render vertices in addition to edges

This commit is contained in:
2026-02-17 00:54:43 +01:00
parent d6ce1a94f5
commit fba493ea93
6 changed files with 47 additions and 44 deletions

View File

@ -6,11 +6,12 @@
constexpr int WIDTH = 800; constexpr int WIDTH = 800;
constexpr int HEIGHT = 800; constexpr int HEIGHT = 800;
constexpr float VERTEX_SIZE = 5.0; constexpr float VERTEX_SIZE = 50.0;
constexpr Color VERTEX_COLOR = {27, 188, 104, 255}; constexpr Color VERTEX_COLOR = {27, 188, 104, 255};
constexpr Color EDGE_COLOR = {20, 133, 38, 255}; constexpr Color EDGE_COLOR = {20, 133, 38, 255};
constexpr float SIM_SPEED = 4.0; constexpr float SIM_SPEED = 4.0;
constexpr float ROTATION_SPEED = 1.0;
constexpr float CAMERA_DISTANCE = 2.2; constexpr float CAMERA_DISTANCE = 2.2;
constexpr float DEFAULT_SPRING_CONSTANT = 1.5; constexpr float DEFAULT_SPRING_CONSTANT = 1.5;

View File

@ -115,9 +115,7 @@ public:
auto CalculateSpringForces() -> void; auto CalculateSpringForces() -> void;
auto IntegrateVelocities(const float delta_time) -> void; auto EulerUpdate(const float delta_time) -> void;
auto IntegratePositions(const float delta_time) -> void;
auto VerletUpdate(const float delta_time) -> void; auto VerletUpdate(const float delta_time) -> void;
}; };

View File

@ -8,8 +8,11 @@
#include "mass_springs.hpp" #include "mass_springs.hpp"
using Edge2Set = std::vector<std::pair<Vector2, Vector2>>;
using Edge3Set = std::vector<std::pair<Vector3, Vector3>>; using Edge3Set = std::vector<std::pair<Vector3, Vector3>>;
using Edge2Set = std::vector<std::pair<Vector2, Vector2>>;
using Vertex2Set =
std::vector<Vector3>; // Vertex2Set uses Vector3 to retain the z-coordinate
// for circle size adaptation
class Renderer { class Renderer {
private: private:
@ -40,10 +43,12 @@ private:
auto Map(const Vector2 &a) -> Vector2; auto Map(const Vector2 &a) -> Vector2;
public: public:
auto Transform(Edge2Set &edges, const MassSpringSystem &mass_springs, auto Transform(Edge2Set &edges, Vertex2Set &vertices,
const float angle, const float distance) -> void; const MassSpringSystem &mass_springs, const float angle,
const float distance) -> void;
auto Draw(const Edge2Set &edges) -> void; auto DrawMassSprings(const Edge2Set &edges, const Vertex2Set &vertices)
-> void;
}; };
#endif #endif

View File

@ -23,9 +23,6 @@ auto main(int argc, char *argv[]) -> int {
InitWindow(WIDTH, HEIGHT, "MassSprings"); InitWindow(WIDTH, HEIGHT, "MassSprings");
Edge3Set edges;
Edge2Set viewport;
viewport.reserve(edges.size());
MassSpringSystem mass_springs; 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), true);
@ -37,6 +34,10 @@ auto main(int argc, char *argv[]) -> int {
DEFAULT_DAMPENING_CONSTANT, DEFAULT_REST_LENGTH); DEFAULT_DAMPENING_CONSTANT, DEFAULT_REST_LENGTH);
Renderer renderer(WIDTH, HEIGHT); Renderer renderer(WIDTH, HEIGHT);
Edge2Set edges;
edges.reserve(mass_springs.springs.size());
Vertex2Set vertices;
vertices.reserve(mass_springs.masses.size());
float frametime; float frametime;
float abstime = 0.0; float abstime = 0.0;
@ -48,28 +49,15 @@ auto main(int argc, char *argv[]) -> int {
#ifdef VERLET_UPDATE #ifdef VERLET_UPDATE
mass_springs.VerletUpdate(frametime * SIM_SPEED); mass_springs.VerletUpdate(frametime * SIM_SPEED);
#else #else
mass_springs.IntegrateVelocities(frametime * SIM_SPEED); mass_springs.EulerUpdate(frametime * SIM_SPEED);
mass_springs.IntegratePositions(frametime * SIM_SPEED);
#endif #endif
// std::cout << "Calculating Spring Forces: A: (" << massA.force.x << ", " renderer.Transform(edges, vertices, mass_springs, abstime * ROTATION_SPEED,
// << massA.force.y << ", " << massA.force.z << ") B: (" CAMERA_DISTANCE);
// << massB.force.x << ", " << massB.force.y << ", " << renderer.DrawMassSprings(edges, vertices);
// 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;
renderer.Transform(viewport, mass_springs, 0.0, CAMERA_DISTANCE);
renderer.Draw(viewport); renderer.Draw(viewport);
abstime += frametime;
abstime += frametime * SIM_SPEED;
} }
CloseWindow(); CloseWindow();

View File

@ -104,14 +104,9 @@ auto MassSpringSystem::CalculateSpringForces() -> void {
} }
} }
auto MassSpringSystem::IntegrateVelocities(const float delta_time) -> void { auto MassSpringSystem::EulerUpdate(const float delta_time) -> void {
for (auto &mass : masses) { for (auto &mass : masses) {
mass.CalculateVelocity(delta_time); mass.CalculateVelocity(delta_time);
}
}
auto MassSpringSystem::IntegratePositions(const float delta_time) -> void {
for (auto &mass : masses) {
mass.CalculatePosition(delta_time); mass.CalculatePosition(delta_time);
} }
} }

View File

@ -21,31 +21,47 @@ auto Renderer::Map(const Vector2 &a) -> Vector2 {
return Vector2((1.0 + a.x) / 2.0 * width, (1.0 - a.y) * height / 2.0); 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, auto Renderer::Transform(Edge2Set &edges, Vertex2Set &vertices,
const MassSpringSystem &mass_springs,
const float angle, const float distance) -> void { const float angle, const float distance) -> void {
edges.clear();
const float cos_angle = cos(angle); const float cos_angle = cos(angle);
const float sin_angle = sin(angle); const float sin_angle = sin(angle);
edges.clear();
for (const auto &spring : mass_springs.springs) { for (const auto &spring : mass_springs.springs) {
Vector2 at = Map(Project(Translate( Vector2 a = Map(Project(Translate(
Rotate(spring.massA.position, cos_angle, sin_angle), distance))); Rotate(spring.massA.position, cos_angle, sin_angle), distance)));
Vector2 bt = Map(Project(Translate( Vector2 b = Map(Project(Translate(
Rotate(spring.massB.position, cos_angle, sin_angle), distance))); Rotate(spring.massB.position, cos_angle, sin_angle), distance)));
edges.emplace_back(at, bt); edges.emplace_back(a, b);
}
// This is duplicated work, but easy to read
vertices.clear();
for (const auto &mass : mass_springs.masses) {
Vector3 a =
Translate(Rotate(mass.position, cos_angle, sin_angle), distance);
Vector2 b = Map(Project(a));
vertices.emplace_back(b.x, b.y, a.z);
} }
} }
auto Renderer::Draw(const Edge2Set &edges) -> void { auto Renderer::DrawMassSprings(const Edge2Set &edges,
const Vertex2Set &vertices) -> void {
BeginTextureMode(render_target); BeginTextureMode(render_target);
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
for (const auto &[a, b] : edges) { for (const auto &[a, b] : edges) {
DrawLine(a.x, a.y, b.x, b.y, EDGE_COLOR); 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);
} }
for (const auto &a : vertices) {
// Increase the perspective perception by squaring the z-coordinate
const float size = VERTEX_SIZE / (a.z * a.z);
DrawRectangle(a.x - size / 2.0, a.y - size / 2.0, size, size, VERTEX_COLOR);
}
DrawLine(0, 0, 0, height, BLACK);
EndTextureMode(); EndTextureMode();
BeginDrawing(); BeginDrawing();