render vertices in addition to edges
This commit is contained in:
@ -6,11 +6,12 @@
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constexpr int WIDTH = 800;
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constexpr int HEIGHT = 800;
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constexpr float VERTEX_SIZE = 5.0;
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constexpr float VERTEX_SIZE = 50.0;
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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 SIM_SPEED = 4.0;
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constexpr float ROTATION_SPEED = 1.0;
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constexpr float CAMERA_DISTANCE = 2.2;
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constexpr float DEFAULT_SPRING_CONSTANT = 1.5;
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@ -115,9 +115,7 @@ public:
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auto CalculateSpringForces() -> void;
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auto IntegrateVelocities(const float delta_time) -> void;
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auto IntegratePositions(const float delta_time) -> void;
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auto EulerUpdate(const float delta_time) -> void;
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auto VerletUpdate(const float delta_time) -> void;
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};
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@ -8,8 +8,11 @@
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#include "mass_springs.hpp"
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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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using Edge2Set = std::vector<std::pair<Vector2, Vector2>>;
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using Vertex2Set =
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std::vector<Vector3>; // Vertex2Set uses Vector3 to retain the z-coordinate
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// for circle size adaptation
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class Renderer {
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private:
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@ -40,10 +43,12 @@ private:
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auto Map(const Vector2 &a) -> Vector2;
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public:
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auto Transform(Edge2Set &edges, const MassSpringSystem &mass_springs,
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const float angle, const float distance) -> void;
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auto Transform(Edge2Set &edges, Vertex2Set &vertices,
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const MassSpringSystem &mass_springs, const float angle,
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const float distance) -> void;
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auto Draw(const Edge2Set &edges) -> void;
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auto DrawMassSprings(const Edge2Set &edges, const Vertex2Set &vertices)
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-> void;
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};
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#endif
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30
src/main.cpp
30
src/main.cpp
@ -23,9 +23,6 @@ auto main(int argc, char *argv[]) -> int {
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InitWindow(WIDTH, HEIGHT, "MassSprings");
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Edge3Set edges;
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Edge2Set viewport;
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viewport.reserve(edges.size());
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MassSpringSystem mass_springs;
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mass_springs.AddMass(1.0, Vector3(-0.5, 0.5, 0.0), true);
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@ -37,6 +34,10 @@ auto main(int argc, char *argv[]) -> int {
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DEFAULT_DAMPENING_CONSTANT, DEFAULT_REST_LENGTH);
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Renderer renderer(WIDTH, HEIGHT);
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Edge2Set edges;
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edges.reserve(mass_springs.springs.size());
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Vertex2Set vertices;
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vertices.reserve(mass_springs.masses.size());
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float frametime;
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float abstime = 0.0;
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@ -48,28 +49,15 @@ auto main(int argc, char *argv[]) -> int {
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#ifdef VERLET_UPDATE
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mass_springs.VerletUpdate(frametime * SIM_SPEED);
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#else
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mass_springs.IntegrateVelocities(frametime * SIM_SPEED);
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mass_springs.IntegratePositions(frametime * SIM_SPEED);
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mass_springs.EulerUpdate(frametime * SIM_SPEED);
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#endif
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// std::cout << "Calculating Spring Forces: A: (" << massA.force.x << ", "
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// << massA.force.y << ", " << massA.force.z << ") B: ("
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// << massB.force.x << ", " << massB.force.y << ", " <<
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// massB.force.z
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// << ")" << std::endl;
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// std::cout << "Calculating Velocities: A: (" << massA.velocity.x << ", "
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// << massA.velocity.y << ", " << massA.velocity.z << ") B: ("
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// << massB.velocity.x << ", " << massB.velocity.y << ", "
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// << massB.velocity.z << ")" << std::endl;
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// std::cout << "Calculating Positions: A: (" << massA.position.x << ", "
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// << massA.position.y << ", " << massA.position.z << ") B: ("
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// << massB.position.x << ", " << massB.position.y << ", "
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// << massB.position.z << ")" << std::endl;
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renderer.Transform(edges, vertices, mass_springs, abstime * ROTATION_SPEED,
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CAMERA_DISTANCE);
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renderer.DrawMassSprings(edges, vertices);
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renderer.Transform(viewport, mass_springs, 0.0, CAMERA_DISTANCE);
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renderer.Draw(viewport);
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abstime += frametime * SIM_SPEED;
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abstime += frametime;
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}
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CloseWindow();
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@ -104,14 +104,9 @@ auto MassSpringSystem::CalculateSpringForces() -> void {
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}
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}
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auto MassSpringSystem::IntegrateVelocities(const float delta_time) -> void {
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auto MassSpringSystem::EulerUpdate(const float delta_time) -> void {
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for (auto &mass : masses) {
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mass.CalculateVelocity(delta_time);
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}
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}
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auto MassSpringSystem::IntegratePositions(const float delta_time) -> void {
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for (auto &mass : masses) {
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mass.CalculatePosition(delta_time);
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}
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}
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@ -21,31 +21,47 @@ auto Renderer::Map(const Vector2 &a) -> Vector2 {
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return Vector2((1.0 + a.x) / 2.0 * width, (1.0 - a.y) * height / 2.0);
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}
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auto Renderer::Transform(Edge2Set &edges, const MassSpringSystem &mass_springs,
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auto Renderer::Transform(Edge2Set &edges, Vertex2Set &vertices,
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const MassSpringSystem &mass_springs,
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const float angle, const float distance) -> void {
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edges.clear();
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const float cos_angle = cos(angle);
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const float sin_angle = sin(angle);
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edges.clear();
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for (const auto &spring : mass_springs.springs) {
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Vector2 at = Map(Project(Translate(
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Vector2 a = Map(Project(Translate(
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Rotate(spring.massA.position, cos_angle, sin_angle), distance)));
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Vector2 bt = Map(Project(Translate(
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Vector2 b = Map(Project(Translate(
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Rotate(spring.massB.position, cos_angle, sin_angle), distance)));
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edges.emplace_back(at, bt);
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edges.emplace_back(a, b);
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}
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// This is duplicated work, but easy to read
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vertices.clear();
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for (const auto &mass : mass_springs.masses) {
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Vector3 a =
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Translate(Rotate(mass.position, cos_angle, sin_angle), distance);
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Vector2 b = Map(Project(a));
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vertices.emplace_back(b.x, b.y, a.z);
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}
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}
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auto Renderer::Draw(const Edge2Set &edges) -> void {
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auto Renderer::DrawMassSprings(const Edge2Set &edges,
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const Vertex2Set &vertices) -> void {
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BeginTextureMode(render_target);
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ClearBackground(RAYWHITE);
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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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DrawCircle(b.x, b.y, VERTEX_SIZE, VERTEX_COLOR);
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}
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for (const auto &a : vertices) {
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// Increase the perspective perception by squaring the z-coordinate
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const float size = VERTEX_SIZE / (a.z * a.z);
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DrawRectangle(a.x - size / 2.0, a.y - size / 2.0, size, size, VERTEX_COLOR);
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}
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DrawLine(0, 0, 0, height, BLACK);
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EndTextureMode();
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BeginDrawing();
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