refactor usage of std::string to refer to states + improve initial mass positioning
This commit is contained in:
@ -190,7 +190,7 @@ public:
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#endif
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}
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State(std::string state)
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explicit State(std::string state)
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: width(std::stoi(state.substr(1, 1))),
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height(std::stoi(state.substr(3, 1))),
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restricted(state.substr(0, 1) == "R"), state(state) {
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@ -278,15 +278,30 @@ public:
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auto GetNextStates() const -> std::vector<State>;
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auto Closure() const
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-> std::pair<std::unordered_set<std::string>,
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std::vector<std::pair<std::string, std::string>>>;
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auto Closure() const -> std::pair<std::unordered_set<State>,
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std::vector<std::pair<State, State>>>;
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};
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template <> struct std::hash<State> {
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std::size_t operator()(const State &s) const noexcept { return s.Hash(); }
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};
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template <> struct std::hash<std::pair<State, State>> {
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std::size_t operator()(const std::pair<State, State> &s) const noexcept {
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auto h1 = std::hash<State>{}(s.first);
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auto h2 = std::hash<State>{}(s.second);
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return h1 + h2 + (h1 * h2);
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}
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};
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template <> struct std::equal_to<std::pair<State, State>> {
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bool operator()(const std::pair<State, State> &a,
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const std::pair<State, State> &b) const noexcept {
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return (a.first == b.first && a.second == b.second) ||
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(a.first == b.second && a.second == b.first);
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}
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};
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using WinCondition = std::function<bool(const State &)>;
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#endif
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@ -5,7 +5,6 @@
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#include "klotski.hpp"
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#include <raylib.h>
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#include <raymath.h>
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#include <string>
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#include <unordered_map>
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#include <vector>
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@ -87,6 +86,7 @@ public:
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class MassSpringSystem {
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private:
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// TODO: Use references
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std::vector<Mass *> mass_vec;
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std::vector<int> indices;
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std::vector<int64_t> cell_ids;
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@ -95,8 +95,10 @@ private:
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int last_springs_count;
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public:
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std::unordered_map<std::string, Mass> masses;
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std::unordered_map<std::string, Spring> springs;
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// This is the main ownership of all the states/masses/springs.
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// Everything is stored multiple times but idc.
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std::unordered_map<State, Mass> masses;
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std::unordered_map<std::pair<State, State>, Spring> springs;
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public:
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MassSpringSystem() : last_build(REPULSION_GRID_REFRESH) {};
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@ -112,8 +114,7 @@ private:
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auto BuildGrid() -> void;
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public:
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auto AddMass(float mass, Vector3 position, bool fixed, const State &state)
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-> void;
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auto AddMass(float mass, bool fixed, const State &state) -> void;
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auto GetMass(const State &state) -> Mass &;
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@ -25,7 +25,7 @@ public:
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: mass_springs(mass_springs), current_preset(0),
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current_state(generators[current_preset]()),
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previous_state(current_state), edited(false) {
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mass_springs.AddMass(MASS, Vector3Zero(), false, current_state);
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mass_springs.AddMass(MASS, false, current_state);
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}
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StateManager(const StateManager ©) = delete;
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@ -262,11 +262,10 @@ auto State::GetNextStates() const -> std::vector<State> {
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return new_states;
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}
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auto State::Closure() const
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-> std::pair<std::unordered_set<std::string>,
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std::vector<std::pair<std::string, std::string>>> {
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std::unordered_set<std::string> states;
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std::vector<std::pair<std::string, std::string>> links;
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auto State::Closure() const -> std::pair<std::unordered_set<State>,
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std::vector<std::pair<State, State>>> {
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std::unordered_set<State> states;
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std::vector<std::pair<State, State>> links;
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std::unordered_set<State> remaining_states;
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remaining_states.insert(*this);
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@ -276,10 +275,10 @@ auto State::Closure() const
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remaining_states.erase(current);
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std::vector<State> new_states = current.GetNextStates();
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for (State &s : new_states) {
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if (!states.contains(s.state)) {
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for (const State &s : new_states) {
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if (!states.contains(s)) {
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remaining_states.insert(s);
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states.insert(s.state);
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states.insert(s);
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}
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links.emplace_back(current.state, s.state);
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}
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@ -1,10 +1,11 @@
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#include "mass_springs.hpp"
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#include "config.hpp"
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#include <format>
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#include <numeric>
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#include <raylib.h>
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#include <raymath.h>
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#include <unordered_map>
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#include <utility>
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#include <vector>
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auto Mass::ClearForce() -> void { force = Vector3Zero(); }
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@ -76,33 +77,39 @@ auto Spring::CalculateSpringForce() const -> void {
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massB.force = Vector3Add(massB.force, force_b);
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}
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auto MassSpringSystem::AddMass(float mass, Vector3 position, bool fixed,
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const State &state) -> void {
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if (!masses.contains(state.state)) {
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masses.insert(std::make_pair(state.state, Mass(mass, position, fixed)));
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auto MassSpringSystem::AddMass(float mass, bool fixed, const State &state)
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-> void {
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if (!masses.contains(state)) {
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masses.insert(
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std::make_pair(state.state, Mass(mass, Vector3Zero(), fixed)));
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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.state);
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return masses.at(state);
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}
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auto MassSpringSystem::AddSpring(const State &massA, const State &massB,
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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::string states;
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if (std::hash<std::string>{}(massA.state) <
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std::hash<std::string>{}(massB.state)) {
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states = std::format("{}{}", massA.state, massB.state);
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} else {
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states = std::format("{}{}", massB.state, massA.state);
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std::pair<State, State> key = std::make_pair(massA, massB);
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if (!springs.contains(key)) {
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Mass &a = GetMass(massA);
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Mass &b = GetMass(massB);
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Vector3 position = 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 (b.position == Vector3Zero()) {
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b.position = Vector3Add(position, offset);
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}
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if (!springs.contains(states)) {
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springs.insert(std::make_pair(
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states, Spring(GetMass(massA), GetMass(massB), spring_constant,
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dampening_constant, rest_length)));
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key, Spring(a, b, spring_constant, dampening_constant, rest_length)));
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}
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}
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@ -90,7 +90,7 @@ auto OrbitCamera3D::Update(const Mass ¤t_mass) -> void {
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auto Renderer::UpdateCamera(const MassSpringSystem &masssprings,
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const State ¤t) -> void {
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const Mass &c = masssprings.masses.at(current.state);
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const Mass &c = masssprings.masses.at(current);
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camera.Update(c);
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}
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@ -130,7 +130,7 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &masssprings,
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// Draw masses (high performance impact)
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for (const auto &[state, mass] : masssprings.masses) {
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if (state == current.state) {
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if (state == current) {
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DrawCube(mass.position, 4 * VERTEX_SIZE, 4 * VERTEX_SIZE, 4 * VERTEX_SIZE,
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RED);
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} else if (winning_states.contains(state)) {
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@ -140,7 +140,7 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &masssprings,
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4 * VERTEX_SIZE, BLUE);
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}
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if (connect_solutions) {
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DrawLine3D(mass.position, masssprings.masses.at(current.state).position,
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DrawLine3D(mass.position, masssprings.masses.at(current).position,
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PURPLE);
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}
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} else if (masssprings.masses.size() <= DRAW_VERTICES_LIMIT) {
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@ -1,4 +1,5 @@
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#include "state.hpp"
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#include "config.hpp"
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#include "presets.hpp"
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#include <raymath.h>
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@ -33,18 +34,10 @@ auto StateManager::NextPreset() -> void {
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auto StateManager::FillGraph() -> void {
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ClearGraph();
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std::pair<std::unordered_set<std::string>,
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std::vector<std::pair<std::string, std::string>>>
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std::pair<std::unordered_set<State>, std::vector<std::pair<State, State>>>
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closure = current_state.Closure();
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for (const auto &state : closure.first) {
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// TODO: Insert masses in the spring loop and choose the position based on
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// the existing mass
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Vector3 pos =
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Vector3(static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
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static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
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static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0);
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mass_springs.AddMass(MASS, pos, false, state);
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mass_springs.AddMass(MASS, false, state);
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}
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for (const auto &[from, to] : closure.second) {
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mass_springs.AddSpring(from, to, SPRING_CONSTANT, DAMPENING_CONSTANT,
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@ -64,15 +57,9 @@ auto StateManager::FillGraph() -> void {
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}
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auto StateManager::UpdateGraph() -> void {
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if (previous_state != current_state.state) {
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mass_springs.AddMass(
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MASS,
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// TODO: Add beside previous_state
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Vector3(static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
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static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
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static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0),
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false, current_state.state);
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mass_springs.AddSpring(current_state.state, previous_state, SPRING_CONSTANT,
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if (previous_state != current_state) {
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mass_springs.AddMass(MASS, false, current_state);
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mass_springs.AddSpring(current_state, previous_state, SPRING_CONSTANT,
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DAMPENING_CONSTANT, REST_LENGTH);
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if (win_conditions[current_preset](current_state)) {
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winning_states.insert(current_state);
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@ -83,7 +70,7 @@ auto StateManager::UpdateGraph() -> void {
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auto StateManager::ClearGraph() -> void {
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winning_states.clear();
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mass_springs.Clear();
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mass_springs.AddMass(MASS, Vector3Zero(), false, current_state);
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mass_springs.AddMass(MASS, false, current_state);
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// The previous_state is no longer in the graph
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previous_state = current_state;
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