implement very slow puzzle space exploration
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@ -4,6 +4,7 @@
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#include "octree.hpp"
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#include "config.hpp"
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#include <optional>
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#include <raylib.h>
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class mass_spring_system
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@ -20,11 +21,6 @@ public:
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: a(_a), b(_b) {}
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};
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private:
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#ifdef THREADPOOL
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BS::thread_pool<> threads;
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#endif
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public:
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static constexpr int SMALL_TASK_BLOCK_SIZE = 256;
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static constexpr int LARGE_TASK_BLOCK_SIZE = 256;
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@ -40,22 +36,13 @@ public:
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std::vector<spring> springs;
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public:
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mass_spring_system()
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#ifdef THREADPOOL
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: threads(std::thread::hardware_concurrency() - 2, set_mass_springs_pool_thread_name)
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#endif
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{}
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mass_spring_system() {}
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mass_spring_system(const mass_spring_system& copy) = delete;
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auto operator=(const mass_spring_system& copy) -> mass_spring_system& = delete;
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mass_spring_system(mass_spring_system& move) = delete;
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auto operator=(mass_spring_system&& move) -> mass_spring_system& = delete;
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private:
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#ifdef THREADPOOL
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static auto set_mass_springs_pool_thread_name(size_t idx) -> void;
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#endif
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public:
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auto clear() -> void;
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auto add_mass() -> void;
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@ -63,14 +50,14 @@ public:
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auto clear_forces() -> void;
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auto calculate_spring_force(size_t s) -> void;
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auto calculate_spring_forces() -> void;
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auto calculate_repulsion_forces() -> void;
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auto calculate_spring_forces(std::optional<BS::thread_pool<>* const> thread_pool = std::nullopt) -> void;
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auto calculate_repulsion_forces(std::optional<BS::thread_pool<>* const> thread_pool = std::nullopt) -> void;
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auto integrate_velocity(size_t m, float dt) -> void;
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auto integrate_position(size_t m, float dt) -> void;
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auto verlet_update(size_t m, float dt) -> void;
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auto update(float dt) -> void;
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auto update(float dt, std::optional<BS::thread_pool<>* const> thread_pool = std::nullopt) -> void;
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auto center_masses() -> void;
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auto center_masses(std::optional<BS::thread_pool<>* const> thread_pool = std::nullopt) -> void;
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};
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#endif
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