rename files based on their classes

This commit is contained in:
2026-02-28 22:30:00 +01:00
parent 809fbf1b93
commit 9ab96c5903
22 changed files with 677 additions and 657 deletions

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@ -1,4 +1,4 @@
#include "distance.hpp"
#include "graph_distances.hpp"
#include <queue>
@ -70,4 +70,4 @@ auto graph_distances::get_shortest_path(const size_t source) const -> std::vecto
}
return path;
}
}

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@ -1,4 +1,4 @@
#include "input.hpp"
#include "input_handler.hpp"
#include "config.hpp"
#include <raylib.h>

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@ -3,8 +3,9 @@
#include <raylib.h>
#include "config.hpp"
#include "input.hpp"
#include "physics.hpp"
#include "input_handler.hpp"
#include "mass_spring_system.hpp"
#include "threaded_physics.hpp"
#include "renderer.hpp"
#include "state_manager.hpp"
#include "user_interface.hpp"
@ -136,7 +137,7 @@ auto main(int argc, char* argv[]) -> int
// Update the camera after the physics, so target lock is smooth
size_t current_index = state.get_current_index();
if (masses.size() > current_index) {
const mass& current_mass = mass(masses.at(current_index));
const mass_spring_system::mass& current_mass = mass_spring_system::mass(masses.at(current_index));
camera.update(current_mass.position, mass_center, input.camera_lock,
input.camera_mass_center_lock);
}

231
src/mass_spring_system.cpp Normal file
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@ -0,0 +1,231 @@
#include "mass_spring_system.hpp"
#include "config.hpp"
#include <cfloat>
#ifdef TRACY
#include <tracy/Tracy.hpp>
#endif
auto mass_spring_system::mass::clear_force() -> void
{
force = Vector3Zero();
}
auto mass_spring_system::mass::calculate_velocity(const float delta_time) -> void
{
const Vector3 acceleration = Vector3Scale(force, 1.0 / MASS);
const Vector3 temp = Vector3Scale(acceleration, delta_time);
velocity = Vector3Add(velocity, temp);
}
auto mass_spring_system::mass::calculate_position(const float delta_time) -> void
{
previous_position = position;
const Vector3 temp = Vector3Scale(velocity, delta_time);
position = Vector3Add(position, temp);
}
auto mass_spring_system::mass::verlet_update(const float delta_time) -> void
{
const Vector3 acceleration = Vector3Scale(force, 1.0 / MASS);
const Vector3 temp_position = position;
Vector3 displacement = Vector3Subtract(position, previous_position);
const Vector3 accel_term = Vector3Scale(acceleration, delta_time * delta_time);
// Minimal dampening
displacement = Vector3Scale(displacement, 1.0 - VERLET_DAMPENING);
position = Vector3Add(Vector3Add(position, displacement), accel_term);
previous_position = temp_position;
}
auto mass_spring_system::spring::calculate_spring_force(mass& _a, mass& _b) -> void
{
// TODO: Use a bungee force here instead of springs, since we already have global repulsion?
const Vector3 delta_position = Vector3Subtract(_a.position, _b.position);
const float current_length = Vector3Length(delta_position);
const Vector3 delta_velocity = Vector3Subtract(_a.velocity, _b.velocity);
const float hooke = SPRING_CONSTANT * (current_length - REST_LENGTH);
const float dampening = DAMPENING_CONSTANT * Vector3DotProduct(delta_velocity, delta_position) / current_length;
const Vector3 force_a = Vector3Scale(delta_position, -(hooke + dampening) / current_length);
const Vector3 force_b = Vector3Scale(force_a, -1.0);
_a.force = Vector3Add(_a.force, force_a);
_b.force = Vector3Add(_b.force, force_b);
}
auto mass_spring_system::clear() -> void
{
masses.clear();
springs.clear();
tree.nodes.clear();
}
auto mass_spring_system::add_mass() -> void
{
// Adding all positions to (0, 0, 0) breaks the octree
// Done when adding springs
// Vector3 position{
// static_cast<float>(GetRandomValue(-100, 100)), static_cast<float>(GetRandomValue(-100,
// 100)), static_cast<float>(GetRandomValue(-100, 100))
// };
// position = Vector3Scale(Vector3Normalize(position), REST_LENGTH * 2.0);
masses.emplace_back(Vector3Zero());
}
auto mass_spring_system::add_spring(size_t a, size_t b) -> void
{
// Update masses to be located along a random walk when adding the springs
const mass& mass_a = masses.at(a);
mass& mass_b = masses.at(b);
Vector3 offset{
static_cast<float>(GetRandomValue(-100, 100)), static_cast<float>(GetRandomValue(-100, 100)),
static_cast<float>(GetRandomValue(-100, 100))
};
offset = Vector3Normalize(offset) * REST_LENGTH;
// If the offset moves the mass closer to the current center of mass, flip it
if (!tree.nodes.empty()) {
const Vector3 mass_center_direction = Vector3Subtract(mass_a.position, tree.nodes.at(0).mass_center);
const float mass_center_distance = Vector3Length(mass_center_direction);
if (mass_center_distance > 0 && Vector3DotProduct(offset, mass_center_direction) < 0.0f) {
offset = Vector3Negate(offset);
}
}
mass_b.position = mass_a.position + offset;
mass_b.previous_position = mass_b.position;
// infoln("Adding spring: ({}, {}, {})->({}, {}, {})", mass_a.position.x, mass_a.position.y,
// mass_a.position.z,
// mass_b.position.x, mass_b.position.y, mass_b.position.z);
springs.emplace_back(a, b);
}
auto mass_spring_system::clear_forces() -> void
{
#ifdef TRACY
ZoneScoped;
#endif
for (auto& m : masses) {
m.clear_force();
}
}
auto mass_spring_system::calculate_spring_forces() -> void
{
#ifdef TRACY
ZoneScoped;
#endif
for (const auto s : springs) {
mass& a = masses.at(s.a);
mass& b = masses.at(s.b);
spring::calculate_spring_force(a, b);
}
}
#ifdef THREADPOOL
auto mass_spring_system::set_thread_name(size_t idx) -> void
{
BS::this_thread::set_os_thread_name(std::format("bh-worker-{}", idx));
}
#endif
auto mass_spring_system::build_octree() -> void
{
#ifdef TRACY
ZoneScoped;
#endif
tree.nodes.clear();
tree.nodes.reserve(masses.size() * 2);
// Compute bounding box around all masses
Vector3 min{FLT_MAX, FLT_MAX, FLT_MAX};
Vector3 max{-FLT_MAX, -FLT_MAX, -FLT_MAX};
for (const auto& m : masses) {
min.x = std::min(min.x, m.position.x);
max.x = std::max(max.x, m.position.x);
min.y = std::min(min.y, m.position.y);
max.y = std::max(max.y, m.position.y);
min.z = std::min(min.z, m.position.z);
max.z = std::max(max.z, m.position.z);
}
// Pad the bounding box
constexpr float pad = 1.0;
min = Vector3Subtract(min, Vector3Scale(Vector3One(), pad));
max = Vector3Add(max, Vector3Scale(Vector3One(), pad));
// Make it cubic (so subdivisions are balanced)
const float max_extent = std::max({max.x - min.x, max.y - min.y, max.z - min.z});
max = Vector3Add(min, Vector3Scale(Vector3One(), max_extent));
// Root node spans the entire area
const int root = tree.create_empty_leaf(min, max);
for (size_t i = 0; i < masses.size(); ++i) {
tree.insert(root, static_cast<int>(i), masses[i].position, MASS, 0);
}
}
auto mass_spring_system::calculate_repulsion_forces() -> void
{
#ifdef TRACY
ZoneScoped;
#endif
build_octree();
auto solve_octree = [&](const int i)
{
const Vector3 force = tree.calculate_force(0, masses[i].position);
masses[i].force = Vector3Add(masses[i].force, force);
};
// Calculate forces using Barnes-Hut
#ifdef THREADPOOL
const BS::multi_future<void> loop_future = threads.submit_loop(0, masses.size(), solve_octree, 256);
loop_future.wait();
#else
for (size_t i = 0; i < masses.size(); ++i) {
solve_octree(i);
}
#endif
}
auto mass_spring_system::verlet_update(const float delta_time) -> void
{
#ifdef TRACY
ZoneScoped;
#endif
for (auto& m : masses) {
m.verlet_update(delta_time);
}
}
auto mass_spring_system::center_masses() -> void
{
Vector3 mean = Vector3Zero();
for (const auto& m : masses) {
mean += m.position;
}
mean /= static_cast<float>(masses.size());
for (auto& m : masses) {
m.position -= mean;
}
}

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@ -1,4 +1,4 @@
#include "camera.hpp"
#include "orbit_camera.hpp"
#include "config.hpp"
#include <raylib.h>

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@ -1,411 +0,0 @@
#include "physics.hpp"
#include "config.hpp"
#include <algorithm>
#include <cfloat>
#include <chrono>
#include <raylib.h>
#include <raymath.h>
#include <utility>
#include <vector>
#ifdef TRACY
#include <tracy/Tracy.hpp>
#endif
auto mass::clear_force() -> void
{
force = Vector3Zero();
}
auto mass::calculate_velocity(const float delta_time) -> void
{
const Vector3 acceleration = Vector3Scale(force, 1.0 / MASS);
const Vector3 temp = Vector3Scale(acceleration, delta_time);
velocity = Vector3Add(velocity, temp);
}
auto mass::calculate_position(const float delta_time) -> void
{
previous_position = position;
const Vector3 temp = Vector3Scale(velocity, delta_time);
position = Vector3Add(position, temp);
}
auto mass::verlet_update(const float delta_time) -> void
{
const Vector3 acceleration = Vector3Scale(force, 1.0 / MASS);
const Vector3 temp_position = position;
Vector3 displacement = Vector3Subtract(position, previous_position);
const Vector3 accel_term = Vector3Scale(acceleration, delta_time * delta_time);
// Minimal dampening
displacement = Vector3Scale(displacement, 1.0 - VERLET_DAMPENING);
position = Vector3Add(Vector3Add(position, displacement), accel_term);
previous_position = temp_position;
}
auto spring::calculate_spring_force(mass& _a, mass& _b) -> void
{
// TODO: Use a bungee force here instead of springs, since we already have global repulsion?
const Vector3 delta_position = Vector3Subtract(_a.position, _b.position);
const float current_length = Vector3Length(delta_position);
const float inv_current_length = 1.0f / current_length;
const Vector3 delta_velocity = Vector3Subtract(_a.velocity, _b.velocity);
const float hooke = SPRING_CONSTANT * (current_length - REST_LENGTH);
const float dampening =
DAMPENING_CONSTANT * Vector3DotProduct(delta_velocity, delta_position) * inv_current_length;
const Vector3 force_a = Vector3Scale(delta_position, -(hooke + dampening) * inv_current_length);
const Vector3 force_b = Vector3Scale(force_a, -1.0);
_a.force = Vector3Add(_a.force, force_a);
_b.force = Vector3Add(_b.force, force_b);
}
auto mass_spring_system::add_mass() -> void
{
// Adding all positions to (0, 0, 0) breaks the octree
// Done when adding springs
// Vector3 position{
// static_cast<float>(GetRandomValue(-100, 100)), static_cast<float>(GetRandomValue(-100,
// 100)), static_cast<float>(GetRandomValue(-100, 100))
// };
// position = Vector3Scale(Vector3Normalize(position), REST_LENGTH * 2.0);
masses.emplace_back(Vector3Zero());
}
auto mass_spring_system::add_spring(size_t a, size_t b) -> void
{
// Update masses to be located along a random walk when adding the springs
const mass& mass_a = masses.at(a);
mass& mass_b = masses.at(b);
Vector3 offset{static_cast<float>(GetRandomValue(-100, 100)),
static_cast<float>(GetRandomValue(-100, 100)),
static_cast<float>(GetRandomValue(-100, 100))};
offset = Vector3Normalize(offset) * REST_LENGTH;
// If the offset moves the mass closer to the current center of mass, flip it
if (!tree.nodes.empty()) {
const Vector3 mass_center_direction =
Vector3Subtract(mass_a.position, tree.nodes.at(0).mass_center);
const float mass_center_distance = Vector3Length(mass_center_direction);
if (mass_center_distance > 0 && Vector3DotProduct(offset, mass_center_direction) < 0.0f) {
offset = Vector3Negate(offset);
}
}
mass_b.position = mass_a.position + offset;
mass_b.previous_position = mass_b.position;
// infoln("Adding spring: ({}, {}, {})->({}, {}, {})", mass_a.position.x, mass_a.position.y,
// mass_a.position.z,
// mass_b.position.x, mass_b.position.y, mass_b.position.z);
springs.emplace_back(a, b);
}
auto mass_spring_system::clear() -> void
{
masses.clear();
springs.clear();
tree.nodes.clear();
}
auto mass_spring_system::clear_forces() -> void
{
#ifdef TRACY
ZoneScoped;
#endif
for (auto& mass : masses) {
mass.clear_force();
}
}
auto mass_spring_system::calculate_spring_forces() -> void
{
#ifdef TRACY
ZoneScoped;
#endif
for (const auto s : springs) {
mass& a = masses.at(s.a);
mass& b = masses.at(s.b);
spring::calculate_spring_force(a, b);
}
}
#ifdef THREADPOOL
auto mass_spring_system::set_thread_name(size_t idx) -> void
{
BS::this_thread::set_os_thread_name(std::format("bh-worker-{}", idx));
}
#endif
auto mass_spring_system::build_octree() -> void
{
#ifdef TRACY
ZoneScoped;
#endif
tree.nodes.clear();
tree.nodes.reserve(masses.size() * 2);
// Compute bounding box around all masses
Vector3 min{FLT_MAX, FLT_MAX, FLT_MAX};
Vector3 max{-FLT_MAX, -FLT_MAX, -FLT_MAX};
for (const auto& mass : masses) {
min.x = std::min(min.x, mass.position.x);
max.x = std::max(max.x, mass.position.x);
min.y = std::min(min.y, mass.position.y);
max.y = std::max(max.y, mass.position.y);
min.z = std::min(min.z, mass.position.z);
max.z = std::max(max.z, mass.position.z);
}
// Pad the bounding box
constexpr float pad = 1.0;
min = Vector3Subtract(min, Vector3Scale(Vector3One(), pad));
max = Vector3Add(max, Vector3Scale(Vector3One(), pad));
// Make it cubic (so subdivisions are balanced)
const float max_extent = std::max({max.x - min.x, max.y - min.y, max.z - min.z});
max = Vector3Add(min, Vector3Scale(Vector3One(), max_extent));
// Root node spans the entire area
const int root = tree.create_empty_leaf(min, max);
for (size_t i = 0; i < masses.size(); ++i) {
tree.insert(root, static_cast<int>(i), masses[i].position, MASS, 0);
}
}
auto mass_spring_system::calculate_repulsion_forces() -> void
{
#ifdef TRACY
ZoneScoped;
#endif
build_octree();
auto solve_octree = [&](const int i)
{
const Vector3 force = tree.calculate_force(0, masses[i].position);
masses[i].force = Vector3Add(masses[i].force, force);
};
// Calculate forces using Barnes-Hut
#ifdef THREADPOOL
const BS::multi_future<void> loop_future =
threads.submit_loop(0, masses.size(), solve_octree, 256);
loop_future.wait();
#else
for (size_t i = 0; i < masses.size(); ++i) {
solve_octree(i);
}
#endif
}
auto mass_spring_system::verlet_update(const float delta_time) -> void
{
#ifdef TRACY
ZoneScoped;
#endif
for (auto& mass : masses) {
mass.verlet_update(delta_time);
}
}
auto mass_spring_system::center_masses() -> void
{
Vector3 mean = Vector3Zero();
for (const auto& mass : masses) {
mean += mass.position;
}
mean /= static_cast<float>(masses.size());
for (auto& mass : masses) {
mass.position -= mean;
}
}
auto threaded_physics::physics_thread(physics_state& state) -> void
{
#ifdef THREADPOOL
BS::this_thread::set_os_thread_name("physics");
#endif
mass_spring_system mass_springs;
const auto visitor = overloads{
[&](const struct add_mass& am) { mass_springs.add_mass(); },
[&](const struct add_spring& as) { mass_springs.add_spring(as.a, as.b); },
[&](const struct clear_graph& cg) { mass_springs.clear(); },
};
std::chrono::time_point last = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> physics_accumulator(0);
std::chrono::duration<double> ups_accumulator(0);
int loop_iterations = 0;
while (state.running.load()) {
#ifdef TRACY
FrameMarkStart("PhysicsThread");
#endif
// Time tracking
std::chrono::time_point now = std::chrono::high_resolution_clock::now();
const std::chrono::duration<double> deltatime = now - last;
physics_accumulator += deltatime;
ups_accumulator += deltatime;
last = now;
// Handle queued commands
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
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 (physics_accumulator.count() > TIMESTEP) {
mass_springs.clear_forces();
mass_springs.calculate_spring_forces();
mass_springs.calculate_repulsion_forces();
mass_springs.verlet_update(TIMESTEP * SIM_SPEED);
// This is only helpful if we're drawing a grid at (0, 0, 0). Otherwise, it's just
// expensive and yields no benefit since we can lock the camera to the center of mass
// cheaply. mass_springs.center_masses();
++loop_iterations;
physics_accumulator -= std::chrono::duration<double>(TIMESTEP);
}
// Publish the positions for the renderer (copy)
#ifdef TRACY
FrameMarkStart("PhysicsThreadProduceLock");
#endif
{
#ifdef TRACY
std::unique_lock<LockableBase(std::mutex)> lock(state.data_mtx);
#else
std::unique_lock<std::mutex> lock(state.data_mtx);
#endif
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 (ups_accumulator.count() > 1.0) {
// Update each second
state.ups = loop_iterations;
loop_iterations = 0;
ups_accumulator = std::chrono::duration<double>(0);
}
if (mass_springs.tree.nodes.empty()) {
state.mass_center = Vector3Zero();
} else {
state.mass_center = mass_springs.tree.nodes.at(0).mass_center;
}
state.masses.clear();
state.masses.reserve(mass_springs.masses.size());
for (const auto& mass : mass_springs.masses) {
state.masses.emplace_back(mass.position);
}
state.mass_count = mass_springs.masses.size();
state.spring_count = mass_springs.springs.size();
state.data_ready = true;
state.data_consumed = false;
}
// Notify the rendering thread that new data is available
state.data_ready_cnd.notify_all();
#ifdef TRACY
FrameMarkEnd("PhysicsThreadProduceLock");
FrameMarkEnd("PhysicsThread");
#endif
}
}
auto threaded_physics::add_mass_cmd() -> void
{
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
state.pending_commands.emplace(add_mass{});
}
}
auto threaded_physics::add_spring_cmd(const size_t a, const size_t b) -> void
{
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
state.pending_commands.emplace(add_spring{a, b});
}
}
auto threaded_physics::clear_cmd() -> void
{
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
state.pending_commands.emplace(clear_graph{});
}
}
auto threaded_physics::add_mass_springs_cmd(const size_t num_masses,
const std::vector<std::pair<size_t, size_t>>& springs)
-> void
{
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
for (size_t i = 0; i < num_masses; ++i) {
state.pending_commands.emplace(add_mass{});
}
for (const auto& [from, to] : springs) {
state.pending_commands.emplace(add_spring{from, to});
}
}
}

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@ -1,5 +1,5 @@
#include "state_manager.hpp"
#include "distance.hpp"
#include "graph_distances.hpp"
#include "util.hpp"
#include <fstream>

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src/threaded_physics.cpp Normal file
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@ -0,0 +1,194 @@
#include "threaded_physics.hpp"
#include "config.hpp"
#include "mass_spring_system.hpp"
#include <chrono>
#include <raylib.h>
#include <raymath.h>
#include <utility>
#include <vector>
#ifdef TRACY
#include <tracy/Tracy.hpp>
#endif
auto threaded_physics::physics_thread(physics_state& state) -> void
{
#ifdef THREADPOOL
BS::this_thread::set_os_thread_name("physics");
#endif
mass_spring_system mass_springs;
const auto visitor = overloads{
[&](const struct add_mass& am)
{
mass_springs.add_mass();
},
[&](const struct add_spring& as)
{
mass_springs.add_spring(as.a, as.b);
},
[&](const struct clear_graph& cg)
{
mass_springs.clear();
},
};
std::chrono::time_point last = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> physics_accumulator(0);
std::chrono::duration<double> ups_accumulator(0);
int loop_iterations = 0;
while (state.running.load()) {
#ifdef TRACY
FrameMarkStart("PhysicsThread");
#endif
// Time tracking
std::chrono::time_point now = std::chrono::high_resolution_clock::now();
const std::chrono::duration<double> deltatime = now - last;
physics_accumulator += deltatime;
ups_accumulator += deltatime;
last = now;
// Handle queued commands
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
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 (physics_accumulator.count() > TIMESTEP) {
mass_springs.clear_forces();
mass_springs.calculate_spring_forces();
mass_springs.calculate_repulsion_forces();
mass_springs.verlet_update(TIMESTEP * SIM_SPEED);
// This is only helpful if we're drawing a grid at (0, 0, 0). Otherwise, it's just
// expensive and yields no benefit since we can lock the camera to the center of mass
// cheaply. mass_springs.center_masses();
++loop_iterations;
physics_accumulator -= std::chrono::duration<double>(TIMESTEP);
}
// Publish the positions for the renderer (copy)
#ifdef TRACY
FrameMarkStart("PhysicsThreadProduceLock");
#endif
{
#ifdef TRACY
std::unique_lock<LockableBase(std::mutex)> lock(state.data_mtx);
#else
std::unique_lock<std::mutex> lock(state.data_mtx);
#endif
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 (ups_accumulator.count() > 1.0) {
// Update each second
state.ups = loop_iterations;
loop_iterations = 0;
ups_accumulator = std::chrono::duration<double>(0);
}
if (mass_springs.tree.nodes.empty()) {
state.mass_center = Vector3Zero();
} else {
state.mass_center = mass_springs.tree.nodes.at(0).mass_center;
}
state.masses.clear();
state.masses.reserve(mass_springs.masses.size());
for (const auto& mass : mass_springs.masses) {
state.masses.emplace_back(mass.position);
}
state.mass_count = mass_springs.masses.size();
state.spring_count = mass_springs.springs.size();
state.data_ready = true;
state.data_consumed = false;
}
// Notify the rendering thread that new data is available
state.data_ready_cnd.notify_all();
#ifdef TRACY
FrameMarkEnd("PhysicsThreadProduceLock");
FrameMarkEnd("PhysicsThread");
#endif
}
}
auto threaded_physics::add_mass_cmd() -> void
{
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
state.pending_commands.emplace(add_mass{});
}
}
auto threaded_physics::add_spring_cmd(const size_t a, const size_t b) -> void
{
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
state.pending_commands.emplace(add_spring{a, b});
}
}
auto threaded_physics::clear_cmd() -> void
{
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
state.pending_commands.emplace(clear_graph{});
}
}
auto threaded_physics::add_mass_springs_cmd(const size_t num_masses,
const std::vector<std::pair<size_t, size_t>>& springs) -> void
{
{
#ifdef TRACY
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
#else
std::lock_guard<std::mutex> lock(state.command_mtx);
#endif
for (size_t i = 0; i < num_masses; ++i) {
state.pending_commands.emplace(add_mass{});
}
for (const auto& [from, to] : springs) {
state.pending_commands.emplace(add_spring{from, to});
}
}
}

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@ -1,6 +1,6 @@
#include "user_interface.hpp"
#include "config.hpp"
#include "input.hpp"
#include "input_handler.hpp"
#include <raylib.h>