make naming more consistent + rename some files
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@ -12,8 +12,8 @@ include_directories(include)
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add_executable(masssprings
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src/main.cpp
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src/renderer.cpp
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src/mass_springs.cpp
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src/klotski.cpp
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src/physics.cpp
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src/puzzle.cpp
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src/state.cpp
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src/input.cpp
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)
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@ -1,8 +1,8 @@
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#ifndef __MASS_SPRINGS_HPP_
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#define __MASS_SPRINGS_HPP_
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#ifndef __PHYSICS_HPP_
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#define __PHYSICS_HPP_
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#include "config.hpp"
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#include "klotski.hpp"
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#include "puzzle.hpp"
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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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@ -4,7 +4,7 @@
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#include <functional>
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#include <vector>
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#include "klotski.hpp"
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#include "puzzle.hpp"
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using StateGenerator = std::function<State(void)>;
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@ -1,5 +1,5 @@
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#ifndef __KLOTSKI_HPP_
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#define __KLOTSKI_HPP_
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#ifndef __PUZZLE_HPP_
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#define __PUZZLE_HPP_
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#include <array>
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#include <cstddef>
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@ -7,8 +7,8 @@
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#include <unordered_set>
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#include "config.hpp"
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#include "klotski.hpp"
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#include "mass_springs.hpp"
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#include "puzzle.hpp"
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#include "physics.hpp"
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class OrbitCamera3D {
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friend class Renderer;
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@ -2,8 +2,8 @@
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#define __STATE_HPP_
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#include "config.hpp"
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#include "klotski.hpp"
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#include "mass_springs.hpp"
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#include "puzzle.hpp"
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#include "physics.hpp"
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#include "presets.hpp"
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#include <raymath.h>
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@ -4,7 +4,7 @@
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#include "config.hpp"
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#include "input.hpp"
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#include "mass_springs.hpp"
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#include "physics.hpp"
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#include "renderer.hpp"
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#include "state.hpp"
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@ -1,4 +1,4 @@
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#include "mass_springs.hpp"
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#include "physics.hpp"
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#include "config.hpp"
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#include <numeric>
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@ -1,4 +1,4 @@
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#include "klotski.hpp"
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#include "puzzle.hpp"
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auto Block::Hash() const -> int {
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std::string s = std::format("{},{},{},{}", x, y, width, height);
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@ -8,8 +8,8 @@
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#include <unordered_set>
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#include "config.hpp"
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#include "klotski.hpp"
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#include "mass_springs.hpp"
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#include "puzzle.hpp"
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#include "physics.hpp"
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#ifdef BATCHING
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#include <cstring>
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@ -94,9 +94,9 @@ auto OrbitCamera3D::Update(const Mass ¤t_mass) -> void {
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camera.target = target;
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}
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auto Renderer::UpdateCamera(const MassSpringSystem &masssprings,
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auto Renderer::UpdateCamera(const MassSpringSystem &mass_springs,
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const State ¤t) -> void {
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const Mass &c = masssprings.masses.at(current);
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const Mass &c = mass_springs.masses.at(current);
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camera.Update(c);
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}
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@ -180,11 +180,6 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
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DrawMeshInstanced(cube_instance, vertex_mat, transforms,
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mass_springs.masses.size());
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// Mark current state
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const Mass ¤t_mass = mass_springs.GetMass(current_state);
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DrawCube(current_mass.position, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
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VERTEX_SIZE * 2, RED);
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// Mark winning states
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if (mark_solutions || connect_solutions) {
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for (const auto &state : winning_states) {
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@ -201,6 +196,11 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
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}
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}
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// Mark current state
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const Mass ¤t_mass = mass_springs.GetMass(current_state);
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DrawCube(current_mass.position, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
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VERTEX_SIZE * 2, RED);
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// DrawGrid(10, 1.0);
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// DrawSphere(camera.target, VERTEX_SIZE, ORANGE);
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EndMode3D();
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@ -293,8 +293,8 @@ auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
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EndTextureMode();
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}
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auto Renderer::DrawMenu(const MassSpringSystem &masssprings, int current_preset,
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const State ¤t_state,
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auto Renderer::DrawMenu(const MassSpringSystem &mass_springs,
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int current_preset, const State ¤t_state,
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const std::unordered_set<State> &winning_states)
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-> void {
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BeginTextureMode(menu_target);
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@ -318,7 +318,7 @@ auto Renderer::DrawMenu(const MassSpringSystem &masssprings, int current_preset,
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draw_btn(0, 0,
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std::format("States: {}, Transitions: {}, Winning: {}",
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masssprings.masses.size(), masssprings.springs.size(),
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mass_springs.masses.size(), mass_springs.springs.size(),
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winning_states.size()),
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DARKGREEN);
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draw_btn(
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