#define VERLET_UPDATE #include #include #include #include #include #include #include #include "config.hpp" #include "klotski.hpp" #include "mass_springs.hpp" #include "renderer.hpp" using StateGenerator = std::function; auto state_simple_1r() -> State { State s = State(4, 5, true); s.AddBlock(Block(0, 0, 1, 2, true)); return s; } auto state_simple_1r_wc(const State &state) -> bool { return false; } auto state_simple_1f() -> State { State s = State(4, 5, false); s.AddBlock(Block(0, 0, 1, 2, false)); return s; } auto state_simple_1f_wc(const State &state) -> bool { return false; } auto state_simple_2r() -> State { State s = State(4, 5, true); s.AddBlock(Block(0, 0, 1, 2, false)); s.AddBlock(Block(1, 0, 1, 2, false)); return s; } auto state_simple_2r_wc(const State &state) -> bool { return false; } auto state_simple_2f() -> State { State s = State(4, 5, false); s.AddBlock(Block(0, 0, 1, 2, false)); s.AddBlock(Block(1, 0, 1, 2, false)); return s; } auto state_simple_2f_wc(const State &state) -> bool { return false; } auto state_simple_3r() -> State { State s = State(4, 5, true); s.AddBlock(Block(0, 0, 1, 2, false)); s.AddBlock(Block(1, 0, 1, 2, false)); s.AddBlock(Block(2, 0, 1, 2, false)); return s; } auto state_simple_3r_wc(const State &state) -> bool { return false; } auto state_simple_3f() -> State { State s = State(4, 5, false); s.AddBlock(Block(0, 0, 1, 2, false)); s.AddBlock(Block(1, 0, 1, 2, false)); s.AddBlock(Block(2, 0, 1, 2, false)); return s; } auto state_simple_3f_wc(const State &state) -> bool { return false; } auto state_complex_1r() -> State { State s = State(6, 6, true); s.AddBlock(Block(1, 0, 1, 3, false)); s.AddBlock(Block(3, 0, 2, 1, false)); s.AddBlock(Block(5, 0, 1, 3, false)); s.AddBlock(Block(3, 2, 2, 1, true)); s.AddBlock(Block(3, 3, 1, 2, false)); s.AddBlock(Block(4, 4, 2, 1, false)); return s; } auto state_complex_1r_wc(const State &state) -> bool { return state.GetBlockAt(4, 2) == "ba"; } auto state_complex_2r() -> State { State s = State(6, 6, true); s.AddBlock(Block(2, 0, 1, 3, false)); s.AddBlock(Block(0, 2, 2, 1, true)); s.AddBlock(Block(1, 3, 2, 1, false)); s.AddBlock(Block(1, 4, 2, 1, false)); s.AddBlock(Block(5, 4, 1, 2, false)); s.AddBlock(Block(0, 5, 3, 1, false)); return s; } auto state_complex_2r_wc(const State &state) -> bool { return state.GetBlockAt(4, 2) == "ba"; } auto state_complex_3r() -> State { State s = State(6, 6, true); s.AddBlock(Block(0, 0, 3, 1, false)); s.AddBlock(Block(5, 0, 1, 3, false)); s.AddBlock(Block(2, 2, 1, 2, false)); s.AddBlock(Block(3, 2, 2, 1, true)); s.AddBlock(Block(3, 3, 1, 2, false)); s.AddBlock(Block(4, 3, 2, 1, false)); s.AddBlock(Block(0, 4, 1, 2, false)); s.AddBlock(Block(2, 4, 1, 2, false)); s.AddBlock(Block(4, 4, 2, 1, false)); s.AddBlock(Block(3, 5, 3, 1, false)); return s; } auto state_complex_3r_wc(const State &state) -> bool { return state.GetBlockAt(4, 2) == "ba"; } auto state_complex_4f() -> State { State s = State(4, 4, false); s.AddBlock(Block(0, 0, 2, 1, false)); s.AddBlock(Block(3, 0, 1, 1, false)); s.AddBlock(Block(0, 1, 1, 2, false)); s.AddBlock(Block(1, 1, 2, 2, false)); s.AddBlock(Block(3, 1, 1, 1, false)); s.AddBlock(Block(3, 2, 1, 1, false)); s.AddBlock(Block(0, 3, 1, 1, false)); s.AddBlock(Block(1, 3, 1, 1, false)); return s; } auto state_complex_4f_wc(const State &state) -> bool { return false; } auto state_klotski() -> State { State s = State(4, 5, false); s.AddBlock(Block(0, 0, 1, 2, false)); s.AddBlock(Block(1, 0, 2, 2, true)); s.AddBlock(Block(3, 0, 1, 2, false)); s.AddBlock(Block(0, 2, 1, 2, false)); s.AddBlock(Block(1, 2, 2, 1, false)); s.AddBlock(Block(3, 2, 1, 2, false)); s.AddBlock(Block(1, 3, 1, 1, false)); s.AddBlock(Block(2, 3, 1, 1, false)); s.AddBlock(Block(0, 4, 1, 1, false)); s.AddBlock(Block(3, 4, 1, 1, false)); return s; } auto state_klotski_wc(const State &state) -> bool { return state.GetBlockAt(1, 3) == "bb"; } std::array generators{ state_simple_1r, state_simple_2r, state_simple_3r, state_complex_1r, state_complex_2r, state_complex_3r, state_complex_4f, state_klotski}; std::array win_conditions{ state_simple_1r_wc, state_simple_2r_wc, state_simple_3r_wc, state_complex_1r_wc, state_complex_2r_wc, state_complex_3r_wc, state_complex_4f_wc, state_klotski_wc}; 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 solve_closure(MassSpringSystem &mass_springs, const State board) -> void { std::pair, std::vector>> closure = board.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 main(int argc, char *argv[]) -> int { // if (argc < 2) { // std::cout << "Missing .klotski file." << std::endl; // return 1; // } std::cout << "OpenMP: " << omp_get_max_threads() << " threads." << std::endl; SetTraceLogLevel(LOG_ERROR); // SetTargetFPS(60); SetConfigFlags(FLAG_VSYNC_HINT); SetConfigFlags(FLAG_MSAA_4X_HINT); // SetConfigFlags(FLAG_WINDOW_ALWAYS_RUN); InitWindow(WIDTH * 2, HEIGHT + MENU_HEIGHT, "MassSprings"); // Rendering configuration Renderer renderer; // Klotski configuration int current_preset = 0; MassSpringSystem masssprings; State board = apply_state(masssprings, generators[current_preset]); // Game loop float frametime; 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(); // Mouse handling float block_size; float x_offset = 0.0; float y_offset = 0.0; if (board.width > board.height) { block_size = static_cast(WIDTH) / board.width; y_offset = (HEIGHT - block_size * board.height) / 2.0; } else { block_size = static_cast(HEIGHT) / board.height; x_offset = (WIDTH - block_size * board.width) / 2.0; } Vector2 m = GetMousePosition(); if (m.x < x_offset) { hov_x = 100; } else { hov_x = (m.x - x_offset) / block_size; } if (m.y - MENU_HEIGHT < y_offset) { hov_y = 100; } else { hov_y = (m.y - MENU_HEIGHT - y_offset) / block_size; } if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { sel_x = hov_x; sel_y = hov_y; } // Key handling std::string previous_state = board.state; if (IsKeyPressed(KEY_W)) { if (board.MoveBlockAt(sel_x, sel_y, Direction::NOR)) { sel_y--; } } else if (IsKeyPressed(KEY_A)) { if (board.MoveBlockAt(sel_x, sel_y, Direction::WES)) { sel_x--; } } else if (IsKeyPressed(KEY_S)) { if (board.MoveBlockAt(sel_x, sel_y, Direction::SOU)) { sel_y++; } } else if (IsKeyPressed(KEY_D)) { if (board.MoveBlockAt(sel_x, sel_y, Direction::EAS)) { sel_x++; } } else if (IsKeyPressed(KEY_P)) { std::cout << board.state << std::endl; } else if (IsKeyPressed(KEY_N)) { current_preset = (generators.size() + current_preset - 1) % generators.size(); board = apply_state(masssprings, generators[current_preset]); previous_state = board.state; } else if (IsKeyPressed(KEY_M)) { current_preset = (current_preset + 1) % generators.size(); board = apply_state(masssprings, generators[current_preset]); previous_state = board.state; } else if (IsKeyPressed(KEY_R)) { board = generators[current_preset](); } else if (IsKeyPressed(KEY_C)) { solve_closure(masssprings, board); renderer.UpdateWinningStates(masssprings, win_conditions[current_preset]); } else if (IsKeyPressed(KEY_G)) { masssprings.masses.clear(); masssprings.springs.clear(); masssprings.AddMass(MASS, Vector3Zero(), false, board.state); previous_state = board.state; } else if (IsKeyPressed(KEY_I)) { renderer.mark_solutions = !renderer.mark_solutions; } else if (IsKeyPressed(KEY_O)) { renderer.connect_solutions = !renderer.connect_solutions; } if (previous_state != board.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, board.state); masssprings.AddSpring(board.state, previous_state, SPRING_CONSTANT, DAMPENING_CONSTANT, REST_LENGTH); renderer.AddWinningState(board, win_conditions[current_preset]); } // Physics update std::chrono::high_resolution_clock::time_point ps = std::chrono::high_resolution_clock::now(); masssprings.ClearForces(); masssprings.CalculateSpringForces(); masssprings.CalculateRepulsionForces(); #ifdef VERLET_UPDATE masssprings.VerletUpdate(frametime * 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, board); renderer.DrawMassSprings(masssprings, board); renderer.DrawKlotski(board, hov_x, hov_y, sel_x, sel_y); renderer.DrawMenu(masssprings, current_preset); 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; }