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cpp-masssprings/include/physics.hpp

139 lines
3.6 KiB
C++

#ifndef __PHYSICS_HPP_
#define __PHYSICS_HPP_
#include "config.hpp"
#include "puzzle.hpp"
#include <raylib.h>
#include <raymath.h>
#include <unordered_map>
#include <vector>
class Mass {
public:
const float mass;
Vector3 position;
Vector3 previous_position; // for verlet integration
Vector3 velocity;
Vector3 force;
const bool fixed;
public:
Mass(float mass, Vector3 position, bool fixed)
: mass(mass), position(position), previous_position(position),
velocity(Vector3Zero()), force(Vector3Zero()), fixed(fixed) {}
Mass(const Mass &copy)
: mass(copy.mass), position(copy.position),
previous_position(copy.previous_position), velocity(copy.velocity),
force(copy.force), fixed(copy.fixed) {};
Mass &operator=(const Mass &copy) = delete;
Mass(Mass &&move)
: mass(move.mass), position(move.position),
previous_position(move.previous_position), velocity(move.velocity),
force(move.force), fixed(move.fixed) {};
Mass &operator=(Mass &&move) = delete;
~Mass() {}
public:
auto ClearForce() -> void;
auto CalculateVelocity(const float delta_time) -> void;
auto CalculatePosition(const float delta_time) -> void;
auto VerletUpdate(const float delta_time) -> void;
};
class Spring {
public:
Mass &massA;
Mass &massB;
const float spring_constant;
const float dampening_constant;
const float rest_length;
public:
Spring(Mass &massA, Mass &massB, float spring_constant,
float dampening_constant, float rest_length)
: massA(massA), massB(massB), spring_constant(spring_constant),
dampening_constant(dampening_constant), rest_length(rest_length) {}
Spring(const Spring &copy)
: massA(copy.massA), massB(copy.massB),
spring_constant(copy.spring_constant),
dampening_constant(copy.dampening_constant),
rest_length(copy.rest_length) {};
Spring &operator=(const Spring &copy) = delete;
Spring(Spring &&move)
: massA(move.massA), massB(move.massB),
spring_constant(move.spring_constant),
dampening_constant(move.dampening_constant),
rest_length(move.rest_length) {}
Spring &operator=(Spring &&move) = delete;
~Spring() {}
public:
auto CalculateSpringForce() const -> void;
};
class MassSpringSystem {
private:
std::vector<Mass *> mass_vec;
std::vector<int> indices;
std::vector<int64_t> cell_ids;
int last_build;
int last_masses_count;
int last_springs_count;
public:
// This is the main ownership of all the states/masses/springs.
// Everything is stored multiple times but idc.
std::unordered_map<State, Mass> masses;
std::unordered_map<std::pair<State, State>, Spring> springs;
public:
MassSpringSystem() : last_build(REPULSION_GRID_REFRESH) {};
MassSpringSystem(const MassSpringSystem &copy) = delete;
MassSpringSystem &operator=(const MassSpringSystem &copy) = delete;
MassSpringSystem(MassSpringSystem &move) = delete;
MassSpringSystem &operator=(MassSpringSystem &&move) = delete;
~MassSpringSystem() {};
private:
auto BuildGrid() -> void;
public:
auto AddMass(float mass, bool fixed, const State &state) -> void;
auto GetMass(const State &state) -> Mass &;
auto GetMass(const State &state) const -> const Mass &;
auto AddSpring(const State &massA, const State &massB, float spring_constant,
float dampening_constant, float rest_length) -> void;
auto Clear() -> void;
auto ClearForces() -> void;
auto CalculateSpringForces() -> void;
auto CalculateRepulsionForces() -> void;
auto VerletUpdate(float delta_time) -> void;
auto InvalidateGrid() -> void;
};
#endif