add basic input handling for klotski board/graph + populate graph based on klotski moves

This commit is contained in:
2026-02-17 15:12:32 +01:00
parent 9d0afffb57
commit 8d5a6a827c
6 changed files with 255 additions and 56 deletions

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@ -13,12 +13,18 @@ constexpr Color EDGE_COLOR = DARKGREEN;
constexpr float SIM_SPEED = 4.0; constexpr float SIM_SPEED = 4.0;
constexpr float ROTATION_SPEED = 1.0; constexpr float ROTATION_SPEED = 1.0;
constexpr float CAMERA_DISTANCE = 2.2; constexpr float CAMERA_DISTANCE = 2.2;
constexpr float CULLING_TOLERANCE = 0.1; // percentage
constexpr float DEFAULT_SPRING_CONSTANT = 1.5; constexpr float DEFAULT_SPRING_CONSTANT = 1.5;
constexpr float DEFAULT_DAMPENING_CONSTANT = 0.1; constexpr float DEFAULT_DAMPENING_CONSTANT = 0.1;
constexpr float DEFAULT_REST_LENGTH = 0.5; constexpr float DEFAULT_REST_LENGTH = 0.5;
constexpr float DEFAULT_REPULSION_FORCE = 0.002;
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 HL_BLOCK_COLOR = GREEN;
constexpr Color TARGET_BLOCK_COLOR = RED;
constexpr Color HL_TARGET_BLOCK_COLOR = ORANGE;
#endif #endif

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@ -4,6 +4,8 @@
#include <cstddef> #include <cstddef>
#include <raylib.h> #include <raylib.h>
#include <raymath.h> #include <raymath.h>
#include <string>
#include <unordered_map>
#include <vector> #include <vector>
class Mass { class Mass {
@ -88,7 +90,7 @@ using SpringList = std::vector<Spring>;
class MassSpringSystem { class MassSpringSystem {
public: public:
MassList masses; std::unordered_map<std::string, Mass> masses;
SpringList springs; SpringList springs;
public: public:
@ -102,19 +104,23 @@ public:
~MassSpringSystem() {}; ~MassSpringSystem() {};
public: public:
auto AddMass(float mass, Vector3 position, bool fixed) -> void; auto AddMass(float mass, Vector3 position, bool fixed, std::string state)
-> void;
auto GetMass(const size_t index) -> Mass &; auto GetMass(const std::string &state) -> Mass &;
auto AddSpring(int massA, int massB, float spring_constant, auto AddSpring(const std::string &massA, const std::string &massB,
float dampening_constant, float rest_length) -> void; float spring_constant, float dampening_constant,
float rest_length) -> void;
auto GetSpring(const size_t index) -> Spring &; auto Clear() -> void;
auto ClearForces() -> void; auto ClearForces() -> void;
auto CalculateSpringForces() -> void; auto CalculateSpringForces() -> void;
auto CalculateRepulsionForces() -> void;
auto EulerUpdate(const float delta_time) -> void; auto EulerUpdate(const float delta_time) -> void;
auto VerletUpdate(const float delta_time) -> void; auto VerletUpdate(const float delta_time) -> void;

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@ -42,7 +42,8 @@ private:
auto Rotate(const Vector3 &a, const float cos_angle, const float sin_angle) auto Rotate(const Vector3 &a, const float cos_angle, const float sin_angle)
-> Vector3; -> Vector3;
auto Translate(const Vector3 &a, const float distance) -> Vector3; auto Translate(const Vector3 &a, const float distance, const float horizontal,
const float vertical) -> Vector3;
auto Project(const Vector3 &a) -> Vector2; auto Project(const Vector3 &a) -> Vector2;
@ -51,12 +52,14 @@ private:
public: public:
auto Transform(Edge2Set &edges, Vertex2Set &vertices, auto Transform(Edge2Set &edges, Vertex2Set &vertices,
const MassSpringSystem &mass_springs, const float angle, const MassSpringSystem &mass_springs, const float angle,
const float distance) -> void; const float distance, const float horizontal,
const float vertical) -> void;
auto DrawMassSprings(const Edge2Set &edges, const Vertex2Set &vertices) auto DrawMassSprings(const Edge2Set &edges, const Vertex2Set &vertices)
-> void; -> void;
auto DrawKlotski(State &state) -> void; auto DrawKlotski(State &state, int hov_x, int hov_y, int sel_x, int sel_y)
-> void;
auto DrawTextures() -> void; auto DrawTextures() -> void;
}; };

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@ -9,6 +9,33 @@
#include "mass_springs.hpp" #include "mass_springs.hpp"
#include "renderer.hpp" #include "renderer.hpp"
auto klotski_a() -> State {
State s = State(4, 5);
Block a = Block(0, 0, 1, 2, false);
Block b = Block(1, 0, 2, 2, true);
Block c = Block(3, 0, 1, 2, false);
Block d = Block(0, 2, 1, 2, false);
Block e = Block(1, 2, 2, 1, false);
Block f = Block(3, 2, 1, 2, false);
Block g = Block(1, 3, 1, 1, false);
Block h = Block(2, 3, 1, 1, false);
Block i = Block(0, 4, 1, 1, false);
Block j = Block(3, 4, 1, 1, false);
s.AddBlock(a);
s.AddBlock(b);
s.AddBlock(c);
s.AddBlock(d);
s.AddBlock(e);
s.AddBlock(f);
s.AddBlock(g);
s.AddBlock(h);
s.AddBlock(i);
s.AddBlock(j);
return s;
}
auto main(int argc, char *argv[]) -> int { auto main(int argc, char *argv[]) -> int {
// if (argc < 2) { // if (argc < 2) {
// std::cout << "Missing .klotski file." << std::endl; // std::cout << "Missing .klotski file." << std::endl;
@ -23,50 +50,117 @@ auto main(int argc, char *argv[]) -> int {
InitWindow(WIDTH * 2, HEIGHT, "MassSprings"); InitWindow(WIDTH * 2, HEIGHT, "MassSprings");
// Mass springs configuration
MassSpringSystem mass_springs; MassSpringSystem mass_springs;
mass_springs.AddMass(1.0, Vector3(-0.5, 0.5, 0.0), true);
mass_springs.AddMass(1.0, Vector3(0.5, 0.5, 0.0), false);
mass_springs.AddMass(1.0, Vector3(0.5, 0.0, 0.0), false);
mass_springs.AddSpring(0, 1, DEFAULT_SPRING_CONSTANT,
DEFAULT_DAMPENING_CONSTANT, DEFAULT_REST_LENGTH);
mass_springs.AddSpring(1, 2, DEFAULT_SPRING_CONSTANT,
DEFAULT_DAMPENING_CONSTANT, DEFAULT_REST_LENGTH);
State s = State(4, 5); // Klotski configuration
Block a = Block(0, 0, 2, 1, false); State board = klotski_a();
Block b = Block(0, 1, 1, 3, true); mass_springs.AddMass(1.0, Vector3Zero(), true, board.state);
Block c = Block(0, 2, "45");
Block d = Block(0, 3, "de");
s.AddBlock(a);
s.AddBlock(b);
for (Block block : s) {
std::cout << "Block (" << block.x << ", " << block.y << ")" << std::endl;
}
// Rendering configuration
Renderer renderer(WIDTH, HEIGHT); Renderer renderer(WIDTH, HEIGHT);
Edge2Set edges; Edge2Set edges;
edges.reserve(mass_springs.springs.size()); edges.reserve(mass_springs.springs.size());
Vertex2Set vertices; Vertex2Set vertices;
vertices.reserve(mass_springs.masses.size()); vertices.reserve(mass_springs.masses.size());
// Game loop
float camera_distance = CAMERA_DISTANCE;
float horizontal = 0.0;
float vertical = 0.0;
float frametime; float frametime;
float abstime = 0.0; float abstime = 0.0;
int hov_x = 0;
int hov_y = 0;
int sel_x = 0;
int sel_y = 0;
while (!WindowShouldClose()) { while (!WindowShouldClose()) {
frametime = GetFrameTime(); frametime = GetFrameTime();
// Mouse handling
Vector2 m = GetMousePosition();
float block_size;
float x_offset = 0.0;
float y_offset = 0.0;
if (board.width > board.height) {
block_size = static_cast<float>(WIDTH) / board.width;
y_offset = (HEIGHT - block_size * board.height) / 2.0;
} else {
block_size = static_cast<float>(HEIGHT) / board.height;
x_offset = (WIDTH - block_size * board.width) / 2.0;
}
if (m.x < x_offset) {
hov_x = 100;
} else {
hov_x = (m.x - x_offset) / block_size;
}
if (m.y < y_offset) {
hov_y = 100;
} else {
hov_y = (m.y - y_offset) / block_size;
}
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
sel_x = hov_x;
sel_y = hov_y;
}
camera_distance += GetMouseWheelMove() / -10.0;
// Key handling
std::string previous_state = board.state;
if (IsKeyPressed(KEY_W)) {
if (board.MoveBlockAt(sel_x, sel_y, Direction::NOR)) {
sel_y--;
}
} else if (IsKeyPressed(KEY_A)) {
if (board.MoveBlockAt(sel_x, sel_y, Direction::WES)) {
sel_x--;
}
} else if (IsKeyPressed(KEY_S)) {
if (board.MoveBlockAt(sel_x, sel_y, Direction::SOU)) {
sel_y++;
}
} else if (IsKeyPressed(KEY_D)) {
if (board.MoveBlockAt(sel_x, sel_y, Direction::EAS)) {
sel_x++;
}
}
// TODO: Need to check for duplicate springs
if (previous_state != board.state) {
mass_springs.AddMass(
1.0,
Vector3(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);
mass_springs.AddSpring(board.state, previous_state,
DEFAULT_SPRING_CONSTANT,
DEFAULT_DAMPENING_CONSTANT, DEFAULT_REST_LENGTH);
}
if (IsKeyPressed(KEY_UP)) {
vertical += 0.1;
} else if (IsKeyPressed(KEY_RIGHT)) {
horizontal += 0.1;
} else if (IsKeyPressed(KEY_DOWN)) {
vertical -= 0.1;
} else if (IsKeyPressed(KEY_LEFT)) {
horizontal -= 0.1;
}
// Physics update
mass_springs.ClearForces(); mass_springs.ClearForces();
mass_springs.CalculateSpringForces(); mass_springs.CalculateSpringForces();
mass_springs.CalculateRepulsionForces();
#ifdef VERLET_UPDATE #ifdef VERLET_UPDATE
mass_springs.VerletUpdate(frametime * SIM_SPEED); mass_springs.VerletUpdate(frametime * SIM_SPEED);
#else #else
mass_springs.EulerUpdate(frametime * SIM_SPEED); mass_springs.EulerUpdate(frametime * SIM_SPEED);
#endif #endif
// Rendering
renderer.Transform(edges, vertices, mass_springs, abstime * ROTATION_SPEED, renderer.Transform(edges, vertices, mass_springs, abstime * ROTATION_SPEED,
CAMERA_DISTANCE); camera_distance, horizontal, vertical);
renderer.DrawMassSprings(edges, vertices); renderer.DrawMassSprings(edges, vertices);
renderer.DrawKlotski(s); // TODO: Don't need to render each frame renderer.DrawKlotski(board, hov_x, hov_y, sel_x, sel_y);
renderer.DrawTextures(); renderer.DrawTextures();
abstime += frametime; abstime += frametime;

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@ -1,4 +1,5 @@
#include "mass_springs.hpp" #include "mass_springs.hpp"
#include "config.hpp"
#include <cstddef> #include <cstddef>
#include <raymath.h> #include <raymath.h>
@ -72,28 +73,33 @@ auto Spring::CalculateSpringForce() -> void {
massB.force = Vector3Add(massB.force, force_b); massB.force = Vector3Add(massB.force, force_b);
} }
auto MassSpringSystem::AddMass(float mass, Vector3 position, bool fixed) auto MassSpringSystem::AddMass(float mass, Vector3 position, bool fixed,
-> void { std::string state) -> void {
masses.emplace_back(mass, position, fixed); if (!masses.contains(state)) {
masses.insert(std::make_pair(state, Mass(mass, position, fixed)));
}
} }
auto MassSpringSystem::GetMass(const size_t index) -> Mass & { auto MassSpringSystem::GetMass(const std::string &state) -> Mass & {
return masses[index]; return masses.at(state);
} }
auto MassSpringSystem::AddSpring(int massA, int massB, float spring_constant, auto MassSpringSystem::AddSpring(const std::string &massA,
const std::string &massB,
float spring_constant,
float dampening_constant, float rest_length) float dampening_constant, float rest_length)
-> void { -> void {
springs.emplace_back(masses[massA], masses[massB], spring_constant, springs.emplace_back(GetMass(massA), GetMass(massB), spring_constant,
dampening_constant, rest_length); dampening_constant, rest_length);
} }
auto MassSpringSystem::GetSpring(const size_t index) -> Spring & { auto MassSpringSystem::Clear() -> void {
return springs[index]; masses.clear();
springs.clear();
} }
auto MassSpringSystem::ClearForces() -> void { auto MassSpringSystem::ClearForces() -> void {
for (auto &mass : masses) { for (auto &[state, mass] : masses) {
mass.ClearForce(); mass.ClearForce();
} }
} }
@ -104,15 +110,26 @@ auto MassSpringSystem::CalculateSpringForces() -> void {
} }
} }
auto MassSpringSystem::CalculateRepulsionForces() -> void {
for (auto &[state, mass] : masses) {
for (auto &[s, m] : masses) {
Vector3 dx = Vector3Subtract(mass.position, m.position);
mass.force =
Vector3Add(mass.force, Vector3Scale(Vector3Normalize(dx),
DEFAULT_REPULSION_FORCE));
}
}
}
auto MassSpringSystem::EulerUpdate(const float delta_time) -> void { auto MassSpringSystem::EulerUpdate(const float delta_time) -> void {
for (auto &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(const float delta_time) -> void {
for (auto &mass : masses) { for (auto &[state, mass] : masses) {
mass.VerletUpdate(delta_time); mass.VerletUpdate(delta_time);
} }
} }

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@ -10,8 +10,10 @@ auto Renderer::Rotate(const Vector3 &a, const float cos_angle,
a.x * sin_angle + a.z * cos_angle); a.x * sin_angle + a.z * cos_angle);
}; };
auto Renderer::Translate(const Vector3 &a, const float distance) -> Vector3 { auto Renderer::Translate(const Vector3 &a, const float distance,
return Vector3(a.x, a.y, a.z + distance); const float horizontal, const float vertical)
-> Vector3 {
return Vector3(a.x + horizontal, a.y + vertical, a.z + distance);
}; };
auto Renderer::Project(const Vector3 &a) -> Vector2 { auto Renderer::Project(const Vector3 &a) -> Vector2 {
@ -24,27 +26,72 @@ auto Renderer::Map(const Vector2 &a) -> Vector2 {
auto Renderer::Transform(Edge2Set &edges, Vertex2Set &vertices, auto Renderer::Transform(Edge2Set &edges, Vertex2Set &vertices,
const MassSpringSystem &mass_springs, const MassSpringSystem &mass_springs,
const float angle, const float distance) -> void { const float angle, const float distance,
const float horizontal, const float vertical) -> void {
const float cos_angle = cos(angle); const float cos_angle = cos(angle);
const float sin_angle = sin(angle); const float sin_angle = sin(angle);
edges.clear(); edges.clear();
for (const auto &spring : mass_springs.springs) { for (const auto &spring : mass_springs.springs) {
Vector2 a = Map(Project(Translate( const Mass &massA = spring.massA;
Rotate(spring.massA.position, cos_angle, sin_angle), distance))); const Mass &massB = spring.massB;
Vector2 b = Map(Project(Translate(
Rotate(spring.massB.position, cos_angle, sin_angle), distance))); // Stuff behind the camera
if (massA.position.z + distance <= 0.1) {
continue;
}
if (massB.position.z + distance <= 0.1) {
continue;
}
Vector2 a =
Map(Project(Translate(Rotate(massA.position, cos_angle, sin_angle),
distance, horizontal, vertical)));
Vector2 b =
Map(Project(Translate(Rotate(massB.position, cos_angle, sin_angle),
distance, horizontal, vertical)));
// Stuff outside the viewport
if (!CheckCollisionPointRec(
a, Rectangle(-1.0 * width * CULLING_TOLERANCE,
-1.0 * height * CULLING_TOLERANCE,
width + width * CULLING_TOLERANCE * 2.0,
height + height * CULLING_TOLERANCE * 2.0))) {
continue;
}
if (!CheckCollisionPointRec(
b, Rectangle(-1.0 * width * CULLING_TOLERANCE,
-1.0 * height * CULLING_TOLERANCE,
width + width * CULLING_TOLERANCE * 2.0,
height + height * CULLING_TOLERANCE * 2.0))) {
continue;
}
edges.emplace_back(a, b); edges.emplace_back(a, b);
} }
// This is duplicated work, but easy to read // This is duplicated work, but easy to read
vertices.clear(); vertices.clear();
for (const auto &mass : mass_springs.masses) { for (const auto &[state, mass] : mass_springs.masses) {
Vector3 a =
Translate(Rotate(mass.position, cos_angle, sin_angle), distance); // Stuff behind the camera
if (mass.position.z + distance <= 0.1) {
continue;
}
Vector3 a = Translate(Rotate(mass.position, cos_angle, sin_angle), distance,
horizontal, vertical);
Vector2 b = Map(Project(a)); Vector2 b = Map(Project(a));
// Stuff outside the viewport
if (!CheckCollisionPointRec(
b, Rectangle(-1.0 * width * CULLING_TOLERANCE,
-1.0 * height * CULLING_TOLERANCE,
width + width * CULLING_TOLERANCE * 2.0,
height + height * CULLING_TOLERANCE * 2.0))) {
continue;
}
vertices.emplace_back(b.x, b.y, a.z); vertices.emplace_back(b.x, b.y, a.z);
} }
} }
@ -53,20 +100,26 @@ auto Renderer::DrawMassSprings(const Edge2Set &edges,
const Vertex2Set &vertices) -> void { const Vertex2Set &vertices) -> void {
BeginTextureMode(render_target); BeginTextureMode(render_target);
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
// Draw springs
for (const auto &[a, b] : edges) { for (const auto &[a, b] : edges) {
DrawLine(a.x, a.y, b.x, b.y, EDGE_COLOR); DrawLine(a.x, a.y, b.x, b.y, EDGE_COLOR);
} }
// Draw masses
for (const auto &a : vertices) { for (const auto &a : vertices) {
// Increase the perspective perception by squaring the z-coordinate // Increase the perspective perception by squaring the z-coordinate
const float size = VERTEX_SIZE / (a.z * a.z); const float size = Clamp(VERTEX_SIZE / (a.z * a.z), 0.1, 100.0);
DrawRectangle(a.x - size / 2.0, a.y - size / 2.0, size, size, VERTEX_COLOR); DrawRectangle(a.x - size / 2.0, a.y - size / 2.0, size, size, VERTEX_COLOR);
} }
DrawLine(0, 0, 0, height, BLACK); DrawLine(0, 0, 0, height, BLACK);
EndTextureMode(); EndTextureMode();
} }
auto Renderer::DrawKlotski(State &state) -> void { auto Renderer::DrawKlotski(State &state, int hov_x, int hov_y, int sel_x,
int sel_y) -> void {
BeginTextureMode(klotski_target); BeginTextureMode(klotski_target);
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
@ -106,9 +159,16 @@ auto Renderer::DrawKlotski(State &state) -> void {
// Draw Blocks // Draw Blocks
for (Block block : state) { for (Block block : state) {
Color c = EDGE_COLOR; Color c = BLOCK_COLOR;
if (block.Covers(sel_x, sel_y)) {
c = HL_BLOCK_COLOR;
}
if (block.target) { if (block.target) {
c = RED; if (block.Covers(sel_x, sel_y)) {
c = HL_TARGET_BLOCK_COLOR;
} else {
c = TARGET_BLOCK_COLOR;
}
} }
DrawRectangle(x_offset + BOARD_PADDING + block.x * BLOCK_PADDING * 2 + DrawRectangle(x_offset + BOARD_PADDING + block.x * BLOCK_PADDING * 2 +
BLOCK_PADDING + block.x * block_size, BLOCK_PADDING + block.x * block_size,
@ -119,6 +179,19 @@ auto Renderer::DrawKlotski(State &state) -> void {
block.height * block_size + block.height * 2 * BLOCK_PADDING - block.height * block_size + block.height * 2 * BLOCK_PADDING -
2 * BLOCK_PADDING, 2 * BLOCK_PADDING,
c); c);
if (block.Covers(hov_x, hov_y)) {
DrawRectangleLinesEx(
Rectangle(x_offset + BOARD_PADDING + block.x * BLOCK_PADDING * 2 +
BLOCK_PADDING + block.x * block_size,
y_offset + BOARD_PADDING + block.y * BLOCK_PADDING * 2 +
BLOCK_PADDING + block.y * block_size,
block.width * block_size + block.width * 2 * BLOCK_PADDING -
2 * BLOCK_PADDING,
block.height * block_size +
block.height * 2 * BLOCK_PADDING - 2 * BLOCK_PADDING),
2.0, BLACK);
}
} }
DrawLine(width - 1, 0, width - 1, height, BLACK); DrawLine(width - 1, 0, width - 1, height, BLACK);