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3 Commits
efficient-
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74065b7ea2
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74065b7ea2
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550970f8a1
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39c0b58f3f
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@ -1,7 +1,7 @@
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cmake_minimum_required(VERSION 3.25)
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project(MassSprings)
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set(CMAKE_CXX_STANDARD 23)
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set(CMAKE_CXX_STANDARD 26)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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find_package(raylib REQUIRED)
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@ -30,7 +30,7 @@ constexpr float ROT_SPEED = 1.0;
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constexpr float CAMERA_SMOOTH_SPEED = 15.0;
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// Physics Engine
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constexpr float SIM_SPEED = 4.0; // How large each update should be
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constexpr float SIM_SPEED = 0.2; // How large each update should be
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constexpr float TIMESTEP = 1.0 / 90; // Do 90 physics updates per second
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constexpr float MASS = 1.0; // Mass spring system
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constexpr float SPRING_CONSTANT = 5.0; // Mass spring system
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@ -1,9 +1,15 @@
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#ifndef __PHYSICS_HPP_
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#define __PHYSICS_HPP_
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#include <atomic>
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#include <mutex>
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#include <queue>
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#include <raylib.h>
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#include <raymath.h>
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#include <thread>
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#include <tracy/Tracy.hpp>
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#include <unordered_map>
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#include <variant>
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#include <vector>
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#include "config.hpp"
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@ -77,7 +83,7 @@ public:
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std::unordered_map<std::pair<State, State>, int> state_springs;
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public:
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MassSpringSystem() {
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MassSpringSystem() : threads(std::thread::hardware_concurrency() - 1) {
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#ifndef BARNES_HUT
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last_build = REPULSION_GRID_REFRESH;
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std::cout << "Using uniform grid repulsion force calculation." << std::endl;
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@ -105,14 +111,13 @@ private:
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#endif
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public:
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auto AddMass(float mass, bool fixed, const State &state) -> void;
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auto AddMass(const State &state) -> void;
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auto GetMass(const State &state) -> Mass &;
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auto GetMass(const State &state) const -> const Mass &;
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auto AddSpring(const State &massA, const State &massB, float spring_constant,
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float dampening_constant, float rest_length) -> void;
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auto AddSpring(const State &massA, const State &massB) -> void;
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auto Clear() -> void;
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@ -129,4 +134,69 @@ public:
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#endif
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};
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class ThreadedPhysics {
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struct AddMass {
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State s;
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};
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struct AddSpring {
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State a;
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State b;
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};
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struct ClearGraph {};
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using Command = std::variant<AddMass, AddSpring, ClearGraph>;
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struct PhysicsState {
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TracyLockable(std::mutex, command_mtx);
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std::queue<Command> pending_commands;
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TracyLockable(std::mutex, pos_mtx);
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std::vector<Mass> masses; // Read by renderer
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std::unordered_map<State, int> state_masses; // Read by renderer
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std::vector<Spring> springs; // Read by renderer
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std::unordered_map<std::pair<State, State>, int>
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state_springs; // Read by renderer
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std::atomic<bool> running{true};
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};
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private:
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std::thread physics;
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public:
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PhysicsState state;
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public:
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ThreadedPhysics() : physics(PhysicsThread, std::ref(state)) {}
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ThreadedPhysics(const ThreadedPhysics ©) = delete;
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ThreadedPhysics &operator=(const ThreadedPhysics ©) = delete;
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ThreadedPhysics(ThreadedPhysics &&move) = delete;
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ThreadedPhysics &operator=(ThreadedPhysics &&move) = delete;
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~ThreadedPhysics() {
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state.running = false;
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physics.join();
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}
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private:
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static auto PhysicsThread(PhysicsState &state) -> void;
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public:
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auto AddMassCmd(const State &_state) -> void;
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auto AddSpringCmd(const State &a, const State &b) -> void;
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auto ClearCmd() -> void;
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auto AddMassSpringsCmd(const std::unordered_set<State> &masses,
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const std::vector<std::pair<State, State>> &springs)
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-> void;
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};
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// https://en.cppreference.com/w/cpp/utility/variant/visit
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template <class... Ts> struct overloads : Ts... {
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using Ts::operator()...;
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};
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#endif
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@ -61,25 +61,29 @@ public:
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}
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private:
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auto AllocateGraphInstancing(const MassSpringSystem &mass_springs) -> void;
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auto AllocateGraphInstancing(const std::vector<Mass> &masses) -> void;
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auto
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ReallocateGraphInstancingIfNecessary(const MassSpringSystem &mass_springs)
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auto ReallocateGraphInstancingIfNecessary(const std::vector<Mass> &masses)
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-> void;
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public:
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auto UpdateTextureSizes() -> void;
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auto DrawMassSprings(const MassSpringSystem &mass_springs,
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const State ¤t_state, const State &starting_state,
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const std::unordered_set<State> &winning_states,
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const std::unordered_set<State> &visited_states) -> void;
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auto DrawMassSprings(
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const std::vector<Mass> &masses,
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const std::unordered_map<State, int> &state_masses,
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const std::vector<Spring> &springs,
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const std::unordered_map<std::pair<State, State>, int> state_springs,
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const State ¤t_state, const State &starting_state,
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const std::unordered_set<State> &winning_states,
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const std::unordered_set<State> &visited_states) -> void;
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auto DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
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int sel_y, int block_add_x, int block_add_y,
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const WinCondition win_condition) -> void;
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auto DrawMenu(const MassSpringSystem &mass_springs, int current_preset,
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auto DrawMenu(const std::vector<Mass> &masses,
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const std::vector<Spring> &springs, int current_preset,
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const State ¤t_state,
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const std::unordered_set<State> &winning_states) -> void;
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@ -1,7 +1,6 @@
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#ifndef __STATE_HPP_
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#define __STATE_HPP_
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#include "config.hpp"
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#include "physics.hpp"
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#include "presets.hpp"
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#include "puzzle.hpp"
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@ -10,7 +9,7 @@
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class StateManager {
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public:
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MassSpringSystem &mass_springs;
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ThreadedPhysics &physics;
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int current_preset;
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State starting_state;
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@ -23,12 +22,12 @@ public:
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std::unordered_set<State> visited_states;
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public:
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StateManager(MassSpringSystem &_mass_springs)
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: mass_springs(_mass_springs), current_preset(0),
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StateManager(ThreadedPhysics &_physics)
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: physics(_physics), current_preset(0),
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starting_state(generators[current_preset]()),
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current_state(starting_state), previous_state(starting_state),
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edited(false) {
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mass_springs.AddMass(MASS, false, current_state);
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physics.AddMassCmd(current_state);
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}
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StateManager(const StateManager ©) = delete;
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60
src/main.cpp
60
src/main.cpp
@ -1,3 +1,8 @@
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#include <mutex>
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#include <raylib.h>
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#include <raymath.h>
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#include <tracy/Tracy.hpp>
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#include "config.hpp"
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#include "input.hpp"
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#include "physics.hpp"
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@ -5,10 +10,6 @@
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#include "state.hpp"
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#include "tracy.hpp"
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#include <raylib.h>
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#include <raymath.h>
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#include <tracy/Tracy.hpp>
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// TODO: Klotski state file loading
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// - File should contain a single state per line, multiple lines possible
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// - If a file is loaded, the presets should be replaced with the states
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@ -18,7 +19,7 @@
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// TODO: Graph interaction
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// - Click states to display them in the board
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// - Find shortest path to any winning state and mark it in the graph
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// - Also mark the next move along the path on the board
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// - Also mark the next move along the path on the board
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auto main(int argc, char *argv[]) -> int {
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// if (argc < 2) {
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@ -37,20 +38,27 @@ auto main(int argc, char *argv[]) -> int {
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// Game setup
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OrbitCamera3D camera;
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Renderer renderer(camera);
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MassSpringSystem mass_springs;
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StateManager state(mass_springs);
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ThreadedPhysics physics;
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StateManager state(physics); // TODO: What is this warning?
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InputHandler input(state, renderer);
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std::vector<Mass> masses; // Read from physics
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std::unordered_map<State, int> state_masses; // Read from physics
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std::vector<Spring> springs; // Read from physics
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std::unordered_map<std::pair<State, State>, int>
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state_springs; // Read from physics
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// Game loop
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double timestep_accumulator = 0.0;
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// double timestep_accumulator = 0.0;
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while (!WindowShouldClose()) {
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timestep_accumulator += GetFrameTime();
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// timestep_accumulator += GetFrameTime();
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// Input update
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state.previous_state = state.current_state;
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input.HandleInput();
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state.UpdateGraph(); // Add state added after user input
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/*
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// Physics update
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if (timestep_accumulator > TIMESTEP) {
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// Do not try to catch up if we're falling behind. Frametimes would get
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@ -63,21 +71,43 @@ auto main(int argc, char *argv[]) -> int {
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timestep_accumulator -= TIMESTEP;
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}
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*/
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// Read positions from physics thread
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// TODO: We're copying a HUGE amount of SHIT, because the state
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// representations (std::string, ~100 Bytes) are copied ~3 times per
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// spring: state_masses<State, int> and state_springs<<State, State>,
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// int>
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// TODO: Don't download each frame if nothing changed, check for update
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// first
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{
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std::lock_guard<LockableBase(std::mutex)> lock(physics.state.pos_mtx);
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masses = physics.state.masses;
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state_masses = physics.state.state_masses;
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springs = physics.state.springs;
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state_springs = physics.state.state_springs;
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}
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// Update the camera after the physics, so target lock is smooth
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camera.Update(mass_springs.GetMass(state.current_state).position);
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if (state_masses.contains(state.current_state)) {
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const Mass ¤t_mass =
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masses.at(state_masses.at(state.current_state));
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camera.Update(current_mass.position);
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}
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// Rendering
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renderer.UpdateTextureSizes();
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renderer.DrawMassSprings(mass_springs, state.current_state,
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state.starting_state, state.winning_states,
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state.visited_states);
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if (masses.size() > 0 && state_masses.contains(state.current_state)) {
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renderer.DrawMassSprings(masses, state_masses, springs, state_springs,
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state.current_state, state.starting_state,
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state.winning_states, state.visited_states);
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}
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renderer.DrawKlotski(state.current_state, input.hov_x, input.hov_y,
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input.sel_x, input.sel_y, input.block_add_x,
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input.block_add_y, state.CurrentWinCondition());
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renderer.DrawMenu(mass_springs, state.current_preset, state.current_state,
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state.winning_states);
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renderer.DrawMenu(masses, springs, state.current_preset,
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state.current_state, state.winning_states);
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renderer.DrawTextures();
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}
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@ -5,6 +5,7 @@
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#include <algorithm>
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#include <cfloat>
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#include <cstddef>
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#include <mutex>
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#include <raylib.h>
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#include <raymath.h>
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#include <tracy/Tracy.hpp>
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@ -69,8 +70,7 @@ auto Spring::CalculateSpringForce(Mass &_mass_a, Mass &_mass_b) const -> void {
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_mass_b.force = Vector3Add(_mass_b.force, force_b);
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}
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auto MassSpringSystem::AddMass(float mass, bool fixed, const State &state)
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-> void {
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auto MassSpringSystem::AddMass(const State &state) -> void {
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if (!state_masses.contains(state)) {
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masses.emplace_back(Vector3Zero());
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std::size_t idx = masses.size() - 1;
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@ -86,9 +86,7 @@ auto MassSpringSystem::GetMass(const State &state) const -> const Mass & {
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return masses.at(state_masses.at(state));
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}
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auto MassSpringSystem::AddSpring(const State &state_a, const State &state_b,
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float spring_constant,
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float dampening_constant, float rest_length)
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auto MassSpringSystem::AddSpring(const State &state_a, const State &state_b)
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-> void {
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std::pair<State, State> key = std::make_pair(state_a, state_b);
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if (!state_springs.contains(key)) {
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@ -340,3 +338,88 @@ auto MassSpringSystem::InvalidateGrid() -> void {
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last_springs_count = 0;
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}
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#endif
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auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state)
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-> void {
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MassSpringSystem mass_springs;
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const auto visitor = overloads{
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[&](const struct AddMass &am) { mass_springs.AddMass(am.s); },
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[&](const struct AddSpring &as) { mass_springs.AddSpring(as.a, as.b); },
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[&](const struct ClearGraph &cg) { mass_springs.Clear(); },
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};
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while (state.running) {
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// Handle queued commands
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{
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std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
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while (!state.pending_commands.empty()) {
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Command &cmd = state.pending_commands.front();
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cmd.visit(visitor);
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state.pending_commands.pop();
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}
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}
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if (mass_springs.masses.empty()) {
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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continue;
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}
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// Physics update
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// TODO: I need this thread to run at a constant rate
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mass_springs.ClearForces();
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mass_springs.CalculateSpringForces();
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mass_springs.CalculateRepulsionForces();
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mass_springs.VerletUpdate(TIMESTEP * SIM_SPEED);
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// TODO: Notify the main thread of update
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// TODO: Just wait here until the main thread has fetched the data?
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// Then only the copying would be sequential, while the main thread
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// renders this thread can already calculate the physics...
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// TODO: Would std::swap help in any way?
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// Publish the positions for the renderer (copy)
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{
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std::lock_guard<LockableBase(std::mutex)> lock(state.pos_mtx);
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state.masses = mass_springs.masses;
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state.state_masses = mass_springs.state_masses;
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state.springs = mass_springs.springs;
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state.state_springs = mass_springs.state_springs;
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}
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}
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}
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auto ThreadedPhysics::AddMassCmd(const State &_state) -> void {
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{
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std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
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state.pending_commands.push(AddMass{_state});
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}
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}
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auto ThreadedPhysics::AddSpringCmd(const State &a, const State &b) -> void {
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{
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std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
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state.pending_commands.push(AddSpring{a, b});
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}
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}
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auto ThreadedPhysics::ClearCmd() -> void {
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{
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std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
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state.pending_commands.push(ClearGraph{});
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}
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}
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auto ThreadedPhysics::AddMassSpringsCmd(
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const std::unordered_set<State> &masses,
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const std::vector<std::pair<State, State>> &springs) -> void {
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{
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std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
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for (const auto &_state : masses) {
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state.pending_commands.push(AddMass{_state});
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}
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for (const auto &[from, to] : springs) {
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state.pending_commands.push(AddSpring{from, to});
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}
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}
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}
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@ -33,7 +33,7 @@ auto Renderer::UpdateTextureSizes() -> void {
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menu_target = LoadRenderTexture(width * 2, MENU_HEIGHT);
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}
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auto Renderer::AllocateGraphInstancing(const MassSpringSystem &mass_springs)
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auto Renderer::AllocateGraphInstancing(const std::vector<Mass> &masses)
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-> void {
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cube_instance = GenMeshCube(VERTEX_SIZE, VERTEX_SIZE, VERTEX_SIZE);
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@ -48,38 +48,40 @@ auto Renderer::AllocateGraphInstancing(const MassSpringSystem &mass_springs)
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vertex_mat.maps[MATERIAL_MAP_DIFFUSE].color = VERTEX_COLOR;
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vertex_mat.shader = instancing_shader;
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transforms = (Matrix *)MemAlloc(mass_springs.masses.size() * sizeof(Matrix));
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transforms_size = mass_springs.masses.size();
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transforms = (Matrix *)MemAlloc(masses.size() * sizeof(Matrix));
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transforms_size = masses.size();
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}
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|
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auto Renderer::ReallocateGraphInstancingIfNecessary(
|
||||
const MassSpringSystem &mass_springs) -> void {
|
||||
if (transforms_size != mass_springs.masses.size()) {
|
||||
transforms = (Matrix *)MemRealloc(transforms, mass_springs.masses.size() *
|
||||
sizeof(Matrix));
|
||||
transforms_size = mass_springs.masses.size();
|
||||
const std::vector<Mass> &masses) -> void {
|
||||
if (transforms_size != masses.size()) {
|
||||
transforms =
|
||||
(Matrix *)MemRealloc(transforms, masses.size() * sizeof(Matrix));
|
||||
transforms_size = masses.size();
|
||||
}
|
||||
}
|
||||
|
||||
auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
|
||||
const State ¤t_state,
|
||||
const State &starting_state,
|
||||
const std::unordered_set<State> &winning_states,
|
||||
const std::unordered_set<State> &visited_states)
|
||||
-> void {
|
||||
auto Renderer::DrawMassSprings(
|
||||
const std::vector<Mass> &masses,
|
||||
const std::unordered_map<State, int> &state_masses,
|
||||
const std::vector<Spring> &springs,
|
||||
const std::unordered_map<std::pair<State, State>, int> state_springs,
|
||||
const State ¤t_state, const State &starting_state,
|
||||
const std::unordered_set<State> &winning_states,
|
||||
const std::unordered_set<State> &visited_states) -> void {
|
||||
ZoneScoped;
|
||||
|
||||
// Prepare cube instancing
|
||||
{
|
||||
ZoneNamedN(prepare_masses, "PrepareMasses", true);
|
||||
if (mass_springs.masses.size() < DRAW_VERTICES_LIMIT) {
|
||||
if (masses.size() < DRAW_VERTICES_LIMIT) {
|
||||
if (transforms == nullptr) {
|
||||
AllocateGraphInstancing(mass_springs);
|
||||
AllocateGraphInstancing(masses);
|
||||
}
|
||||
ReallocateGraphInstancingIfNecessary(mass_springs);
|
||||
ReallocateGraphInstancingIfNecessary(masses);
|
||||
|
||||
int i = 0;
|
||||
for (const auto &mass : mass_springs.masses) {
|
||||
for (const auto &mass : masses) {
|
||||
transforms[i] =
|
||||
MatrixTranslate(mass.position.x, mass.position.y, mass.position.z);
|
||||
++i;
|
||||
@ -96,10 +98,10 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
|
||||
{
|
||||
ZoneNamedN(draw_springs, "DrawSprings", true);
|
||||
rlBegin(RL_LINES);
|
||||
for (const auto &spring : mass_springs.springs) {
|
||||
for (const auto &spring : springs) {
|
||||
// We have to do a lookup of the actual mass object, which is slow :(
|
||||
const Mass &a = mass_springs.masses.at(spring.mass_a);
|
||||
const Mass &b = mass_springs.masses.at(spring.mass_b);
|
||||
const Mass &a = masses.at(spring.mass_a);
|
||||
const Mass &b = masses.at(spring.mass_b);
|
||||
rlColor4ub(EDGE_COLOR.r, EDGE_COLOR.g, EDGE_COLOR.b, EDGE_COLOR.a);
|
||||
rlVertex3f(a.position.x, a.position.y, a.position.z);
|
||||
rlVertex3f(b.position.x, b.position.y, b.position.z);
|
||||
@ -110,20 +112,19 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
|
||||
// Draw masses (instanced)
|
||||
{
|
||||
ZoneNamedN(draw_masses, "DrawMasses", true);
|
||||
if (mass_springs.masses.size() < DRAW_VERTICES_LIMIT) {
|
||||
if (masses.size() < DRAW_VERTICES_LIMIT) {
|
||||
// NOTE: I don't know if drawing all this inside a shader would make it
|
||||
// much faster... The amount of data sent to the GPU would be
|
||||
// reduced (just positions instead of matrices), but is this
|
||||
// noticable for < 100000 cubes?
|
||||
DrawMeshInstanced(cube_instance, vertex_mat, transforms,
|
||||
mass_springs.masses.size());
|
||||
DrawMeshInstanced(cube_instance, vertex_mat, transforms, masses.size());
|
||||
}
|
||||
}
|
||||
|
||||
// Mark winning states
|
||||
if (mark_solutions || connect_solutions) {
|
||||
for (const auto &state : winning_states) {
|
||||
const Mass &winning_mass = mass_springs.GetMass(state);
|
||||
const Mass &winning_mass = masses.at(state_masses.at(state));
|
||||
if (mark_solutions) {
|
||||
DrawCube(winning_mass.position, 2 * VERTEX_SIZE, 2 * VERTEX_SIZE,
|
||||
2 * VERTEX_SIZE, BLUE);
|
||||
@ -131,26 +132,26 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
|
||||
|
||||
if (connect_solutions) {
|
||||
DrawLine3D(winning_mass.position,
|
||||
mass_springs.GetMass(current_state).position, PURPLE);
|
||||
masses.at(state_masses.at(current_state)).position, PURPLE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Mark visited states
|
||||
for (const auto &state : visited_states) {
|
||||
const Mass &visited_mass = mass_springs.GetMass(state);
|
||||
const Mass &visited_mass = masses.at(state_masses.at(state));
|
||||
|
||||
DrawCube(visited_mass.position, VERTEX_SIZE * 1.5, VERTEX_SIZE * 1.5,
|
||||
VERTEX_SIZE * 1.5, PURPLE);
|
||||
}
|
||||
|
||||
// Mark starting state
|
||||
const Mass &starting_mass = mass_springs.GetMass(starting_state);
|
||||
const Mass &starting_mass = masses.at(state_masses.at(starting_state));
|
||||
DrawCube(starting_mass.position, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
|
||||
VERTEX_SIZE * 2, ORANGE);
|
||||
|
||||
// Mark current state
|
||||
const Mass ¤t_mass = mass_springs.GetMass(current_state);
|
||||
const Mass ¤t_mass = masses.at(state_masses.at(current_state));
|
||||
DrawCube(current_mass.position, VERTEX_SIZE * 2, VERTEX_SIZE * 2,
|
||||
VERTEX_SIZE * 2, RED);
|
||||
|
||||
@ -250,8 +251,9 @@ auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
auto Renderer::DrawMenu(const MassSpringSystem &mass_springs,
|
||||
int current_preset, const State ¤t_state,
|
||||
auto Renderer::DrawMenu(const std::vector<Mass> &masses,
|
||||
const std::vector<Spring> &springs, int current_preset,
|
||||
const State ¤t_state,
|
||||
const std::unordered_set<State> &winning_states)
|
||||
-> void {
|
||||
ZoneScoped;
|
||||
@ -277,8 +279,7 @@ auto Renderer::DrawMenu(const MassSpringSystem &mass_springs,
|
||||
|
||||
draw_btn(0, 0,
|
||||
std::format("States: {}, Transitions: {}, Winning: {}",
|
||||
mass_springs.masses.size(), mass_springs.springs.size(),
|
||||
winning_states.size()),
|
||||
masses.size(), springs.size(), winning_states.size()),
|
||||
DARKGREEN);
|
||||
draw_btn(
|
||||
0, 1,
|
||||
|
||||
@ -1,8 +1,8 @@
|
||||
#include "state.hpp"
|
||||
#include "config.hpp"
|
||||
#include "presets.hpp"
|
||||
#include "tracy.hpp"
|
||||
|
||||
#include <mutex>
|
||||
#include <raymath.h>
|
||||
|
||||
auto StateManager::LoadPreset(int preset) -> void {
|
||||
@ -37,31 +37,19 @@ auto StateManager::FillGraph() -> void {
|
||||
|
||||
std::pair<std::unordered_set<State>, std::vector<std::pair<State, State>>>
|
||||
closure = current_state.Closure();
|
||||
for (const auto &state : closure.first) {
|
||||
mass_springs.AddMass(MASS, false, state);
|
||||
}
|
||||
for (const auto &[from, to] : closure.second) {
|
||||
mass_springs.AddSpring(from, to, SPRING_CONSTANT, DAMPENING_CONSTANT,
|
||||
REST_LENGTH);
|
||||
}
|
||||
std::cout << "Inserted " << mass_springs.masses.size() << " masses and "
|
||||
<< mass_springs.springs.size() << " springs." << std::endl;
|
||||
|
||||
physics.AddMassSpringsCmd(closure.first, closure.second);
|
||||
|
||||
// TODO: We have only dispatched the commands, the states won't be downloaded
|
||||
// when calling this... Make FindWinningStates() another command?
|
||||
// Or recalculate whenever masses.size() changes?
|
||||
FindWinningStates();
|
||||
std::cout << "Consuming "
|
||||
<< sizeof(decltype(*mass_springs.masses.begin())) *
|
||||
mass_springs.masses.size()
|
||||
<< " Bytes for masses." << std::endl;
|
||||
std::cout << "Consuming "
|
||||
<< sizeof(decltype(*mass_springs.springs.begin())) *
|
||||
mass_springs.springs.size()
|
||||
<< " Bytes for springs." << std::endl;
|
||||
}
|
||||
|
||||
auto StateManager::UpdateGraph() -> void {
|
||||
if (previous_state != current_state) {
|
||||
mass_springs.AddMass(MASS, false, current_state);
|
||||
mass_springs.AddSpring(current_state, previous_state, SPRING_CONSTANT,
|
||||
DAMPENING_CONSTANT, REST_LENGTH);
|
||||
physics.AddMassCmd(current_state);
|
||||
physics.AddSpringCmd(current_state, previous_state);
|
||||
if (win_conditions[current_preset](current_state)) {
|
||||
winning_states.insert(current_state);
|
||||
}
|
||||
@ -72,8 +60,8 @@ auto StateManager::UpdateGraph() -> void {
|
||||
auto StateManager::ClearGraph() -> void {
|
||||
winning_states.clear();
|
||||
visited_states.clear();
|
||||
mass_springs.Clear();
|
||||
mass_springs.AddMass(MASS, false, current_state);
|
||||
physics.ClearCmd();
|
||||
physics.AddMassCmd(current_state);
|
||||
|
||||
// The previous_state is no longer in the graph
|
||||
previous_state = current_state;
|
||||
@ -84,14 +72,16 @@ auto StateManager::ClearGraph() -> void {
|
||||
|
||||
auto StateManager::FindWinningStates() -> void {
|
||||
winning_states.clear();
|
||||
for (const auto &[state, mass] : mass_springs.state_masses) {
|
||||
std::unordered_map<State, int> state_masses;
|
||||
{
|
||||
std::lock_guard<LockableBase(std::mutex)> lock(physics.state.pos_mtx);
|
||||
state_masses = physics.state.state_masses;
|
||||
}
|
||||
for (const auto &[state, mass] : state_masses) {
|
||||
if (win_conditions[current_preset](state)) {
|
||||
winning_states.insert(state);
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << "Found " << winning_states.size() << " winning states."
|
||||
<< std::endl;
|
||||
}
|
||||
|
||||
auto StateManager::CurrentGenerator() -> StateGenerator {
|
||||
|
||||
Reference in New Issue
Block a user