auto MassSpringSystem::CalculateRepulsionForces() -> void {
Vector3 dx = Vector3Subtract(mass.position, m.position); Vector3 dx = Vector3Subtract(mass.position, m.position);
// This can be accelerated with a spatial data structure // This can be accelerated with a spatial data structure
if (Vector3Length(dx) >= 3 * DEFAULT_REST_LENGTH) { if (Vector3Length(dx) >= 3 * REST_LENGTH) {
continue; continue;
} }
mass.force = mass.force = Vector3Add(
Vector3Add(mass.force, Vector3Scale(Vector3Normalize(dx), mass.force, Vector3Scale(Vector3Normalize(dx), REPULSION_FORCE));
DEFAULT_REPULSION_FORCE));
} }
} }
} }
auto MassSpringSystem::EulerUpdate(const float delta_time) -> void { auto MassSpringSystem::EulerUpdate(float delta_time) -> void {
for (auto &[state, mass] : masses) { for (auto &[state, mass] : masses) {
mass.CalculateVelocity(delta_time); mass.CalculateVelocity(delta_time);
mass.CalculatePosition(delta_time); mass.CalculatePosition(delta_time);
} }
} }
auto MassSpringSystem::VerletUpdate(const float delta_time) -> void { auto MassSpringSystem::VerletUpdate(float delta_time) -> void {
for (auto &[state, mass] : masses) { for (auto &[state, mass] : masses) {
mass.VerletUpdate(delta_time); mass.VerletUpdate(delta_time);
} }

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