squash merge threaded-physics into main
This commit is contained in:
42
src/backward.cpp
Normal file
42
src/backward.cpp
Normal file
@ -0,0 +1,42 @@
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// Pick your poison.
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//
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// On GNU/Linux, you have few choices to get the most out of your stack trace.
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//
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// By default you get:
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// - object filename
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// - function name
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//
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// In order to add:
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// - source filename
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// - line and column numbers
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// - source code snippet (assuming the file is accessible)
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// Install one of the following libraries then uncomment one of the macro (or
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// better, add the detection of the lib and the macro definition in your build
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// system)
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// - apt-get install libdw-dev ...
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// - g++/clang++ -ldw ...
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// #define BACKWARD_HAS_DW 1
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// - apt-get install binutils-dev ...
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// - g++/clang++ -lbfd ...
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// #define BACKWARD_HAS_BFD 1
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// - apt-get install libdwarf-dev ...
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// - g++/clang++ -ldwarf ...
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// #define BACKWARD_HAS_DWARF 1
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// Regardless of the library you choose to read the debug information,
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// for potentially more detailed stack traces you can use libunwind
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// - apt-get install libunwind-dev
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// - g++/clang++ -lunwind
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// #define BACKWARD_HAS_LIBUNWIND 1
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#include "backward.hpp"
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namespace backward {
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backward::SignalHandling sh;
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} // namespace backward
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@ -133,9 +133,9 @@ auto InputHandler::HandleKeys() -> void {
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} else if (IsKeyPressed(KEY_C)) {
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state.ClearGraph();
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} else if (IsKeyPressed(KEY_I)) {
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renderer.mark_solutions = !renderer.mark_solutions;
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mark_solutions = !mark_solutions;
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} else if (IsKeyPressed(KEY_O)) {
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renderer.connect_solutions = !renderer.connect_solutions;
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connect_solutions = !connect_solutions;
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} else if (IsKeyPressed(KEY_F)) {
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state.current_state.ToggleRestricted();
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state.ClearGraph();
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78
src/main.cpp
78
src/main.cpp
@ -1,3 +1,8 @@
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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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#include "config.hpp"
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#include "input.hpp"
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#include "physics.hpp"
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@ -5,10 +10,6 @@
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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 +19,9 @@
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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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// TODO: Do I have a huge memory leak or is the memory just not reclaimed from
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// the C++ runtime?
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auto main(int argc, char *argv[]) -> int {
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// if (argc < 2) {
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@ -35,50 +38,61 @@ auto main(int argc, char *argv[]) -> int {
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InitWindow(INITIAL_WIDTH * 2, INITIAL_HEIGHT + MENU_HEIGHT, "MassSprings");
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// Game setup
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ThreadedPhysics physics;
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StateManager state(physics);
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InputHandler input(state);
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OrbitCamera3D camera;
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Renderer renderer(camera);
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MassSpringSystem mass_springs;
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StateManager state(mass_springs);
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InputHandler input(state, renderer);
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Renderer renderer(camera, state, input);
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unsigned int ups;
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std::vector<Vector3> masses; // Read from physics
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std::vector<std::pair<std::size_t, std::size_t>> springs; // Read from physics
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// Game loop
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double timestep_accumulator = 0.0;
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while (!WindowShouldClose()) {
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timestep_accumulator += GetFrameTime();
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FrameMarkStart("MainThread");
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// Input update
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state.previous_state = state.current_state;
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input.HandleInput();
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state.UpdateGraph(); // Add state added after user input
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// Physics update
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if (timestep_accumulator > TIMESTEP) {
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// Do not try to catch up if we're falling behind. Frametimes would get
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// larger, resulting in more catching up, resulting in even larger
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// frametimes -> death spiral.
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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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// Read positions from physics thread
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FrameMarkStart("MainThreadConsumeLock");
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{
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std::unique_lock<LockableBase(std::mutex)> lock(physics.state.data_mtx);
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timestep_accumulator -= TIMESTEP;
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ups = physics.state.ups;
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// Only copy data if any has been produced
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if (physics.state.data_ready) {
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masses = physics.state.masses;
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springs = physics.state.springs;
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physics.state.data_ready = false;
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physics.state.data_consumed = true;
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lock.unlock();
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// Notify the physics thread that data has been consumed
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physics.state.data_consumed_cnd.notify_all();
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}
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}
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FrameMarkEnd("MainThreadConsumeLock");
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// Update the camera after the physics, so target lock is smooth
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camera.Update(mass_springs.GetMass(state.current_state).position);
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std::size_t current_index = state.CurrentMassIndex();
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if (masses.size() > current_index) {
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const Mass ¤t_mass = masses.at(current_index);
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camera.Update(current_mass.position);
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}
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// Rendering
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renderer.UpdateTextureSizes();
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renderer.DrawMassSprings(mass_springs, state.current_state,
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state.starting_state, state.winning_states,
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state.visited_states);
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renderer.DrawKlotski(state.current_state, input.hov_x, input.hov_y,
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input.sel_x, input.sel_y, input.block_add_x,
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input.block_add_y, state.CurrentWinCondition());
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renderer.DrawMenu(mass_springs, state.current_preset, state.current_state,
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state.winning_states);
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renderer.DrawTextures();
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renderer.DrawMassSprings(masses, springs);
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renderer.DrawKlotski();
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renderer.DrawMenu(masses, springs);
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renderer.DrawTextures(ups);
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FrameMarkEnd("MainThread");
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}
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CloseWindow();
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338
src/physics.cpp
338
src/physics.cpp
@ -2,20 +2,19 @@
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#include "config.hpp"
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#include "tracy.hpp"
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#include <BS_thread_pool.hpp>
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#include <algorithm>
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#include <cfloat>
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#include <chrono>
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#include <cstddef>
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#include <mutex>
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#include <ratio>
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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 <unordered_map>
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#include <utility>
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#include <vector>
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#ifndef BARNES_HUT
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#include <numeric>
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#endif
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auto Mass::ClearForce() -> void { force = Vector3Zero(); }
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auto Mass::CalculateVelocity(const float delta_time) -> void {
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@ -69,58 +68,29 @@ 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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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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state_masses.insert(std::make_pair(state, idx));
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auto MassSpringSystem::AddMass() -> void { masses.emplace_back(Vector3Zero()); }
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auto MassSpringSystem::AddSpring(int a, int b) -> void {
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Mass &mass_a = masses.at(a);
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Mass &mass_b = masses.at(b);
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Vector3 position = mass_a.position;
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Vector3 offset = Vector3(static_cast<float>(GetRandomValue(-100, 100)),
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static_cast<float>(GetRandomValue(-100, 100)),
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static_cast<float>(GetRandomValue(-100, 100)));
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offset = Vector3Scale(Vector3Normalize(offset), REST_LENGTH);
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if (mass_b.position == Vector3Zero()) {
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mass_b.position = Vector3Add(position, offset);
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}
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}
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auto MassSpringSystem::GetMass(const State &state) -> Mass & {
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return masses.at(state_masses.at(state));
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}
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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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-> 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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int a = state_masses.at(state_a);
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int b = state_masses.at(state_b);
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const Mass &mass_a = masses.at(a);
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Mass &mass_b = masses.at(b);
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Vector3 position = mass_a.position;
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Vector3 offset = Vector3(static_cast<float>(GetRandomValue(-100, 100)),
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static_cast<float>(GetRandomValue(-100, 100)),
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static_cast<float>(GetRandomValue(-100, 100)));
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offset = Vector3Scale(Vector3Normalize(offset), REST_LENGTH);
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if (mass_b.position == Vector3Zero()) {
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mass_b.position = Vector3Add(position, offset);
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}
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springs.emplace_back(a, b);
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int idx = springs.size() - 1;
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state_springs.insert(std::make_pair(key, idx));
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}
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springs.emplace_back(a, b);
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}
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auto MassSpringSystem::Clear() -> void {
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masses.clear();
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state_masses.clear();
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springs.clear();
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state_springs.clear();
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#ifndef BARNES_HUT
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InvalidateGrid();
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#endif
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octree.nodes.clear();
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}
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auto MassSpringSystem::ClearForces() -> void {
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@ -135,13 +105,16 @@ auto MassSpringSystem::CalculateSpringForces() -> void {
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ZoneScoped;
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for (const auto spring : springs) {
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Mass &a = masses.at(spring.mass_a);
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Mass &b = masses.at(spring.mass_b);
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Mass &a = masses.at(spring.a);
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Mass &b = masses.at(spring.b);
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spring.CalculateSpringForce(a, b);
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}
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}
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#ifdef BARNES_HUT
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auto MassSpringSystem::SetThreadName(std::size_t idx) -> void {
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BS::this_thread::set_os_thread_name(std::format("bh-worker-{}", idx));
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}
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auto MassSpringSystem::BuildOctree() -> void {
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ZoneScoped;
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@ -177,52 +150,9 @@ auto MassSpringSystem::BuildOctree() -> void {
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}
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}
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#else
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auto MassSpringSystem::BuildUniformGrid() -> void {
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// Use a vector of pointers to masses, because we can't parallelize the
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// range-based for loop over the masses unordered_map using OpenMP.
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mass_pointers.clear();
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mass_pointers.reserve(masses.size());
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for (auto &[state, mass] : masses) {
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mass_pointers.push_back(&mass);
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}
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// Assign each mass a cell_id based on its position.
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auto cell_id = [&](const Vector3 &position) -> int64_t {
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int x = (int)std::floor(position.x / REPULSION_RANGE);
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int y = (int)std::floor(position.y / REPULSION_RANGE);
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int z = (int)std::floor(position.z / REPULSION_RANGE);
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// Pack into a single int64 (assumes a coordinate fits in 20 bits)
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return ((int64_t)(x & 0xFFFFF) << 40) | ((int64_t)(y & 0xFFFFF) << 20) |
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(int64_t)(z & 0xFFFFF);
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};
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// Sort mass indices by cell_id to improve cache locality and allow cell
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// iteration with std::lower_bound and std::upper_bound
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mass_indices.clear();
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mass_indices.resize(masses.size());
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std::iota(mass_indices.begin(), mass_indices.end(),
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0); // Fill the indices array with ascending numbers
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std::sort(mass_indices.begin(), mass_indices.end(), [&](int a, int b) {
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return cell_id(mass_pointers[a]->position) <
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cell_id(mass_pointers[b]->position);
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});
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// Build cell start/end table: maps mass index to cell_id.
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// All indices of a single cell are consecutive.
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cell_ids.clear();
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cell_ids.resize(masses.size());
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for (int i = 0; i < masses.size(); ++i) {
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cell_ids[i] = cell_id(mass_pointers[mass_indices[i]]->position);
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}
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}
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#endif
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auto MassSpringSystem::CalculateRepulsionForces() -> void {
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ZoneScoped;
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#ifdef BARNES_HUT
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BuildOctree();
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auto solve_octree = [&](int i) {
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@ -240,86 +170,6 @@ auto MassSpringSystem::CalculateRepulsionForces() -> void {
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threads.submit_loop(0, masses.size(), solve_octree, 256);
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loop_future.wait();
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#endif
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#else
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// Refresh grid if necessary
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if (last_build >= REPULSION_GRID_REFRESH ||
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masses.size() != last_masses_count ||
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springs.size() != last_springs_count) {
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BuildUniformGrid();
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last_build = 0;
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last_masses_count = masses.size();
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last_springs_count = springs.size();
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}
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last_build++;
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auto solve_grid = [&](int i) {
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Mass *mass = mass_pointers[mass_indices[i]];
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int cell_x = (int)std::floor(mass->position.x / REPULSION_RANGE);
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int cell_y = (int)std::floor(mass->position.y / REPULSION_RANGE);
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int cell_z = (int)std::floor(mass->position.z / REPULSION_RANGE);
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Vector3 force = Vector3Zero();
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// Search all 3*3*3 neighbor cells for masses
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for (int dx = -1; dx <= 1; ++dx) {
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for (int dy = -1; dy <= 1; ++dy) {
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for (int dz = -1; dz <= 1; ++dz) {
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int64_t neighbor_id = ((int64_t)((cell_x + dx) & 0xFFFFF) << 40) |
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((int64_t)((cell_y + dy) & 0xFFFFF) << 20) |
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(int64_t)((cell_z + dz) & 0xFFFFF);
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// Find the first and last occurence of the neighbor_id (iterator).
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// Because cell_ids is sorted, all elements of this cell are between
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// those.
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// If there is no cell, the iterators just won't do anything.
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auto cell_start =
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std::lower_bound(cell_ids.begin(), cell_ids.end(), neighbor_id);
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auto cell_end =
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std::upper_bound(cell_ids.begin(), cell_ids.end(), neighbor_id);
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// For each mass, iterate through all the masses of neighboring cells
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// to accumulate the repulsion forces.
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// This is slow with O(n * m), where m is the number of masses in each
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// neighboring cell.
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for (auto it = cell_start; it != cell_end; ++it) {
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Mass *neighbor = mass_pointers[mass_indices[it - cell_ids.begin()]];
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if (neighbor == mass) {
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// Skip ourselves
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continue;
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}
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Vector3 direction =
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Vector3Subtract(mass->position, neighbor->position);
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float distance = Vector3Length(direction);
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if (std::abs(distance) <= 0.001f || distance >= REPULSION_RANGE) {
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continue;
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}
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force = Vector3Add(
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force, Vector3Scale(Vector3Normalize(direction), GRID_FORCE));
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}
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}
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}
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}
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mass->force = Vector3Add(mass->force, force);
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};
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// Calculate forces using uniform grid
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#ifdef WEB
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// Search the neighboring cells for each mass to calculate repulsion forces
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for (int i = 0; i < mass_pointers.size(); ++i) {
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calculate_grid(i);
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}
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#else
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BS::multi_future<void> loop_future =
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threads.submit_loop(0, mass_pointers.size(), solve_grid, 512);
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loop_future.wait();
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#endif
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#endif
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}
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auto MassSpringSystem::VerletUpdate(float delta_time) -> void {
|
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@ -330,13 +180,131 @@ auto MassSpringSystem::VerletUpdate(float delta_time) -> void {
|
||||
}
|
||||
}
|
||||
|
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#ifndef BARNES_HUT
|
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auto MassSpringSystem::InvalidateGrid() -> void {
|
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mass_pointers.clear();
|
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mass_indices.clear();
|
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cell_ids.clear();
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last_build = REPULSION_GRID_REFRESH;
|
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last_masses_count = 0;
|
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last_springs_count = 0;
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auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state)
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||||
-> void {
|
||||
BS::this_thread::set_os_thread_name("physics");
|
||||
|
||||
MassSpringSystem mass_springs;
|
||||
|
||||
const auto visitor = overloads{
|
||||
[&](const struct AddMass &am) { mass_springs.AddMass(); },
|
||||
[&](const struct AddSpring &as) { mass_springs.AddSpring(as.a, as.b); },
|
||||
[&](const struct ClearGraph &cg) { mass_springs.Clear(); },
|
||||
};
|
||||
|
||||
std::chrono::time_point last = std::chrono::high_resolution_clock::now();
|
||||
std::chrono::duration<double> accumulator(0);
|
||||
std::chrono::duration<double> update_accumulator(0);
|
||||
unsigned int updates = 0;
|
||||
|
||||
while (state.running.load()) {
|
||||
FrameMarkStart("PhysicsThread");
|
||||
|
||||
// Time tracking
|
||||
std::chrono::time_point now = std::chrono::high_resolution_clock::now();
|
||||
std::chrono::duration<double> deltatime = now - last;
|
||||
accumulator += deltatime;
|
||||
update_accumulator += deltatime;
|
||||
last = now;
|
||||
|
||||
// Handle queued commands
|
||||
{
|
||||
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
|
||||
while (!state.pending_commands.empty()) {
|
||||
Command &cmd = state.pending_commands.front();
|
||||
cmd.visit(visitor);
|
||||
state.pending_commands.pop();
|
||||
}
|
||||
}
|
||||
|
||||
if (mass_springs.masses.empty()) {
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(1));
|
||||
continue;
|
||||
}
|
||||
|
||||
// Physics update
|
||||
if (accumulator.count() > TIMESTEP) {
|
||||
mass_springs.ClearForces();
|
||||
mass_springs.CalculateSpringForces();
|
||||
mass_springs.CalculateRepulsionForces();
|
||||
mass_springs.VerletUpdate(TIMESTEP * SIM_SPEED);
|
||||
|
||||
++updates;
|
||||
accumulator -= std::chrono::duration<double>(TIMESTEP);
|
||||
}
|
||||
|
||||
// Publish the positions for the renderer (copy)
|
||||
FrameMarkStart("PhysicsThreadProduceLock");
|
||||
{
|
||||
std::unique_lock<LockableBase(std::mutex)> lock(state.data_mtx);
|
||||
state.data_consumed_cnd.wait(
|
||||
lock, [&] { return state.data_consumed || !state.running.load(); });
|
||||
if (!state.running.load()) {
|
||||
// Running turned false while we were waiting for the condition
|
||||
break;
|
||||
}
|
||||
|
||||
if (update_accumulator.count() > 1.0) {
|
||||
// Update each second
|
||||
state.ups = updates;
|
||||
updates = 0;
|
||||
update_accumulator = std::chrono::duration<double>(0);
|
||||
}
|
||||
|
||||
state.masses.clear();
|
||||
state.masses.reserve(mass_springs.masses.size());
|
||||
for (const auto &mass : mass_springs.masses) {
|
||||
state.masses.emplace_back(mass.position);
|
||||
}
|
||||
|
||||
state.springs.clear();
|
||||
state.springs.reserve(mass_springs.springs.size());
|
||||
for (const auto &spring : mass_springs.springs) {
|
||||
state.springs.emplace_back(spring.a, spring.b);
|
||||
}
|
||||
|
||||
state.data_ready = true;
|
||||
state.data_consumed = false;
|
||||
}
|
||||
// Notify the rendering thread that new data is available
|
||||
state.data_ready_cnd.notify_all();
|
||||
FrameMarkEnd("PhysicsThreadProduceLock");
|
||||
|
||||
FrameMarkEnd("PhysicsThread");
|
||||
}
|
||||
}
|
||||
|
||||
auto ThreadedPhysics::AddMassCmd() -> void {
|
||||
{
|
||||
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
|
||||
state.pending_commands.push(AddMass{});
|
||||
}
|
||||
}
|
||||
|
||||
auto ThreadedPhysics::AddSpringCmd(std::size_t a, std::size_t b) -> void {
|
||||
{
|
||||
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
|
||||
state.pending_commands.push(AddSpring{a, b});
|
||||
}
|
||||
}
|
||||
|
||||
auto ThreadedPhysics::ClearCmd() -> void {
|
||||
{
|
||||
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
|
||||
state.pending_commands.push(ClearGraph{});
|
||||
}
|
||||
}
|
||||
|
||||
auto ThreadedPhysics::AddMassSpringsCmd(
|
||||
std::size_t num_masses,
|
||||
const std::vector<std::pair<std::size_t, std::size_t>> &springs) -> void {
|
||||
{
|
||||
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
|
||||
for (std::size_t i = 0; i < num_masses; ++i) {
|
||||
state.pending_commands.push(AddMass{});
|
||||
}
|
||||
for (const auto &[from, to] : springs) {
|
||||
state.pending_commands.push(AddSpring{from, to});
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -1,6 +1,8 @@
|
||||
#include "puzzle.hpp"
|
||||
#include "tracy.hpp"
|
||||
|
||||
#include <unordered_set>
|
||||
|
||||
auto Block::Hash() const -> int {
|
||||
std::string s = std::format("{},{},{},{}", x, y, width, height);
|
||||
return std::hash<std::string>{}(s);
|
||||
@ -262,11 +264,16 @@ auto State::GetNextStates() const -> std::vector<State> {
|
||||
return new_states;
|
||||
}
|
||||
|
||||
auto State::Closure() const -> std::pair<std::unordered_set<State>,
|
||||
std::vector<std::pair<State, State>>> {
|
||||
std::unordered_set<State> states;
|
||||
std::vector<std::pair<State, State>> links;
|
||||
auto State::Closure() const
|
||||
-> std::pair<std::vector<State>,
|
||||
std::vector<std::pair<std::size_t, std::size_t>>> {
|
||||
std::vector<State> states;
|
||||
std::vector<std::pair<std::size_t, std::size_t>> links;
|
||||
|
||||
// Helper to construct the links vector
|
||||
std::unordered_map<State, std::size_t> state_indices;
|
||||
|
||||
// Buffer for all states we want to call GetNextStates() on
|
||||
std::unordered_set<State> remaining_states;
|
||||
remaining_states.insert(*this);
|
||||
|
||||
@ -274,13 +281,18 @@ auto State::Closure() const -> std::pair<std::unordered_set<State>,
|
||||
const State current = *remaining_states.begin();
|
||||
remaining_states.erase(current);
|
||||
|
||||
std::vector<State> new_states = current.GetNextStates();
|
||||
for (const State &s : new_states) {
|
||||
if (!states.contains(s)) {
|
||||
if (!state_indices.contains(current)) {
|
||||
state_indices.emplace(current, states.size());
|
||||
states.push_back(current);
|
||||
}
|
||||
|
||||
for (const State &s : current.GetNextStates()) {
|
||||
if (!state_indices.contains(s)) {
|
||||
remaining_states.insert(s);
|
||||
states.insert(s);
|
||||
state_indices.emplace(s, states.size());
|
||||
states.push_back(s);
|
||||
}
|
||||
links.emplace_back(current.state, s.state);
|
||||
links.emplace_back(state_indices.at(current), state_indices.at(s));
|
||||
}
|
||||
} while (remaining_states.size() > 0);
|
||||
|
||||
|
||||
194
src/renderer.cpp
194
src/renderer.cpp
@ -1,6 +1,5 @@
|
||||
#include "renderer.hpp"
|
||||
#include "config.hpp"
|
||||
#include "physics.hpp"
|
||||
#include "puzzle.hpp"
|
||||
#include "tracy.hpp"
|
||||
|
||||
@ -10,7 +9,6 @@
|
||||
#include <raymath.h>
|
||||
#include <rlgl.h>
|
||||
#include <tracy/Tracy.hpp>
|
||||
#include <unordered_set>
|
||||
|
||||
#ifdef BATCHING
|
||||
#include <cstring>
|
||||
@ -33,8 +31,7 @@ auto Renderer::UpdateTextureSizes() -> void {
|
||||
menu_target = LoadRenderTexture(width * 2, MENU_HEIGHT);
|
||||
}
|
||||
|
||||
auto Renderer::AllocateGraphInstancing(const MassSpringSystem &mass_springs)
|
||||
-> void {
|
||||
auto Renderer::AllocateGraphInstancing(std::size_t size) -> void {
|
||||
cube_instance = GenMeshCube(VERTEX_SIZE, VERTEX_SIZE, VERTEX_SIZE);
|
||||
|
||||
instancing_shader = LoadShader("shader/instancing_vertex.glsl",
|
||||
@ -48,40 +45,34 @@ auto Renderer::AllocateGraphInstancing(const MassSpringSystem &mass_springs)
|
||||
vertex_mat.maps[MATERIAL_MAP_DIFFUSE].color = VERTEX_COLOR;
|
||||
vertex_mat.shader = instancing_shader;
|
||||
|
||||
transforms = (Matrix *)MemAlloc(mass_springs.masses.size() * sizeof(Matrix));
|
||||
transforms_size = mass_springs.masses.size();
|
||||
transforms = (Matrix *)MemAlloc(size * sizeof(Matrix));
|
||||
transforms_size = size;
|
||||
}
|
||||
|
||||
auto Renderer::ReallocateGraphInstancingIfNecessary(
|
||||
const MassSpringSystem &mass_springs) -> void {
|
||||
if (transforms_size != mass_springs.masses.size()) {
|
||||
transforms = (Matrix *)MemRealloc(transforms, mass_springs.masses.size() *
|
||||
sizeof(Matrix));
|
||||
transforms_size = mass_springs.masses.size();
|
||||
auto Renderer::ReallocateGraphInstancingIfNecessary(std::size_t size) -> void {
|
||||
if (transforms_size != size) {
|
||||
transforms = (Matrix *)MemRealloc(transforms, size * sizeof(Matrix));
|
||||
transforms_size = size;
|
||||
}
|
||||
}
|
||||
|
||||
auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
|
||||
const State ¤t_state,
|
||||
const State &starting_state,
|
||||
const std::unordered_set<State> &winning_states,
|
||||
const std::unordered_set<State> &visited_states)
|
||||
-> void {
|
||||
auto Renderer::DrawMassSprings(
|
||||
const std::vector<Vector3> &masses,
|
||||
const std::vector<std::pair<std::size_t, std::size_t>> &springs) -> void {
|
||||
ZoneScoped;
|
||||
|
||||
// Prepare cube instancing
|
||||
{
|
||||
ZoneNamedN(prepare_masses, "PrepareMasses", true);
|
||||
if (mass_springs.masses.size() < DRAW_VERTICES_LIMIT) {
|
||||
if (masses.size() < DRAW_VERTICES_LIMIT) {
|
||||
if (transforms == nullptr) {
|
||||
AllocateGraphInstancing(mass_springs);
|
||||
AllocateGraphInstancing(masses.size());
|
||||
}
|
||||
ReallocateGraphInstancingIfNecessary(mass_springs);
|
||||
ReallocateGraphInstancingIfNecessary(masses.size());
|
||||
|
||||
int i = 0;
|
||||
for (const auto &mass : mass_springs.masses) {
|
||||
transforms[i] =
|
||||
MatrixTranslate(mass.position.x, mass.position.y, mass.position.z);
|
||||
for (const Vector3 &mass : masses) {
|
||||
transforms[i] = MatrixTranslate(mass.x, mass.y, mass.z);
|
||||
++i;
|
||||
}
|
||||
}
|
||||
@ -96,13 +87,14 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
|
||||
{
|
||||
ZoneNamedN(draw_springs, "DrawSprings", true);
|
||||
rlBegin(RL_LINES);
|
||||
for (const auto &spring : mass_springs.springs) {
|
||||
// We have to do a lookup of the actual mass object, which is slow :(
|
||||
const Mass &a = mass_springs.masses.at(spring.mass_a);
|
||||
const Mass &b = mass_springs.masses.at(spring.mass_b);
|
||||
rlColor4ub(EDGE_COLOR.r, EDGE_COLOR.g, EDGE_COLOR.b, EDGE_COLOR.a);
|
||||
rlVertex3f(a.position.x, a.position.y, a.position.z);
|
||||
rlVertex3f(b.position.x, b.position.y, b.position.z);
|
||||
for (const auto &[from, to] : springs) {
|
||||
if (masses.size() > from && masses.size() > to) {
|
||||
const Vector3 &a = masses.at(from);
|
||||
const Vector3 &b = masses.at(to);
|
||||
rlColor4ub(EDGE_COLOR.r, EDGE_COLOR.g, EDGE_COLOR.b, EDGE_COLOR.a);
|
||||
rlVertex3f(a.x, a.y, a.z);
|
||||
rlVertex3f(b.x, b.y, b.z);
|
||||
}
|
||||
}
|
||||
rlEnd();
|
||||
}
|
||||
@ -110,49 +102,63 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
|
||||
// Draw masses (instanced)
|
||||
{
|
||||
ZoneNamedN(draw_masses, "DrawMasses", true);
|
||||
if (mass_springs.masses.size() < DRAW_VERTICES_LIMIT) {
|
||||
if (masses.size() < DRAW_VERTICES_LIMIT) {
|
||||
// NOTE: I don't know if drawing all this inside a shader would make it
|
||||
// much faster... The amount of data sent to the GPU would be
|
||||
// reduced (just positions instead of matrices), but is this
|
||||
// noticable for < 100000 cubes?
|
||||
DrawMeshInstanced(cube_instance, vertex_mat, transforms,
|
||||
mass_springs.masses.size());
|
||||
DrawMeshInstanced(cube_instance, vertex_mat, transforms, masses.size());
|
||||
}
|
||||
}
|
||||
|
||||
// Mark winning states
|
||||
if (mark_solutions || connect_solutions) {
|
||||
for (const auto &state : winning_states) {
|
||||
const Mass &winning_mass = mass_springs.GetMass(state);
|
||||
if (mark_solutions) {
|
||||
DrawCube(winning_mass.position, 2 * VERTEX_SIZE, 2 * VERTEX_SIZE,
|
||||
2 * VERTEX_SIZE, BLUE);
|
||||
}
|
||||
if (input.mark_solutions || input.connect_solutions) {
|
||||
for (const State &_state : state.winning_states) {
|
||||
|
||||
if (connect_solutions) {
|
||||
DrawLine3D(winning_mass.position,
|
||||
mass_springs.GetMass(current_state).position, PURPLE);
|
||||
std::size_t winning_index = state.states.at(_state);
|
||||
if (masses.size() > winning_index) {
|
||||
|
||||
const Vector3 &winning_mass = masses.at(winning_index);
|
||||
if (input.mark_solutions) {
|
||||
DrawCube(winning_mass, 2 * VERTEX_SIZE, 2 * VERTEX_SIZE,
|
||||
2 * VERTEX_SIZE, BLUE);
|
||||
}
|
||||
|
||||
std::size_t current_index = state.CurrentMassIndex();
|
||||
if (input.connect_solutions && masses.size() > current_index) {
|
||||
const Vector3 ¤t_mass = masses.at(current_index);
|
||||
DrawLine3D(winning_mass, current_mass, PURPLE);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Mark visited states
|
||||
for (const auto &state : visited_states) {
|
||||
const Mass &visited_mass = mass_springs.GetMass(state);
|
||||
for (const State &_state : state.visited_states) {
|
||||
std::size_t visited_index = state.states.at(_state);
|
||||
|
||||
DrawCube(visited_mass.position, VERTEX_SIZE * 1.5, VERTEX_SIZE * 1.5,
|
||||
VERTEX_SIZE * 1.5, PURPLE);
|
||||
if (masses.size() > visited_index) {
|
||||
const Vector3 &visited_mass = masses.at(visited_index);
|
||||
DrawCube(visited_mass, VERTEX_SIZE * 1.5, VERTEX_SIZE * 1.5,
|
||||
VERTEX_SIZE * 1.5, PURPLE);
|
||||
}
|
||||
}
|
||||
|
||||
// Mark starting state
|
||||
const Mass &starting_mass = mass_springs.GetMass(starting_state);
|
||||
DrawCube(starting_mass.position, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
|
||||
VERTEX_SIZE * 2, ORANGE);
|
||||
std::size_t starting_index = state.states.at(state.starting_state);
|
||||
if (masses.size() > starting_index) {
|
||||
const Vector3 &starting_mass = masses.at(starting_index);
|
||||
DrawCube(starting_mass, VERTEX_SIZE * 2, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
|
||||
ORANGE);
|
||||
}
|
||||
|
||||
// Mark current state
|
||||
const Mass ¤t_mass = mass_springs.GetMass(current_state);
|
||||
DrawCube(current_mass.position, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
|
||||
VERTEX_SIZE * 2, RED);
|
||||
std::size_t current_index = state.states.at(state.current_state);
|
||||
if (masses.size() > current_index) {
|
||||
const Vector3 ¤t_mass = masses.at(current_index);
|
||||
DrawCube(current_mass, VERTEX_SIZE * 2, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
|
||||
RED);
|
||||
}
|
||||
|
||||
// DrawCubeWires(current_mass.position, REPULSION_RANGE, REPULSION_RANGE,
|
||||
// REPULSION_RANGE, BLACK);
|
||||
@ -164,9 +170,7 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
|
||||
int sel_y, int block_add_x, int block_add_y,
|
||||
const WinCondition win_condition) -> void {
|
||||
auto Renderer::DrawKlotski() -> void {
|
||||
ZoneScoped;
|
||||
|
||||
BeginTextureMode(klotski_target);
|
||||
@ -175,22 +179,26 @@ auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
|
||||
// Draw Board
|
||||
const int board_width = GetScreenWidth() / 2 - 2 * BOARD_PADDING;
|
||||
const int board_height = GetScreenHeight() - MENU_HEIGHT - 2 * BOARD_PADDING;
|
||||
int block_size =
|
||||
std::min(board_width / state.width, board_height / state.height) -
|
||||
2 * BLOCK_PADDING;
|
||||
int x_offset =
|
||||
(board_width - (block_size + 2 * BLOCK_PADDING) * state.width) / 2.0;
|
||||
int y_offset =
|
||||
(board_height - (block_size + 2 * BLOCK_PADDING) * state.height) / 2.0;
|
||||
int block_size = std::min(board_width / state.current_state.width,
|
||||
board_height / state.current_state.height) -
|
||||
2 * BLOCK_PADDING;
|
||||
int x_offset = (board_width - (block_size + 2 * BLOCK_PADDING) *
|
||||
state.current_state.width) /
|
||||
2.0;
|
||||
int y_offset = (board_height - (block_size + 2 * BLOCK_PADDING) *
|
||||
state.current_state.height) /
|
||||
2.0;
|
||||
|
||||
DrawRectangle(0, 0, GetScreenWidth() / 2, GetScreenHeight() - MENU_HEIGHT,
|
||||
RAYWHITE);
|
||||
DrawRectangle(
|
||||
x_offset, y_offset, board_width - 2 * x_offset + 2 * BOARD_PADDING,
|
||||
board_height - 2 * y_offset + 2 * BOARD_PADDING,
|
||||
win_condition(state) ? GREEN : (state.restricted ? DARKGRAY : LIGHTGRAY));
|
||||
for (int x = 0; x < state.width; ++x) {
|
||||
for (int y = 0; y < state.height; ++y) {
|
||||
DrawRectangle(x_offset, y_offset,
|
||||
board_width - 2 * x_offset + 2 * BOARD_PADDING,
|
||||
board_height - 2 * y_offset + 2 * BOARD_PADDING,
|
||||
state.CurrentWinCondition()(state.current_state)
|
||||
? GREEN
|
||||
: (state.current_state.restricted ? DARKGRAY : LIGHTGRAY));
|
||||
for (int x = 0; x < state.current_state.width; ++x) {
|
||||
for (int y = 0; y < state.current_state.height; ++y) {
|
||||
DrawRectangle(x_offset + BOARD_PADDING + x * BLOCK_PADDING * 2 +
|
||||
BLOCK_PADDING + x * block_size,
|
||||
y_offset + BOARD_PADDING + y * BLOCK_PADDING * 2 +
|
||||
@ -200,13 +208,13 @@ auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
|
||||
}
|
||||
|
||||
// Draw Blocks
|
||||
for (Block block : state) {
|
||||
for (Block block : state.current_state) {
|
||||
Color c = BLOCK_COLOR;
|
||||
if (block.Covers(sel_x, sel_y)) {
|
||||
if (block.Covers(input.sel_x, input.sel_y)) {
|
||||
c = HL_BLOCK_COLOR;
|
||||
}
|
||||
if (block.target) {
|
||||
if (block.Covers(sel_x, sel_y)) {
|
||||
if (block.Covers(input.sel_x, input.sel_y)) {
|
||||
c = HL_TARGET_BLOCK_COLOR;
|
||||
} else {
|
||||
c = TARGET_BLOCK_COLOR;
|
||||
@ -222,7 +230,7 @@ auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
|
||||
2 * BLOCK_PADDING,
|
||||
c);
|
||||
|
||||
if (block.Covers(hov_x, hov_y)) {
|
||||
if (block.Covers(input.hov_x, input.hov_y)) {
|
||||
DrawRectangleLinesEx(
|
||||
Rectangle(x_offset + BOARD_PADDING + block.x * BLOCK_PADDING * 2 +
|
||||
BLOCK_PADDING + block.x * block_size,
|
||||
@ -237,12 +245,13 @@ auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
|
||||
}
|
||||
|
||||
// Draw editing starting position
|
||||
if (block_add_x >= 0 && block_add_y >= 0) {
|
||||
DrawCircle(x_offset + BOARD_PADDING + block_add_x * BLOCK_PADDING * 2 +
|
||||
BLOCK_PADDING + block_add_x * block_size + block_size / 2,
|
||||
y_offset + BOARD_PADDING + block_add_y * BLOCK_PADDING * 2 +
|
||||
BLOCK_PADDING + block_add_y * block_size + block_size / 2,
|
||||
block_size / 10.0, Fade(BLACK, 0.5));
|
||||
if (input.block_add_x >= 0 && input.block_add_y >= 0) {
|
||||
DrawCircle(
|
||||
x_offset + BOARD_PADDING + input.block_add_x * BLOCK_PADDING * 2 +
|
||||
BLOCK_PADDING + input.block_add_x * block_size + block_size / 2,
|
||||
y_offset + BOARD_PADDING + input.block_add_y * BLOCK_PADDING * 2 +
|
||||
BLOCK_PADDING + input.block_add_y * block_size + block_size / 2,
|
||||
block_size / 10.0, Fade(BLACK, 0.5));
|
||||
}
|
||||
|
||||
DrawLine(GetScreenWidth() / 2 - 1, 0, GetScreenWidth() / 2 - 1,
|
||||
@ -250,10 +259,9 @@ auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
auto Renderer::DrawMenu(const MassSpringSystem &mass_springs,
|
||||
int current_preset, const State ¤t_state,
|
||||
const std::unordered_set<State> &winning_states)
|
||||
-> void {
|
||||
auto Renderer::DrawMenu(
|
||||
const std::vector<Vector3> &masses,
|
||||
const std::vector<std::pair<std::size_t, std::size_t>> &springs) -> void {
|
||||
ZoneScoped;
|
||||
|
||||
BeginTextureMode(menu_target);
|
||||
@ -277,8 +285,8 @@ auto Renderer::DrawMenu(const MassSpringSystem &mass_springs,
|
||||
|
||||
draw_btn(0, 0,
|
||||
std::format("States: {}, Transitions: {}, Winning: {}",
|
||||
mass_springs.masses.size(), mass_springs.springs.size(),
|
||||
winning_states.size()),
|
||||
masses.size(), springs.size(),
|
||||
state.winning_states.size()),
|
||||
DARKGREEN);
|
||||
draw_btn(
|
||||
0, 1,
|
||||
@ -294,21 +302,21 @@ auto Renderer::DrawMenu(const MassSpringSystem &mass_springs,
|
||||
draw_btn(1, 2, std::format("Print Board State to Console (P)"), DARKBLUE);
|
||||
|
||||
draw_btn(2, 0,
|
||||
std::format("Preset (M/N): {}, {} (F)", current_preset,
|
||||
current_state.restricted ? "Restricted" : "Free"),
|
||||
std::format("Preset (M/N): {}, {} (F)", state.current_preset,
|
||||
state.current_state.restricted ? "Restricted" : "Free"),
|
||||
DARKPURPLE);
|
||||
draw_btn(2, 1, std::format("Populate Graph (G), Clear Graph (C)"),
|
||||
DARKPURPLE);
|
||||
draw_btn(2, 2,
|
||||
std::format("Mark (I): {} / Connect (O): {}", mark_solutions,
|
||||
connect_solutions),
|
||||
std::format("Mark (I): {} / Connect (O): {}", input.mark_solutions,
|
||||
input.connect_solutions),
|
||||
DARKPURPLE);
|
||||
|
||||
DrawLine(0, MENU_HEIGHT - 1, GetScreenWidth(), MENU_HEIGHT - 1, BLACK);
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
auto Renderer::DrawTextures() -> void {
|
||||
auto Renderer::DrawTextures(float ups) -> void {
|
||||
BeginDrawing();
|
||||
DrawTextureRec(menu_target.texture,
|
||||
Rectangle(0, 0, menu_target.texture.width,
|
||||
@ -322,7 +330,9 @@ auto Renderer::DrawTextures() -> void {
|
||||
Rectangle(0, 0, render_target.texture.width,
|
||||
-1 * render_target.texture.height),
|
||||
Vector2(GetScreenWidth() / 2.0, MENU_HEIGHT), WHITE);
|
||||
|
||||
DrawFPS(GetScreenWidth() / 2 + 10, MENU_HEIGHT + 10);
|
||||
DrawText(TextFormat("%.0f UPS", ups), GetScreenWidth() / 2 + 120,
|
||||
MENU_HEIGHT + 10, 20, ORANGE);
|
||||
EndDrawing();
|
||||
FrameMark;
|
||||
}
|
||||
|
||||
@ -1,20 +1,18 @@
|
||||
#include "state.hpp"
|
||||
#include "config.hpp"
|
||||
#include "presets.hpp"
|
||||
#include "tracy.hpp"
|
||||
|
||||
#include <raymath.h>
|
||||
|
||||
auto StateManager::LoadPreset(int preset) -> void {
|
||||
current_state = generators[preset]();
|
||||
previous_state = current_state;
|
||||
ClearGraph();
|
||||
current_preset = preset;
|
||||
current_state = CurrentGenerator()();
|
||||
ClearGraph();
|
||||
edited = false;
|
||||
}
|
||||
|
||||
auto StateManager::ResetState() -> void {
|
||||
current_state = generators[current_preset]();
|
||||
current_state = CurrentGenerator()();
|
||||
previous_state = current_state;
|
||||
if (edited) {
|
||||
// We also need to clear the graph in case the state has been edited
|
||||
@ -35,69 +33,67 @@ auto StateManager::NextPreset() -> void {
|
||||
auto StateManager::FillGraph() -> void {
|
||||
ClearGraph();
|
||||
|
||||
std::pair<std::unordered_set<State>, std::vector<std::pair<State, State>>>
|
||||
std::pair<std::vector<State>,
|
||||
std::vector<std::pair<std::size_t, std::size_t>>>
|
||||
closure = current_state.Closure();
|
||||
for (const auto &state : closure.first) {
|
||||
mass_springs.AddMass(MASS, false, state);
|
||||
|
||||
physics.ClearCmd();
|
||||
physics.AddMassSpringsCmd(closure.first.size(), closure.second);
|
||||
for (const State &state : closure.first) {
|
||||
states.insert(std::make_pair(state, states.size()));
|
||||
}
|
||||
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;
|
||||
FindWinningStates();
|
||||
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;
|
||||
}
|
||||
|
||||
auto StateManager::UpdateGraph() -> void {
|
||||
if (previous_state != current_state) {
|
||||
mass_springs.AddMass(MASS, false, current_state);
|
||||
mass_springs.AddSpring(current_state, previous_state, SPRING_CONSTANT,
|
||||
DAMPENING_CONSTANT, REST_LENGTH);
|
||||
if (win_conditions[current_preset](current_state)) {
|
||||
winning_states.insert(current_state);
|
||||
}
|
||||
visited_states.insert(current_state);
|
||||
if (previous_state == current_state) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!states.contains(current_state)) {
|
||||
states.insert(std::make_pair(current_state, states.size()));
|
||||
physics.AddMassCmd();
|
||||
physics.AddSpringCmd(states.at(current_state), states.at(previous_state));
|
||||
}
|
||||
|
||||
visited_states.insert(current_state);
|
||||
if (win_conditions[current_preset](current_state)) {
|
||||
winning_states.insert(current_state);
|
||||
}
|
||||
}
|
||||
|
||||
auto StateManager::ClearGraph() -> void {
|
||||
states.clear();
|
||||
winning_states.clear();
|
||||
visited_states.clear();
|
||||
mass_springs.Clear();
|
||||
mass_springs.AddMass(MASS, false, current_state);
|
||||
physics.ClearCmd();
|
||||
|
||||
// The previous_state is no longer in the graph
|
||||
states.insert(std::make_pair(current_state, states.size()));
|
||||
visited_states.insert(current_state);
|
||||
physics.AddMassCmd();
|
||||
|
||||
// These states are no longer in the graph
|
||||
previous_state = current_state;
|
||||
|
||||
// The starting state is no longer in the graph
|
||||
starting_state = current_state;
|
||||
}
|
||||
|
||||
auto StateManager::FindWinningStates() -> void {
|
||||
winning_states.clear();
|
||||
for (const auto &[state, mass] : mass_springs.state_masses) {
|
||||
if (win_conditions[current_preset](state)) {
|
||||
for (const auto &[state, mass] : states) {
|
||||
if (CurrentWinCondition()(state)) {
|
||||
winning_states.insert(state);
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << "Found " << winning_states.size() << " winning states."
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
auto StateManager::CurrentGenerator() -> StateGenerator {
|
||||
auto StateManager::CurrentGenerator() const -> StateGenerator {
|
||||
return generators[current_preset];
|
||||
}
|
||||
|
||||
auto StateManager::CurrentWinCondition() -> WinCondition {
|
||||
auto StateManager::CurrentWinCondition() const -> WinCondition {
|
||||
return win_conditions[current_preset];
|
||||
}
|
||||
|
||||
auto StateManager::CurrentMassIndex() const -> std::size_t {
|
||||
return states.at(current_state);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user