#include #include #include #include #include #include "config.hpp" #include "klotski.hpp" #include "mass_springs.hpp" #include "renderer.hpp" #include "states.hpp" #ifndef WEB #include #endif // TODO: Klotski state file loading // - File should contain a single state per line, multiple lines possible // - If a file is loaded, the presets should be replaced with the states // from the file // - Automatically determine the winning condition based on a configured // board exit // TODO: Graph interaction // - Click states to display them in the board // - Find shortest path to any winning state and mark it in the graph // - Also mark the next move along the path on the board auto apply_state(MassSpringSystem &mass_springs, StateGenerator generator) -> State { mass_springs.springs.clear(); mass_springs.masses.clear(); State s = generator(); mass_springs.AddMass(MASS, Vector3Zero(), false, s.state); return s; }; auto populate_masssprings(MassSpringSystem &mass_springs, const State ¤t_state) -> void { std::pair, std::vector>> closure = current_state.Closure(); for (const auto &state : closure.first) { Vector3 pos = Vector3(static_cast(GetRandomValue(-10000, 10000)) / 1000.0, static_cast(GetRandomValue(-10000, 10000)) / 1000.0, static_cast(GetRandomValue(-10000, 10000)) / 1000.0); mass_springs.AddMass(MASS, pos, 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; 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 clear_masssprings(MassSpringSystem &masssprings, const State ¤t_state) -> std::string { masssprings.masses.clear(); masssprings.springs.clear(); masssprings.AddMass(MASS, Vector3Zero(), false, current_state.state); return current_state.state; } auto main(int argc, char *argv[]) -> int { // if (argc < 2) { // std::cout << "Missing .klotski file." << std::endl; // return 1; // } #ifndef WEB std::cout << "OpenMP: " << omp_get_max_threads() << " threads." << std::endl; #endif SetTraceLogLevel(LOG_ERROR); // SetTargetFPS(60); SetConfigFlags(FLAG_VSYNC_HINT); SetConfigFlags(FLAG_MSAA_4X_HINT); SetConfigFlags(FLAG_WINDOW_RESIZABLE); SetConfigFlags(FLAG_WINDOW_ALWAYS_RUN); InitWindow(INITIAL_WIDTH * 2, INITIAL_HEIGHT + MENU_HEIGHT, "MassSprings"); // Rendering configuration Renderer renderer; // Klotski configuration int current_preset = 0; MassSpringSystem masssprings; State current_state = apply_state(masssprings, generators[current_preset]); // Game loop float frametime; bool has_block_add_xy = false; int block_add_x = -1; int block_add_y = -1; int hov_x = 0; int hov_y = 0; int sel_x = 0; int sel_y = 0; double last_print_time = GetTime(); std::chrono::duration physics_time_accumulator = std::chrono::duration(0); std::chrono::duration render_time_accumulator = std::chrono::duration(0); int time_measure_count = 0; while (!WindowShouldClose()) { frametime = GetFrameTime(); std::string previous_state = current_state.state; // Mouse handling const int board_width = GetScreenWidth() / 2.0 - 2 * BOARD_PADDING; const int board_height = GetScreenHeight() - MENU_HEIGHT - 2 * BOARD_PADDING; int block_size = std::min(board_width / current_state.width, board_height / current_state.height) - 2 * BLOCK_PADDING; int x_offset = (board_width - (block_size + 2 * BLOCK_PADDING) * current_state.width) / 2.0; int y_offset = (board_height - (block_size + 2 * BLOCK_PADDING) * current_state.height) / 2.0; Vector2 m = GetMousePosition(); if (m.x < x_offset) { hov_x = 100; } else { hov_x = (m.x - x_offset) / (block_size + 2 * BLOCK_PADDING); } if (m.y - MENU_HEIGHT < y_offset) { hov_y = 100; } else { hov_y = (m.y - MENU_HEIGHT - y_offset) / (block_size + 2 * BLOCK_PADDING); } if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { // If we clicked a block... if (current_state.GetBlock(hov_x, hov_y).IsValid()) { sel_x = hov_x; sel_y = hov_y; } // If we clicked empty space... else { // Select a position if (!has_block_add_xy) { if (hov_x >= 0 && hov_x < current_state.width && hov_y >= 0 && hov_y < current_state.height) { block_add_x = hov_x; block_add_y = hov_y; has_block_add_xy = true; } } // If we have already selected a position else { int block_add_width = hov_x - block_add_x + 1; int block_add_height = hov_y - block_add_y + 1; if (block_add_width <= 0 || block_add_height <= 0) { block_add_x = -1; block_add_y = -1; has_block_add_xy = false; } else if (block_add_x >= 0 && block_add_x + block_add_width <= current_state.width && block_add_y >= 0 && block_add_y + block_add_height <= current_state.height) { bool success = current_state.AddBlock( Block(block_add_x, block_add_y, block_add_width, block_add_height, false)); if (success) { block_add_x = -1; block_add_y = -1; has_block_add_xy = false; previous_state = clear_masssprings(masssprings, current_state); } } } } } else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) { if (current_state.RemoveBlock(hov_x, hov_y)) { previous_state = clear_masssprings(masssprings, current_state); } else if (has_block_add_xy) { block_add_x = -1; block_add_y = -1; has_block_add_xy = false; } } // Key handling if (IsKeyPressed(KEY_W)) { if (current_state.MoveBlockAt(sel_x, sel_y, Direction::NOR)) { sel_y--; } } else if (IsKeyPressed(KEY_A)) { if (current_state.MoveBlockAt(sel_x, sel_y, Direction::WES)) { sel_x--; } } else if (IsKeyPressed(KEY_S)) { if (current_state.MoveBlockAt(sel_x, sel_y, Direction::SOU)) { sel_y++; } } else if (IsKeyPressed(KEY_D)) { if (current_state.MoveBlockAt(sel_x, sel_y, Direction::EAS)) { sel_x++; } } else if (IsKeyPressed(KEY_P)) { std::cout << "State: " << current_state.state << std::endl; Block sel = current_state.GetBlock(sel_x, sel_y); int idx = current_state.GetIndex(sel.x, sel.y) - 5; if (sel.IsValid()) { std::cout << "Sel: " << current_state.state.substr(0, 5) << std::string(idx, '.') << sel.ToString() << std::string(current_state.state.length() - idx - 7, '.') << std::endl; } } else if (IsKeyPressed(KEY_N)) { current_preset = (generators.size() + current_preset - 1) % generators.size(); current_state = apply_state(masssprings, generators[current_preset]); previous_state = current_state.state; } else if (IsKeyPressed(KEY_M)) { current_preset = (current_preset + 1) % generators.size(); current_state = apply_state(masssprings, generators[current_preset]); previous_state = current_state.state; } else if (IsKeyPressed(KEY_R)) { current_state = generators[current_preset](); previous_state = clear_masssprings(masssprings, current_state); } else if (IsKeyPressed(KEY_G)) { previous_state = clear_masssprings(masssprings, current_state); populate_masssprings(masssprings, current_state); renderer.UpdateWinningStates(masssprings, win_conditions[current_preset]); } else if (IsKeyPressed(KEY_C)) { // We also need to clear the graph, in case the state has been edited. // Then the graph would contain states that are impossible. previous_state = clear_masssprings(masssprings, current_state); } else if (IsKeyPressed(KEY_I)) { renderer.mark_solutions = !renderer.mark_solutions; } else if (IsKeyPressed(KEY_O)) { renderer.connect_solutions = !renderer.connect_solutions; } else if (IsKeyPressed(KEY_F)) { current_state.restricted = !current_state.restricted; } else if (IsKeyPressed(KEY_T)) { current_state.ToggleTarget(sel_x, sel_y); previous_state = clear_masssprings(masssprings, current_state); } else if (IsKeyPressed(KEY_LEFT) && current_state.width > 1) { current_state = current_state.RemoveColumn(); previous_state = clear_masssprings(masssprings, current_state); } else if (IsKeyPressed(KEY_RIGHT) && current_state.width < 9) { current_state = current_state.AddColumn(); previous_state = clear_masssprings(masssprings, current_state); } else if (IsKeyPressed(KEY_UP) && current_state.height > 1) { current_state = current_state.RemoveRow(); previous_state = clear_masssprings(masssprings, current_state); } else if (IsKeyPressed(KEY_DOWN) && current_state.height < 9) { current_state = current_state.AddRow(); previous_state = clear_masssprings(masssprings, current_state); } if (previous_state != current_state.state) { masssprings.AddMass( MASS, Vector3(static_cast(GetRandomValue(-1000, 1000)) / 1000.0, static_cast(GetRandomValue(-1000, 1000)) / 1000.0, static_cast(GetRandomValue(-1000, 1000)) / 1000.0), false, current_state.state); masssprings.AddSpring(current_state.state, previous_state, SPRING_CONSTANT, DAMPENING_CONSTANT, REST_LENGTH); renderer.AddWinningState(current_state, win_conditions[current_preset]); } // Physics update std::chrono::high_resolution_clock::time_point ps = std::chrono::high_resolution_clock::now(); for (int i = 0; i < UPDATES_PER_FRAME; ++i) { masssprings.ClearForces(); masssprings.CalculateSpringForces(); masssprings.CalculateRepulsionForces(); #ifdef VERLET_UPDATE masssprings.VerletUpdate(frametime / UPDATES_PER_FRAME * SIM_SPEED); #else mass_springs.EulerUpdate(frametime * SIM_SPEED); #endif } std::chrono::high_resolution_clock::time_point pe = std::chrono::high_resolution_clock::now(); physics_time_accumulator += pe - ps; // Rendering std::chrono::high_resolution_clock::time_point rs = std::chrono::high_resolution_clock::now(); renderer.UpdateCamera(masssprings, current_state); renderer.UpdateTextureSizes(); renderer.DrawMassSprings(masssprings, current_state); renderer.DrawKlotski(current_state, hov_x, hov_y, sel_x, sel_y, block_add_x, block_add_y); renderer.DrawMenu(masssprings, current_preset, current_state); renderer.DrawTextures(); std::chrono::high_resolution_clock::time_point re = std::chrono::high_resolution_clock::now(); render_time_accumulator += re - rs; time_measure_count++; if (GetTime() - last_print_time > 10.0) { std::cout << " - Physics time avg: " << physics_time_accumulator / time_measure_count << "." << std::endl; std::cout << " - Render time avg: " << render_time_accumulator / time_measure_count << "." << std::endl; last_print_time = GetTime(); physics_time_accumulator = std::chrono::duration(0); render_time_accumulator = std::chrono::duration(0); time_measure_count = 0; } } CloseWindow(); return 0; }