implement numerically unstable mass spring system
This commit is contained in:
507
src/main.cpp
507
src/main.cpp
@ -1,493 +1,76 @@
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#define TINYOBJLOADER_IMPLEMENTATION
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#define TIME // Print transformation times
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// #define MATRIX_TRANSFORM // Use combined matrix transform
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// #define PARALLEL_TRANSFORM
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#define AVX_TRANSFORM
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#define PRUNE // Prune duplicate edges
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#define PRUNE_HASH // Do hash-based pruning
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#ifdef PRUNE
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#include <algorithm>
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#ifdef PRUNE_HASH
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#include <unordered_set>
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#endif // #ifdef PRUNE_HASH
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#endif // #ifdef PRUNE
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#ifdef TIME
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#include <chrono>
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#endif
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#ifndef MATRIX_TRANSFORM
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#include <cmath>
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#ifdef PARALLEL_TRANSFORM
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#include <execution>
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#elifdef AVX_TRANSFORM
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#include <immintrin.h>
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#endif // #ifdef PARALLEL_TRANSFORM
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#endif // #ifdef MATRIX_TRANSFORM
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#include "mass_springs.hpp"
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#include <iostream>
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#include <raylib.h>
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#include <raymath.h>
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#include <tiny_obj_loader.h>
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#include <vector>
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constexpr int WIDTH = 800;
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constexpr int HEIGHT = 800;
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constexpr float VERTEX_SIZE = 1.5;
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constexpr Color VERTEX_COLOR = {27, 188, 104, 255};
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constexpr Color EDGE_COLOR = {20, 133, 38, 255};
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constexpr float SPEED = 1.0;
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constexpr float CAMERA_DISTANCE = 2.2;
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using Edge2Set = std::vector<std::pair<Vector2, Vector2>>;
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using Edge3Set = std::vector<std::pair<Vector3, Vector3>>;
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auto parse_obj_file(Edge3Set &result, const std::string_view path) -> void {
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tinyobj::attrib_t attrib;
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std::vector<tinyobj::shape_t> shapes;
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std::vector<tinyobj::material_t> materials;
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std::string warn;
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std::string err;
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std::cout << "Parsing \"" << path << "\"..." << std::endl;
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bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &warn, &err,
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path.data(), NULL, false);
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if (!err.empty()) {
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std::cerr << err << std::endl;
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}
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if (!ret) {
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exit(1);
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}
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int faces = 0;
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// Loop over shapes
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for (size_t s = 0; s < shapes.size(); ++s) {
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// Loop over faces (polygon)
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size_t index_offset = 0;
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for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); ++f) {
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int fv = shapes[s].mesh.num_face_vertices[f];
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// std::cout << "Found face:" << std::endl;
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faces++;
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// Loop over vertices in the face
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for (size_t v = 0; v < fv; v++) {
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// Access to vertex
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tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
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tinyobj::real_t vx = attrib.vertices[3 * idx.vertex_index + 0];
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tinyobj::real_t vy = attrib.vertices[3 * idx.vertex_index + 1];
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tinyobj::real_t vz = attrib.vertices[3 * idx.vertex_index + 2];
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// Access to previous vertex
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tinyobj::index_t p_idx =
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shapes[s].mesh.indices[index_offset + (v + 1) % fv];
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tinyobj::real_t p_vx = attrib.vertices[3 * p_idx.vertex_index + 0];
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tinyobj::real_t p_vy = attrib.vertices[3 * p_idx.vertex_index + 1];
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tinyobj::real_t p_vz = attrib.vertices[3 * p_idx.vertex_index + 2];
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// std::cout << "Found edge: (" << vx << ", " << vy << ", " << vz
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// << ") -> (" << p_vx << ", " << p_vy << ", " << p_vz << ")"
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// << std::endl;
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result.emplace_back(Vector3(vx, vy, vz), Vector3(p_vx, p_vy, p_vz));
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}
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index_offset += fv;
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}
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}
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std::cout << "Found " << faces << " faces and " << result.size() << " edges."
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<< std::endl;
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}
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#ifdef PRUNE
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#ifdef PRUNE_HASH
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struct Vector3Hash {
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size_t operator()(const Vector3 &v) const {
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return std::hash<float>()(v.x) ^ (std::hash<float>()(v.y) << 1) ^
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(std::hash<float>()(v.z) << 2);
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}
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};
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struct EdgeHash {
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size_t operator()(const std::pair<Vector3, Vector3> &e) const {
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Vector3Hash h;
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return h(e.first) ^ (h(e.second) << 1);
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}
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};
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auto prune_edges(Edge3Set &result, const Edge3Set &edges) -> void {
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std::unordered_set<std::pair<Vector3, Vector3>, EdgeHash> seen;
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for (const auto &edge : edges) {
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auto normalized =
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(edge.first.x < edge.second.x ||
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(edge.first.x == edge.second.x && edge.first.y < edge.second.y) ||
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(edge.first.x == edge.second.x && edge.first.y == edge.second.y &&
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edge.first.z < edge.second.z))
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? edge
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: std::make_pair(edge.second, edge.first);
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if (seen.insert(normalized).second) {
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result.emplace_back(edge);
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}
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}
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std::cout << "Found " << edges.size() - result.size() << " duplicate edges."
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<< std::endl;
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}
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#else
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auto prune_edges(Edge3Set &result, const Edge3Set &edges) -> void {
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auto eq = [](const float a, const float b) -> bool {
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return fabs(a - b) <= 0.001;
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};
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auto v3eq = [&](const Vector3 a, const Vector3 b) -> bool {
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return eq(a.x, b.x) && eq(a.y, b.y) && eq(a.z, b.z);
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};
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for (const auto &edge : edges) {
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if (std::find_if(result.begin(), result.end(), [&](const auto &e) -> bool {
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return (v3eq(edge.first, e.first) && v3eq(edge.second, e.second)) ||
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(v3eq(edge.first, e.second) && v3eq(edge.second, e.first));
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}) != result.end()) {
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// We found the edge already in the result vector
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continue;
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}
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// We didn't find the edge in the result vector
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result.emplace_back(edge);
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}
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std::cout << "Found " << edges.size() - result.size() << " duplicate edges."
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<< std::endl;
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}
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#endif // #ifdef PRUNE_HASH
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#endif // #ifdef PRUNE
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#ifdef MATRIX_TRANSFORM
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auto matrix_transform(Edge2Set &result, const Edge3Set &edges,
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const Camera &camera, const Matrix &model_transformation)
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-> void {
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for (const auto &[a, b] : edges) {
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const Vector3 modelA = Vector3Transform(a, model_transformation);
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const Vector3 modelB = Vector3Transform(b, model_transformation);
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const Vector2 screenA = GetWorldToScreen(modelA, camera);
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const Vector2 screenB = GetWorldToScreen(modelB, camera);
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result.emplace_back(screenA, screenB);
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}
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}
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#else
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auto manual_transform(Edge2Set &result, const Edge3Set &edges,
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const float angle, const float distance) -> void {
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const float cos_angle = cos(angle);
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const float sin_angle = sin(angle);
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auto rotate = [&](const Vector3 &a) -> Vector3 {
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return Vector3(a.x * cos_angle - a.z * sin_angle, a.y,
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a.x * sin_angle + a.z * cos_angle);
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};
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auto translate = [&](const Vector3 &a) -> Vector3 {
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return Vector3(a.x, a.y, a.z + distance);
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};
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auto project = [&](const Vector3 &a) -> Vector2 {
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return Vector2(a.x / a.z, a.y / a.z);
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};
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auto map = [&](const Vector2 &a) -> Vector2 {
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return Vector2((a.x + 1.0) / 2.0 * WIDTH,
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(1.0 - (a.y + 1.0)) / 2.0 * HEIGHT + HEIGHT / 2.0);
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};
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#ifdef PARALLEL_TRANSFORM
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result.resize(edges.size());
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std::transform(
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std::execution::par_unseq, edges.begin(), edges.end(), result.begin(),
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[&](const auto &edge) -> std::pair<Vector2, Vector2> {
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const Vector2 at = map(project(translate(rotate(edge.first))));
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const Vector2 bt = map(project(translate(rotate(edge.second))));
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return std::make_pair(at, bt);
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});
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#elifdef AVX_TRANSFORM
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result.resize(edges.size());
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// Broadcast constants to all 16 lanes
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const __m512 cos_a = _mm512_set1_ps(cos(angle));
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const __m512 sin_a = _mm512_set1_ps(sin(angle));
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const __m512 dist = _mm512_set1_ps(distance);
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const __m512 half_width = _mm512_set1_ps(WIDTH * 0.5f);
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const __m512 half_height = _mm512_set1_ps(HEIGHT * 0.5f);
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const __m512 one = _mm512_set1_ps(1.0f);
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size_t i = 0;
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// Process 8 edges at a time (16 points total)
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for (; i + 7 < edges.size(); i += 8) {
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// Load 8 edge start points (interleaved)
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__m512 ax, ay, az, bx, by, bz;
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// Gather x coordinates for 8 start points
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ax = _mm512_set_ps(
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edges[i + 7].first.x, edges[i + 6].first.x, edges[i + 5].first.x,
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edges[i + 4].first.x, edges[i + 3].first.x, edges[i + 2].first.x,
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edges[i + 1].first.x, edges[i].first.x, edges[i + 7].first.x,
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edges[i + 6].first.x, edges[i + 5].first.x, edges[i + 4].first.x,
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edges[i + 3].first.x, edges[i + 2].first.x, edges[i + 1].first.x,
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edges[i].first.x);
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ay = _mm512_set_ps(
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edges[i + 7].first.y, edges[i + 6].first.y, edges[i + 5].first.y,
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edges[i + 4].first.y, edges[i + 3].first.y, edges[i + 2].first.y,
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edges[i + 1].first.y, edges[i].first.y, edges[i + 7].first.y,
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edges[i + 6].first.y, edges[i + 5].first.y, edges[i + 4].first.y,
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edges[i + 3].first.y, edges[i + 2].first.y, edges[i + 1].first.y,
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edges[i].first.y);
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az = _mm512_set_ps(
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edges[i + 7].first.z, edges[i + 6].first.z, edges[i + 5].first.z,
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edges[i + 4].first.z, edges[i + 3].first.z, edges[i + 2].first.z,
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edges[i + 1].first.z, edges[i].first.z, edges[i + 7].first.z,
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edges[i + 6].first.z, edges[i + 5].first.z, edges[i + 4].first.z,
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edges[i + 3].first.z, edges[i + 2].first.z, edges[i + 1].first.z,
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edges[i].first.z);
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// Gather x,y,z for 8 end points
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bx = _mm512_set_ps(
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edges[i + 7].second.x, edges[i + 6].second.x, edges[i + 5].second.x,
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edges[i + 4].second.x, edges[i + 3].second.x, edges[i + 2].second.x,
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edges[i + 1].second.x, edges[i].second.x, edges[i + 7].second.x,
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edges[i + 6].second.x, edges[i + 5].second.x, edges[i + 4].second.x,
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edges[i + 3].second.x, edges[i + 2].second.x, edges[i + 1].second.x,
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edges[i].second.x);
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by = _mm512_set_ps(
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edges[i + 7].second.y, edges[i + 6].second.y, edges[i + 5].second.y,
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edges[i + 4].second.y, edges[i + 3].second.y, edges[i + 2].second.y,
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edges[i + 1].second.y, edges[i].second.y, edges[i + 7].second.y,
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edges[i + 6].second.y, edges[i + 5].second.y, edges[i + 4].second.y,
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edges[i + 3].second.y, edges[i + 2].second.y, edges[i + 1].second.y,
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edges[i].second.y);
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bz = _mm512_set_ps(
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edges[i + 7].second.z, edges[i + 6].second.z, edges[i + 5].second.z,
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edges[i + 4].second.z, edges[i + 3].second.z, edges[i + 2].second.z,
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edges[i + 1].second.z, edges[i].second.z, edges[i + 7].second.z,
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edges[i + 6].second.z, edges[i + 5].second.z, edges[i + 4].second.z,
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edges[i + 3].second.z, edges[i + 2].second.z, edges[i + 1].second.z,
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edges[i].second.z);
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// Rotate: x' = x*cos - z*sin, z' = x*sin + z*cos
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__m512 ax_rot = _mm512_fmsub_ps(ax, cos_a, _mm512_mul_ps(az, sin_a));
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__m512 az_rot = _mm512_fmadd_ps(ax, sin_a, _mm512_mul_ps(az, cos_a));
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__m512 bx_rot = _mm512_fmsub_ps(bx, cos_a, _mm512_mul_ps(bz, sin_a));
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__m512 bz_rot = _mm512_fmadd_ps(bx, sin_a, _mm512_mul_ps(bz, cos_a));
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// Translate z
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az_rot = _mm512_add_ps(az_rot, dist);
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bz_rot = _mm512_add_ps(bz_rot, dist);
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// Project: x/z, y/z
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__m512 ax_proj = _mm512_div_ps(ax_rot, az_rot);
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__m512 ay_proj = _mm512_div_ps(ay, az_rot);
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__m512 bx_proj = _mm512_div_ps(bx_rot, bz_rot);
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__m512 by_proj = _mm512_div_ps(by, bz_rot);
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// Map to screen: (proj + 1) * width/2
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__m512 ax_screen = _mm512_mul_ps(_mm512_add_ps(ax_proj, one), half_width);
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__m512 ay_screen =
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_mm512_fmadd_ps(_mm512_sub_ps(one, _mm512_add_ps(ay_proj, one)),
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half_height, half_height);
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__m512 bx_screen = _mm512_mul_ps(_mm512_add_ps(bx_proj, one), half_width);
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__m512 by_screen =
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_mm512_fmadd_ps(_mm512_sub_ps(one, _mm512_add_ps(by_proj, one)),
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half_height, half_height);
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// Store results
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alignas(64) float ax_out[16], ay_out[16], bx_out[16], by_out[16];
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_mm512_store_ps(ax_out, ax_screen);
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_mm512_store_ps(ay_out, ay_screen);
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_mm512_store_ps(bx_out, bx_screen);
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_mm512_store_ps(by_out, by_screen);
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// Extract to result vector
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for (size_t j = 0; j < 8; ++j) {
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result[i + j] = {{ax_out[j], ay_out[j]}, {bx_out[j], by_out[j]}};
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}
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}
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// Handle remaining edges with scalar code
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for (; i < edges.size(); ++i) {
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const auto &[a, b] = edges[i];
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auto rotate = [angle](const Vector3 &v) -> Vector3 {
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return Vector3(v.x * cos(angle) - v.z * sin(angle), v.y,
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v.x * sin(angle) + v.z * cos(angle));
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};
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auto translate = [distance](const Vector3 &v) -> Vector3 {
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return Vector3(v.x, v.y, v.z + distance);
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};
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auto project = [](const Vector3 &v) -> Vector2 {
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return Vector2(v.x / v.z, v.y / v.z);
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};
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auto map = [](const Vector2 &v) -> Vector2 {
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return Vector2((v.x + 1) * WIDTH / 2,
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(1 - (v.y + 1)) * HEIGHT / 2.0 + HEIGHT / 2.0);
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};
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auto at = map(project(translate(rotate(a))));
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auto bt = map(project(translate(rotate(b))));
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result[i] = {at, bt};
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}
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#else
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for (const auto &[a, b] : edges) {
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const Vector2 at = map(project(translate(rotate(a))));
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const Vector2 bt = map(project(translate(rotate(b))));
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result.emplace_back(at, bt);
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}
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#endif
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}
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#endif
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auto draw_edges(const Edge2Set &edges) -> void {
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for (const auto &[a, b] : edges) {
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DrawLine(a.x, a.y, b.x, b.y, EDGE_COLOR);
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// DrawCircle(a.x, a.y, VERTEX_SIZE, VERTEX_COLOR);
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// std::cout << "Drawing (" << a.x << ", " << a.y << ") -> (" << b.x << ", "
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// << b.y << ")" << std::endl;
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}
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}
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#include "config.hpp"
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#include "renderer.hpp"
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auto main(int argc, char *argv[]) -> int {
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if (argc < 2) {
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std::cout << "Missing .obj file." << std::endl;
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return 1;
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}
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// if (argc < 2) {
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// std::cout << "Missing .klotski file." << std::endl;
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// return 1;
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// }
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SetTraceLogLevel(LOG_ERROR);
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// SetTargetFPS(60);
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// SetConfigFlags(FLAG_VSYNC_HINT);
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SetConfigFlags(FLAG_VSYNC_HINT);
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(WIDTH, HEIGHT, "ObjRender");
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InitWindow(WIDTH, HEIGHT, "MassSprings");
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Edge3Set edges;
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parse_obj_file(edges, argv[1]);
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#ifdef PRUNE
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Edge3Set pruned;
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#ifdef TIME
|
||||
std::chrono::high_resolution_clock::time_point start_prune =
|
||||
std::chrono::high_resolution_clock::now();
|
||||
#endif // #ifdef TIME
|
||||
prune_edges(pruned, edges);
|
||||
#ifdef TIME
|
||||
std::chrono::high_resolution_clock::time_point end_prune =
|
||||
std::chrono::high_resolution_clock::now();
|
||||
std::chrono::duration<double, std::milli> prune_time =
|
||||
end_prune - start_prune;
|
||||
std::cout << "Edge pruning took " << prune_time << "." << std::endl;
|
||||
#endif // #ifdef TIME
|
||||
|
||||
#endif // #ifdef PRUNE
|
||||
|
||||
#ifdef MATRIX_TRANSFORM
|
||||
Camera3D camera = Camera3D(Vector3(0.0, 0.0, -1.0 * CAMERA_DISTANCE),
|
||||
Vector3(0.0, 0.0, 1.0), Vector3(0.0, 1.0, 0.0),
|
||||
90.0, CAMERA_PERSPECTIVE);
|
||||
|
||||
Matrix translation = MatrixTranslate(0.0, 0.0, CAMERA_DISTANCE);
|
||||
#endif
|
||||
|
||||
Edge2Set viewport;
|
||||
#ifdef PRUNE
|
||||
viewport.reserve(pruned.size());
|
||||
#else
|
||||
viewport.reserve(edges.size());
|
||||
#endif
|
||||
|
||||
#ifdef TIME
|
||||
double last_print_time = GetTime();
|
||||
std::chrono::duration<double, std::milli> time_accumulator =
|
||||
std::chrono::duration<double, std::milli>(0);
|
||||
int time_measure_count = 0;
|
||||
#endif
|
||||
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.AddSpring(0, 1, DEFAULT_SPRING_CONSTANT,
|
||||
DEFAULT_DAMPENING_CONSTANT, DEFAULT_REST_LENGTH);
|
||||
|
||||
RenderTexture2D render_target;
|
||||
render_target = LoadRenderTexture(WIDTH, HEIGHT);
|
||||
Mass &massA = mass_springs.masses[0];
|
||||
Mass &massB = mass_springs.masses[1];
|
||||
std::cout << "Position: A: (" << massA.position.x << ", " << massA.position.y
|
||||
<< ", " << massA.position.z << ")" << std::endl;
|
||||
std::cout << "Position: B: (" << massB.position.x << ", " << massB.position.y
|
||||
<< ", " << massB.position.z << ")" << std::endl;
|
||||
|
||||
Renderer renderer(WIDTH, HEIGHT);
|
||||
|
||||
float frametime;
|
||||
float abstime = 0.0;
|
||||
while (!WindowShouldClose()) {
|
||||
|
||||
#ifdef TIME
|
||||
double time = GetTime();
|
||||
std::chrono::high_resolution_clock::time_point start_transform =
|
||||
std::chrono::high_resolution_clock::now();
|
||||
#endif
|
||||
frametime = GetFrameTime();
|
||||
mass_springs.ClearForces();
|
||||
mass_springs.CalculateSpringForces();
|
||||
mass_springs.IntegrateVelocities(frametime * SIM_SPEED);
|
||||
mass_springs.IntegratePositions(frametime * SIM_SPEED);
|
||||
|
||||
#ifdef MATRIX_TRANSFORM
|
||||
Matrix rotation = MatrixRotateY(abstime);
|
||||
// std::cout << "Calculating Spring Forces: A: (" << massA.force.x << ", "
|
||||
// << massA.force.y << ", " << massA.force.z << ") B: ("
|
||||
// << massB.force.x << ", " << massB.force.y << ", " <<
|
||||
// massB.force.z
|
||||
// << ")" << std::endl;
|
||||
// std::cout << "Calculating Velocities: A: (" << massA.velocity.x << ", "
|
||||
// << massA.velocity.y << ", " << massA.velocity.z << ") B: ("
|
||||
// << massB.velocity.x << ", " << massB.velocity.y << ", "
|
||||
// << massB.velocity.z << ")" << std::endl;
|
||||
// std::cout << "Calculating Positions: A: (" << massA.position.x << ", "
|
||||
// << massA.position.y << ", " << massA.position.z << ") B: ("
|
||||
// << massB.position.x << ", " << massB.position.y << ", "
|
||||
// << massB.position.z << ")" << std::endl;
|
||||
|
||||
viewport.clear();
|
||||
#ifdef PRUNE
|
||||
matrix_transform(viewport, pruned, camera, rotation);
|
||||
#else
|
||||
matrix_transform(viewport, edges, camera, rotation);
|
||||
#endif
|
||||
renderer.Transform(viewport, mass_springs, 0.0, CAMERA_DISTANCE);
|
||||
renderer.Draw(viewport);
|
||||
|
||||
#else
|
||||
viewport.clear();
|
||||
#ifdef PRUNE
|
||||
manual_transform(viewport, pruned, abstime, CAMERA_DISTANCE);
|
||||
#else
|
||||
manual_transform(viewport, edges, abstime, CAMERA_DISTANCE);
|
||||
#endif // #ifdef PRUNE
|
||||
|
||||
#endif // #ifdef MATRIX_TRANSFORM
|
||||
|
||||
#ifdef TIME
|
||||
std::chrono::high_resolution_clock::time_point end_transform =
|
||||
std::chrono::high_resolution_clock::now();
|
||||
time_accumulator += end_transform - start_transform;
|
||||
time_measure_count++;
|
||||
if (time - last_print_time > 5.0) {
|
||||
std::cout << "Transformation time avg: "
|
||||
<< time_accumulator / time_measure_count << "." << std::endl;
|
||||
last_print_time = time;
|
||||
time_accumulator = std::chrono::duration<double, std::milli>(0);
|
||||
time_measure_count = 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
BeginTextureMode(render_target);
|
||||
ClearBackground(RAYWHITE);
|
||||
draw_edges(viewport);
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
DrawTextureRec(render_target.texture,
|
||||
Rectangle(0, 0, (float)WIDTH, -(float)HEIGHT), Vector2(0, 0),
|
||||
WHITE);
|
||||
DrawFPS(10, 10);
|
||||
EndDrawing();
|
||||
|
||||
abstime += GetFrameTime() * SPEED;
|
||||
abstime += frametime * SIM_SPEED;
|
||||
}
|
||||
|
||||
UnloadRenderTexture(render_target);
|
||||
CloseWindow();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
97
src/mass_springs.cpp
Normal file
97
src/mass_springs.cpp
Normal file
@ -0,0 +1,97 @@
|
||||
#include "mass_springs.hpp"
|
||||
|
||||
#include <cstddef>
|
||||
#include <raymath.h>
|
||||
|
||||
auto Mass::ClearForce() -> void { force = Vector3Zero(); }
|
||||
|
||||
auto Mass::CalculateVelocity(const float delta_time) -> void {
|
||||
if (fixed) {
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 acceleration;
|
||||
Vector3 temp;
|
||||
|
||||
acceleration = Vector3Scale(force, 1.0 / mass);
|
||||
temp = Vector3Scale(acceleration, delta_time);
|
||||
velocity = Vector3Add(velocity, temp);
|
||||
}
|
||||
|
||||
auto Mass::CalculatePosition(const float delta_time) -> void {
|
||||
if (fixed) {
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 temp;
|
||||
|
||||
temp = Vector3Scale(velocity, delta_time);
|
||||
position = Vector3Add(position, temp);
|
||||
}
|
||||
|
||||
auto Spring::CalculateSpringForce() -> void {
|
||||
Vector3 delta_position;
|
||||
float current_length;
|
||||
Vector3 delta_velocity;
|
||||
Vector3 force_a;
|
||||
Vector3 force_b;
|
||||
|
||||
delta_position = Vector3Subtract(massA.position, massB.position);
|
||||
current_length = Vector3Length(delta_position);
|
||||
delta_velocity = Vector3Subtract(massA.velocity, massB.velocity);
|
||||
|
||||
float hooke = spring_constant * (current_length - rest_length);
|
||||
float dampening = dampening_constant *
|
||||
Vector3DotProduct(delta_velocity, delta_position) /
|
||||
current_length;
|
||||
|
||||
force_a = Vector3Scale(delta_position, -(hooke + dampening) / current_length);
|
||||
force_b = Vector3Scale(force_a, -1.0);
|
||||
|
||||
massA.force = Vector3Add(massA.force, force_a);
|
||||
massB.force = Vector3Add(massB.force, force_b);
|
||||
}
|
||||
|
||||
auto MassSpringSystem::AddMass(float mass, Vector3 position, bool fixed)
|
||||
-> void {
|
||||
masses.emplace_back(mass, position, fixed);
|
||||
}
|
||||
|
||||
auto MassSpringSystem::GetMass(const size_t index) -> Mass & {
|
||||
return masses[index];
|
||||
}
|
||||
|
||||
auto MassSpringSystem::AddSpring(int massA, int massB, float spring_constant,
|
||||
float dampening_constant, float rest_length)
|
||||
-> void {
|
||||
springs.emplace_back(masses[massA], masses[massB], spring_constant,
|
||||
dampening_constant, rest_length);
|
||||
}
|
||||
|
||||
auto MassSpringSystem::GetSpring(const size_t index) -> Spring & {
|
||||
return springs[index];
|
||||
}
|
||||
|
||||
auto MassSpringSystem::ClearForces() -> void {
|
||||
for (auto &mass : masses) {
|
||||
mass.ClearForce();
|
||||
}
|
||||
}
|
||||
|
||||
auto MassSpringSystem::CalculateSpringForces() -> void {
|
||||
for (auto &spring : springs) {
|
||||
spring.CalculateSpringForce();
|
||||
}
|
||||
}
|
||||
|
||||
auto MassSpringSystem::IntegrateVelocities(const float delta_time) -> void {
|
||||
for (auto &mass : masses) {
|
||||
mass.CalculateVelocity(delta_time);
|
||||
}
|
||||
}
|
||||
|
||||
auto MassSpringSystem::IntegratePositions(const float delta_time) -> void {
|
||||
for (auto &mass : masses) {
|
||||
mass.CalculatePosition(delta_time);
|
||||
}
|
||||
}
|
||||
57
src/renderer.cpp
Normal file
57
src/renderer.cpp
Normal file
@ -0,0 +1,57 @@
|
||||
#include "renderer.hpp"
|
||||
|
||||
#include "config.hpp"
|
||||
#include "mass_springs.hpp"
|
||||
|
||||
auto Renderer::Rotate(const Vector3 &a, const float cos_angle,
|
||||
const float sin_angle) -> Vector3 {
|
||||
return Vector3(a.x * cos_angle - a.z * sin_angle, a.y,
|
||||
a.x * sin_angle + a.z * cos_angle);
|
||||
};
|
||||
|
||||
auto Renderer::Translate(const Vector3 &a, const float distance) -> Vector3 {
|
||||
return Vector3(a.x, a.y, a.z + distance);
|
||||
};
|
||||
|
||||
auto Renderer::Project(const Vector3 &a) -> Vector2 {
|
||||
return Vector2(a.x / a.z, a.y / a.z);
|
||||
}
|
||||
|
||||
auto Renderer::Map(const Vector2 &a) -> Vector2 {
|
||||
return Vector2((1.0 + a.x) / 2.0 * width, (1.0 - a.y) * height / 2.0);
|
||||
}
|
||||
|
||||
auto Renderer::Transform(Edge2Set &edges, const MassSpringSystem &mass_springs,
|
||||
const float angle, const float distance) -> void {
|
||||
edges.clear();
|
||||
|
||||
const float cos_angle = cos(angle);
|
||||
const float sin_angle = sin(angle);
|
||||
|
||||
for (const auto &spring : mass_springs.springs) {
|
||||
Vector2 at = Map(Project(Translate(
|
||||
Rotate(spring.massA.position, cos_angle, sin_angle), distance)));
|
||||
Vector2 bt = Map(Project(Translate(
|
||||
Rotate(spring.massB.position, cos_angle, sin_angle), distance)));
|
||||
|
||||
edges.emplace_back(at, bt);
|
||||
}
|
||||
}
|
||||
|
||||
auto Renderer::Draw(const Edge2Set &edges) -> void {
|
||||
BeginTextureMode(render_target);
|
||||
ClearBackground(RAYWHITE);
|
||||
for (const auto &[a, b] : edges) {
|
||||
DrawLine(a.x, a.y, b.x, b.y, EDGE_COLOR);
|
||||
DrawCircle(a.x, a.y, VERTEX_SIZE, VERTEX_COLOR);
|
||||
DrawCircle(b.x, b.y, VERTEX_SIZE, VERTEX_COLOR);
|
||||
}
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
DrawTextureRec(render_target.texture,
|
||||
Rectangle(0, 0, (float)width, -(float)height), Vector2(0, 0),
|
||||
WHITE);
|
||||
DrawFPS(10, 10);
|
||||
EndDrawing();
|
||||
}
|
||||
Reference in New Issue
Block a user