Files
cpp-masssprings/src/main.cpp

180 lines
5.1 KiB
C++

#define VERLET_UPDATE
#include <iostream>
#include <raylib.h>
#include <raymath.h>
#include "config.hpp"
#include "klotski.hpp"
#include "mass_springs.hpp"
#include "renderer.hpp"
auto klotski_a() -> State {
State s = State(4, 5);
Block a = Block(0, 0, 1, 2, false);
Block b = Block(1, 0, 2, 2, true);
Block c = Block(3, 0, 1, 2, false);
Block d = Block(0, 2, 1, 2, false);
// Block e = Block(1, 2, 2, 1, false);
// Block f = Block(3, 2, 1, 2, false);
// Block g = Block(1, 3, 1, 1, false);
// Block h = Block(2, 3, 1, 1, false);
// Block i = Block(0, 4, 1, 1, false);
// Block j = Block(3, 4, 1, 1, false);
s.AddBlock(a);
s.AddBlock(b);
s.AddBlock(c);
s.AddBlock(d);
// s.AddBlock(e);
// s.AddBlock(f);
// s.AddBlock(g);
// s.AddBlock(h);
// s.AddBlock(i);
// s.AddBlock(j);
return s;
}
auto main(int argc, char *argv[]) -> int {
// if (argc < 2) {
// std::cout << "Missing .klotski file." << std::endl;
// return 1;
// }
SetTraceLogLevel(LOG_ERROR);
// SetTargetFPS(165);
SetConfigFlags(FLAG_VSYNC_HINT);
SetConfigFlags(FLAG_MSAA_4X_HINT);
// SetConfigFlags(FLAG_WINDOW_ALWAYS_RUN);
InitWindow(WIDTH * 2, HEIGHT, "MassSprings");
// Mass springs configuration
MassSpringSystem mass_springs;
// Klotski configuration
State board = klotski_a();
mass_springs.AddMass(1.0, Vector3Zero(), true, board.state);
// Closure solving
std::pair<std::unordered_set<std::string>,
std::vector<std::pair<std::string, std::string>>>
closure = board.Closure();
for (const auto &state : closure.first) {
Vector3 pos =
Vector3(static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0,
static_cast<float>(GetRandomValue(-10000, 10000)) / 1000.0);
mass_springs.AddMass(1.0, 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;
// Rendering configuration
Renderer renderer(WIDTH, HEIGHT);
// Game loop
float frametime;
int hov_x = 0;
int hov_y = 0;
int sel_x = 0;
int sel_y = 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<float>(WIDTH) / board.width;
y_offset = (HEIGHT - block_size * board.height) / 2.0;
} else {
block_size = static_cast<float>(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 < y_offset) {
hov_y = 100;
} else {
hov_y = (m.y - 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;
}
if (previous_state != board.state) {
mass_springs.AddMass(
1.0,
Vector3(static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0),
false, board.state);
mass_springs.AddSpring(board.state, previous_state, SPRING_CONSTANT,
DAMPENING_CONSTANT, REST_LENGTH);
}
// Physics update
mass_springs.ClearForces();
mass_springs.CalculateSpringForces();
mass_springs.CalculateRepulsionForces();
#ifdef VERLET_UPDATE
mass_springs.VerletUpdate(frametime * SIM_SPEED);
#else
mass_springs.EulerUpdate(frametime * SIM_SPEED);
#endif
// Rendering
renderer.DrawMassSprings(mass_springs);
renderer.DrawKlotski(board, hov_x, hov_y, sel_x, sel_y);
renderer.DrawTextures();
renderer.UpdateCamera();
}
CloseWindow();
return 0;
}