squash merge threaded-physics into main
This commit is contained in:
@ -3,7 +3,6 @@
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#include <raylib.h>
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#define BARNES_HUT // Use octree BH instead of uniform grid
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// #define WEB // Disables multithreading
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// Window
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@ -30,19 +29,17 @@ constexpr float ROT_SPEED = 1.0;
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constexpr float CAMERA_SMOOTH_SPEED = 15.0;
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// Physics Engine
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constexpr float SIM_SPEED = 4.0; // How large each update should be
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constexpr float TIMESTEP = 1.0 / 90; // Do 90 physics updates per second
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constexpr float MASS = 1.0; // Mass spring system
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constexpr float SPRING_CONSTANT = 5.0; // Mass spring system
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constexpr float DAMPENING_CONSTANT = 1.0; // Mass spring system
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constexpr float REST_LENGTH = 2.0; // Mass spring system
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constexpr float VERLET_DAMPENING = 0.05; // [0, 1]
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constexpr float BH_FORCE = 2.0; // BH: [1.0, 3.0]
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constexpr float THETA = 1.0; // Barnes-Hut [0.5, 1.0]
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constexpr float SOFTENING = 0.01; // Barnes-Hut [0.01, 1.0]
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constexpr float GRID_FORCE = 0.02; // Grid: [0.0, ~0.05]
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constexpr float REPULSION_RANGE = 5.0 * REST_LENGTH; // Grid
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constexpr int REPULSION_GRID_REFRESH = 5; // Grid rebuild freq
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constexpr float TARGET_UPS = 90; // How often to update physics
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constexpr float TIMESTEP = 1.0 / TARGET_UPS; // Update interval in seconds
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constexpr float SIM_SPEED = 4.0; // How large each update should be
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constexpr float MASS = 1.0; // Mass spring system
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constexpr float SPRING_CONSTANT = 5.0; // Mass spring system
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constexpr float DAMPENING_CONSTANT = 1.0; // Mass spring system
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constexpr float REST_LENGTH = 2.0; // Mass spring system
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constexpr float VERLET_DAMPENING = 0.05; // [0, 1]
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constexpr float BH_FORCE = 2.0; // Barnes-Hut [1.0, 3.0]
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constexpr float THETA = 0.9; // Barnes-Hut [0.5, 1.0]
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constexpr float SOFTENING = 0.01; // Barnes-Hut [0.01, 1.0]
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// Graph Drawing
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constexpr float VERTEX_SIZE = 0.5;
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@ -1,13 +1,11 @@
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#ifndef __INPUT_HPP_
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#define __INPUT_HPP_
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#include "renderer.hpp"
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#include "state.hpp"
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class InputHandler {
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public:
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StateManager &state;
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Renderer &renderer;
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int hov_x;
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int hov_y;
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@ -18,10 +16,14 @@ public:
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int block_add_x;
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int block_add_y;
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bool mark_solutions;
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bool connect_solutions;
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public:
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InputHandler(StateManager &_state, Renderer &_renderer)
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: state(_state), renderer(_renderer), hov_x(-1), hov_y(-1), sel_x(0),
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sel_y(0), has_block_add_xy(false), block_add_x(-1), block_add_y(-1) {}
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InputHandler(StateManager &_state)
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: state(_state), hov_x(-1), hov_y(-1), sel_x(0), sel_y(0),
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has_block_add_xy(false), block_add_x(-1), block_add_y(-1),
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mark_solutions(false), connect_solutions(false) {}
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InputHandler(const InputHandler ©) = delete;
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InputHandler &operator=(const InputHandler ©) = delete;
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@ -1,19 +1,22 @@
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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 <condition_variable>
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#include <cstddef>
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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 <unordered_map>
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#include <thread>
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#include <tracy/Tracy.hpp>
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#include <variant>
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#include <vector>
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#include "config.hpp"
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#include "puzzle.hpp"
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#ifdef BARNES_HUT
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#include "octree.hpp"
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#endif
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#ifndef WEB
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#define BS_THREAD_POOL_NATIVE_EXTENSIONS
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#include <BS_thread_pool.hpp>
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#endif
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@ -41,29 +44,19 @@ public:
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class Spring {
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public:
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int mass_a;
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int mass_b;
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std::size_t a;
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std::size_t b;
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public:
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Spring(int _mass_a, int _mass_b) : mass_a(_mass_a), mass_b(_mass_b) {}
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Spring(std::size_t _a, std::size_t _b) : a(_a), b(_b) {}
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public:
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auto CalculateSpringForce(Mass &_mass_a, Mass &_mass_b) const -> void;
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auto CalculateSpringForce(Mass &_a, Mass &_b) const -> void;
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};
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class MassSpringSystem {
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private:
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#ifdef BARNES_HUT
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// Barnes-Hut
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Octree octree;
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#else
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// Uniform grid
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std::vector<int> mass_indices;
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std::vector<int64_t> cell_ids;
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int last_build;
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int last_masses_count;
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int last_springs_count;
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#endif
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#ifndef WEB
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BS::thread_pool<BS::tp::none> threads;
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@ -72,19 +65,13 @@ private:
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public:
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// This is the main ownership of all the states/masses/springs.
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std::vector<Mass> masses;
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std::unordered_map<State, int> state_masses;
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std::vector<Spring> springs;
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std::unordered_map<std::pair<State, State>, int> state_springs;
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public:
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MassSpringSystem() {
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#ifndef BARNES_HUT
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last_build = REPULSION_GRID_REFRESH;
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std::cout << "Using uniform grid repulsion force calculation." << std::endl;
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#else
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MassSpringSystem()
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: threads(std::thread::hardware_concurrency() - 1, SetThreadName) {
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std::cout << "Using Barnes-Hut + octree repulsion force calculation."
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<< std::endl;
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#endif
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#ifndef WEB
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std::cout << "Thread-Pool: " << threads.get_thread_count() << " threads."
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@ -98,21 +85,14 @@ public:
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MassSpringSystem &operator=(MassSpringSystem &&move) = delete;
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private:
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#ifdef BARNES_HUT
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static auto SetThreadName(std::size_t idx) -> void;
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auto BuildOctree() -> void;
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#else
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auto BuildUniformGrid() -> void;
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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() -> 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(int a, int b) -> void;
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auto Clear() -> void;
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@ -123,10 +103,74 @@ public:
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auto CalculateRepulsionForces() -> void;
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auto VerletUpdate(float delta_time) -> void;
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};
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#ifndef BARNES_HUT
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auto InvalidateGrid() -> void;
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#endif
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class ThreadedPhysics {
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struct AddMass {};
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struct AddSpring {
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std::size_t a;
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std::size_t 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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TracyLockable(std::mutex, command_mtx);
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std::queue<Command> pending_commands;
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TracyLockable(std::mutex, data_mtx);
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std::condition_variable_any data_ready_cnd;
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std::condition_variable_any data_consumed_cnd;
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unsigned int ups = 0;
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bool data_ready = false;
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bool data_consumed = true;
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std::vector<Vector3> masses; // Read by renderer
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std::vector<std::pair<std::size_t, std::size_t>>
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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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std::thread physics;
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public:
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PhysicsState state;
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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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state.data_ready_cnd.notify_all();
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state.data_consumed_cnd.notify_all();
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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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auto AddMassCmd() -> void;
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auto AddSpringCmd(std::size_t a, std::size_t b) -> void;
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auto ClearCmd() -> void;
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auto AddMassSpringsCmd(
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std::size_t num_masses,
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const std::vector<std::pair<std::size_t, std::size_t>> &springs) -> void;
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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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@ -7,7 +7,6 @@
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#include <functional>
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#include <iostream>
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#include <string>
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#include <unordered_set>
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#include <vector>
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enum Direction {
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@ -219,8 +218,9 @@ public:
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auto GetNextStates() const -> std::vector<State>;
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auto Closure() const -> std::pair<std::unordered_set<State>,
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std::vector<std::pair<State, State>>>;
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auto Closure() const
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-> std::pair<std::vector<State>,
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std::vector<std::pair<std::size_t, std::size_t>>>;
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};
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// Provide hash functions so we can use State and <State, State> as hash-set
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@ -3,15 +3,17 @@
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#include <raylib.h>
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#include <raymath.h>
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#include <unordered_set>
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#include "camera.hpp"
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#include "config.hpp"
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#include "physics.hpp"
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#include "puzzle.hpp"
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#include "input.hpp"
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#include "state.hpp"
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class Renderer {
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private:
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const StateManager &state;
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const InputHandler &input;
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const OrbitCamera3D &camera;
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RenderTexture render_target;
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RenderTexture klotski_target;
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@ -25,13 +27,10 @@ private:
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Shader instancing_shader;
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public:
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bool mark_solutions;
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bool connect_solutions;
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public:
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Renderer(const OrbitCamera3D &_camera)
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: camera(_camera), transforms_size(0), transforms(nullptr),
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mark_solutions(false), connect_solutions(false) {
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Renderer(const OrbitCamera3D &_camera, const StateManager &_state,
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const InputHandler &_input)
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: state(_state), input(_input), camera(_camera), transforms_size(0),
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transforms(nullptr) {
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render_target = LoadRenderTexture(GetScreenWidth() / 2.0,
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GetScreenHeight() - MENU_HEIGHT);
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klotski_target = LoadRenderTexture(GetScreenWidth() / 2.0,
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@ -61,29 +60,24 @@ public:
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}
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private:
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auto AllocateGraphInstancing(const MassSpringSystem &mass_springs) -> void;
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auto AllocateGraphInstancing(std::size_t size) -> void;
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auto
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ReallocateGraphInstancingIfNecessary(const MassSpringSystem &mass_springs)
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-> void;
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auto ReallocateGraphInstancingIfNecessary(std::size_t size) -> void;
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public:
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auto UpdateTextureSizes() -> void;
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auto DrawMassSprings(const MassSpringSystem &mass_springs,
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const State ¤t_state, const State &starting_state,
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const std::unordered_set<State> &winning_states,
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const std::unordered_set<State> &visited_states) -> void;
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auto DrawMassSprings(
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const std::vector<Vector3> &masses,
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const std::vector<std::pair<std::size_t, std::size_t>> &springs) -> void;
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auto DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
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int sel_y, int block_add_x, int block_add_y,
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const WinCondition win_condition) -> void;
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auto DrawKlotski() -> void;
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auto DrawMenu(const MassSpringSystem &mass_springs, int current_preset,
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const State ¤t_state,
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const std::unordered_set<State> &winning_states) -> void;
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auto DrawMenu(const std::vector<Vector3> &masses,
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const std::vector<std::pair<std::size_t, std::size_t>> &springs)
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-> void;
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auto DrawTextures() -> void;
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auto DrawTextures(float ups) -> void;
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};
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#endif
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@ -1,16 +1,21 @@
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#ifndef __STATE_HPP_
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#define __STATE_HPP_
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#include "config.hpp"
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#include "physics.hpp"
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#include "presets.hpp"
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#include "puzzle.hpp"
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#include <raymath.h>
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#include <unordered_map>
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#include <unordered_set>
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class StateManager {
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public:
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MassSpringSystem &mass_springs;
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ThreadedPhysics &physics;
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std::unordered_map<State, std::size_t> states;
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std::unordered_set<State> winning_states;
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std::unordered_set<State> visited_states;
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int current_preset;
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State starting_state;
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@ -19,16 +24,13 @@ public:
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bool edited = false;
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std::unordered_set<State> winning_states;
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std::unordered_set<State> visited_states;
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public:
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StateManager(MassSpringSystem &_mass_springs)
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: mass_springs(_mass_springs), current_preset(0),
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StateManager(ThreadedPhysics &_physics)
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: physics(_physics), current_preset(0),
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starting_state(generators[current_preset]()),
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current_state(starting_state), previous_state(starting_state),
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edited(false) {
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mass_springs.AddMass(MASS, false, current_state);
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ClearGraph();
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}
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StateManager(const StateManager ©) = delete;
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@ -55,9 +57,11 @@ public:
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auto FindWinningStates() -> void;
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auto CurrentGenerator() -> StateGenerator;
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auto CurrentGenerator() const -> StateGenerator;
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auto CurrentWinCondition() -> WinCondition;
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auto CurrentWinCondition() const -> WinCondition;
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auto CurrentMassIndex() const -> std::size_t;
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};
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#endif
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Reference in New Issue
Block a user