small refactor
This commit is contained in:
637
src/physics.cpp
637
src/physics.cpp
@ -4,350 +4,415 @@
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#include <algorithm>
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#include <cfloat>
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#include <chrono>
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#include <cstddef>
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#include <raylib.h>
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#include <raymath.h>
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#include <utility>
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#include <vector>
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#ifdef TRACY
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#include "tracy.hpp"
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#include <tracy/Tracy.hpp>
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#endif
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auto Mass::ClearForce() -> void { force = Vector3Zero(); }
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auto Mass::CalculateVelocity(const float delta_time) -> void {
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Vector3 acceleration;
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Vector3 temp;
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acceleration = Vector3Scale(force, 1.0 / MASS);
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temp = Vector3Scale(acceleration, delta_time);
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velocity = Vector3Add(velocity, temp);
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auto mass::clear_force() -> void
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{
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force = Vector3Zero();
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}
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auto Mass::CalculatePosition(const float delta_time) -> void {
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previous_position = position;
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Vector3 temp;
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temp = Vector3Scale(velocity, delta_time);
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position = Vector3Add(position, temp);
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auto mass::calculate_velocity(const float delta_time) -> void
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{
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const Vector3 acceleration = Vector3Scale(force, 1.0 / MASS);
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const Vector3 temp = Vector3Scale(acceleration, delta_time);
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velocity = Vector3Add(velocity, temp);
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}
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auto Mass::VerletUpdate(const float delta_time) -> void {
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Vector3 acceleration = Vector3Scale(force, 1.0 / MASS);
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Vector3 temp_position = position;
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auto mass::calculate_position(const float delta_time) -> void
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{
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previous_position = position;
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Vector3 displacement = Vector3Subtract(position, previous_position);
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Vector3 accel_term = Vector3Scale(acceleration, delta_time * delta_time);
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// Minimal dampening
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displacement = Vector3Scale(displacement, 1.0 - VERLET_DAMPENING);
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position = Vector3Add(Vector3Add(position, displacement), accel_term);
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previous_position = temp_position;
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const Vector3 temp = Vector3Scale(velocity, delta_time);
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position = Vector3Add(position, temp);
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}
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auto Spring::CalculateSpringForce(Mass &_mass_a, Mass &_mass_b) const -> void {
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Vector3 delta_position = Vector3Subtract(_mass_a.position, _mass_b.position);
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float current_length = Vector3Length(delta_position);
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float inv_current_length = 1.0 / current_length;
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Vector3 delta_velocity = Vector3Subtract(_mass_a.velocity, _mass_b.velocity);
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auto mass::verlet_update(const float delta_time) -> void
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{
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const Vector3 acceleration = Vector3Scale(force, 1.0 / MASS);
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const Vector3 temp_position = position;
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float hooke = SPRING_CONSTANT * (current_length - REST_LENGTH);
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float dampening = DAMPENING_CONSTANT *
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Vector3DotProduct(delta_velocity, delta_position) *
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inv_current_length;
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Vector3 displacement = Vector3Subtract(position, previous_position);
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const Vector3 accel_term = Vector3Scale(acceleration, delta_time * delta_time);
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Vector3 force_a =
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Vector3Scale(delta_position, -(hooke + dampening) * inv_current_length);
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Vector3 force_b = Vector3Scale(force_a, -1.0);
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// Minimal dampening
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displacement = Vector3Scale(displacement, 1.0 - VERLET_DAMPENING);
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_mass_a.force = Vector3Add(_mass_a.force, force_a);
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_mass_b.force = Vector3Add(_mass_b.force, force_b);
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position = Vector3Add(Vector3Add(position, displacement), accel_term);
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previous_position = temp_position;
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}
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auto MassSpringSystem::AddMass() -> void { masses.emplace_back(Vector3Zero()); }
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auto spring::calculate_spring_force(mass& _a, mass& _b) -> void
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{
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// TODO: Use a bungee force here instead of springs, since we already have global repulsion?
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const Vector3 delta_position = Vector3Subtract(_a.position, _b.position);
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const float current_length = Vector3Length(delta_position);
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const float inv_current_length = 1.0f / current_length;
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const Vector3 delta_velocity = Vector3Subtract(_a.velocity, _b.velocity);
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auto MassSpringSystem::AddSpring(int a, int b) -> void {
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Mass &mass_a = masses.at(a);
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Mass &mass_b = masses.at(b);
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const float hooke = SPRING_CONSTANT * (current_length - REST_LENGTH);
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const float dampening = DAMPENING_CONSTANT * Vector3DotProduct(delta_velocity, delta_position) * inv_current_length;
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Vector3 position = mass_a.position;
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Vector3 offset = Vector3(static_cast<float>(GetRandomValue(-100, 100)),
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static_cast<float>(GetRandomValue(-100, 100)),
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static_cast<float>(GetRandomValue(-100, 100)));
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offset = Vector3Scale(Vector3Normalize(offset), REST_LENGTH);
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const Vector3 force_a = Vector3Scale(delta_position, -(hooke + dampening) * inv_current_length);
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const Vector3 force_b = Vector3Scale(force_a, -1.0);
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if (mass_b.position == Vector3Zero()) {
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mass_b.position = Vector3Add(position, offset);
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}
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springs.emplace_back(a, b);
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_a.force = Vector3Add(_a.force, force_a);
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_b.force = Vector3Add(_b.force, force_b);
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}
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auto MassSpringSystem::Clear() -> void {
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masses.clear();
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springs.clear();
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octree.nodes.clear();
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auto mass_spring_system::add_mass() -> void
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{
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// Adding all positions to (0, 0, 0) breaks the octree
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// Done when adding springs
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// Vector3 position{
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// static_cast<float>(GetRandomValue(-100, 100)), static_cast<float>(GetRandomValue(-100, 100)),
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// static_cast<float>(GetRandomValue(-100, 100))
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// };
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// position = Vector3Scale(Vector3Normalize(position), REST_LENGTH * 2.0);
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masses.emplace_back(Vector3Zero());
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}
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auto MassSpringSystem::ClearForces() -> void {
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#ifdef TRACY
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ZoneScoped;
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#endif
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auto mass_spring_system::add_spring(size_t a, size_t b) -> void
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{
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// Update masses to be located along a random walk when adding the springs
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const mass& mass_a = masses.at(a);
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mass& mass_b = masses.at(b);
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for (auto &mass : masses) {
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mass.ClearForce();
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}
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Vector3 offset{
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static_cast<float>(GetRandomValue(-100, 100)), static_cast<float>(GetRandomValue(-100, 100)),
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static_cast<float>(GetRandomValue(-100, 100))
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};
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offset = Vector3Normalize(offset) * REST_LENGTH;
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// If the offset moves the mass closer to the current center of mass, flip it
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if (!tree.nodes.empty()) {
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const Vector3 mass_center_direction = Vector3Subtract(mass_a.position, tree.nodes.at(0).mass_center);
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const float mass_center_distance = Vector3Length(mass_center_direction);
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if (mass_center_distance > 0 && Vector3DotProduct(offset, mass_center_direction) < 0.0f) {
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offset = Vector3Negate(offset);
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}
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}
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mass_b.position = mass_a.position + offset;
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mass_b.previous_position = mass_b.position;
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// infoln("Adding spring: ({}, {}, {})->({}, {}, {})", mass_a.position.x, mass_a.position.y, mass_a.position.z,
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// mass_b.position.x, mass_b.position.y, mass_b.position.z);
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springs.emplace_back(a, b);
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}
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auto MassSpringSystem::CalculateSpringForces() -> void {
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#ifdef TRACY
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ZoneScoped;
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#endif
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auto mass_spring_system::clear() -> void
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{
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masses.clear();
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springs.clear();
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tree.nodes.clear();
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}
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for (const auto spring : springs) {
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Mass &a = masses.at(spring.a);
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Mass &b = masses.at(spring.b);
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spring.CalculateSpringForce(a, b);
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}
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auto mass_spring_system::clear_forces() -> void
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{
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#ifdef TRACY
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ZoneScoped;
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#endif
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for (auto& mass : masses) {
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mass.clear_force();
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}
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}
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auto mass_spring_system::calculate_spring_forces() -> void
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{
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#ifdef TRACY
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ZoneScoped;
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#endif
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for (const auto s : springs) {
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mass& a = masses.at(s.a);
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mass& b = masses.at(s.b);
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spring::calculate_spring_force(a, b);
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}
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}
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#ifdef THREADPOOL
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auto MassSpringSystem::SetThreadName(std::size_t idx) -> void {
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BS::this_thread::set_os_thread_name(std::format("bh-worker-{}", idx));
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auto mass_spring_system::set_thread_name(size_t idx) -> void
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{
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BS::this_thread::set_os_thread_name(std::format("bh-worker-{}", idx));
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}
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#endif
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auto MassSpringSystem::BuildOctree() -> void {
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#ifdef TRACY
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ZoneScoped;
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#endif
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auto mass_spring_system::build_octree() -> void
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{
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#ifdef TRACY
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ZoneScoped;
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#endif
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octree.nodes.clear();
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octree.nodes.reserve(masses.size() * 2);
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tree.nodes.clear();
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tree.nodes.reserve(masses.size() * 2);
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// Compute bounding box around all masses
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Vector3 min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
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Vector3 max = Vector3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
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for (const auto &mass : masses) {
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min.x = std::min(min.x, mass.position.x);
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max.x = std::max(max.x, mass.position.x);
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min.y = std::min(min.y, mass.position.y);
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max.y = std::max(max.y, mass.position.y);
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min.z = std::min(min.z, mass.position.z);
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max.z = std::max(max.z, mass.position.z);
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}
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// Compute bounding box around all masses
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Vector3 min{FLT_MAX, FLT_MAX, FLT_MAX};
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Vector3 max{-FLT_MAX, -FLT_MAX, -FLT_MAX};
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for (const auto& mass : masses) {
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min.x = std::min(min.x, mass.position.x);
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max.x = std::max(max.x, mass.position.x);
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min.y = std::min(min.y, mass.position.y);
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max.y = std::max(max.y, mass.position.y);
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min.z = std::min(min.z, mass.position.z);
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max.z = std::max(max.z, mass.position.z);
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}
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// Pad the bounding box
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float pad = 1.0;
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min = Vector3Subtract(min, Vector3Scale(Vector3One(), pad));
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max = Vector3Add(max, Vector3Scale(Vector3One(), pad));
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// Pad the bounding box
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constexpr float pad = 1.0;
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min = Vector3Subtract(min, Vector3Scale(Vector3One(), pad));
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max = Vector3Add(max, Vector3Scale(Vector3One(), pad));
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// Make it cubic (so subdivisions are balanced)
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float max_extent = std::max({max.x - min.x, max.y - min.y, max.z - min.z});
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max = Vector3Add(min, Vector3Scale(Vector3One(), max_extent));
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// Make it cubic (so subdivisions are balanced)
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const float max_extent = std::max({max.x - min.x, max.y - min.y, max.z - min.z});
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max = Vector3Add(min, Vector3Scale(Vector3One(), max_extent));
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// Root node spans the entire area
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int root = octree.CreateNode(min, max);
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// Root node spans the entire area
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const int root = tree.create_empty_leaf(min, max);
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for (std::size_t i = 0; i < masses.size(); ++i) {
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octree.Insert(root, i, masses[i].position, MASS);
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}
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for (size_t i = 0; i < masses.size(); ++i) {
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tree.insert(root, i, masses[i].position, MASS, 0);
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}
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}
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auto MassSpringSystem::CalculateRepulsionForces() -> void {
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#ifdef TRACY
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ZoneScoped;
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#endif
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auto mass_spring_system::calculate_repulsion_forces() -> void
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{
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#ifdef TRACY
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ZoneScoped;
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#endif
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BuildOctree();
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build_octree();
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auto solve_octree = [&](int i) {
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Vector3 force = octree.CalculateForce(0, masses[i].position);
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masses[i].force = Vector3Add(masses[i].force, force);
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};
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// Calculate forces using Barnes-Hut
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#ifdef THREADPOOL
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BS::multi_future<void> loop_future =
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threads.submit_loop(0, masses.size(), solve_octree, 256);
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loop_future.wait();
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#else
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for (std::size_t i = 0; i < masses.size(); ++i) {
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solve_octree(i);
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}
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#endif
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}
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auto MassSpringSystem::VerletUpdate(float delta_time) -> void {
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#ifdef TRACY
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ZoneScoped;
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#endif
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for (auto &mass : masses) {
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mass.VerletUpdate(delta_time);
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}
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}
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auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state)
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-> void {
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#ifdef THREADPOOL
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BS::this_thread::set_os_thread_name("physics");
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#endif
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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(); },
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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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std::chrono::time_point last = std::chrono::high_resolution_clock::now();
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std::chrono::duration<double> physics_accumulator(0);
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std::chrono::duration<double> ups_accumulator(0);
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unsigned int loop_iterations = 0;
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while (state.running.load()) {
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#ifdef TRACY
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FrameMarkStart("PhysicsThread");
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#endif
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// Time tracking
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std::chrono::time_point now = std::chrono::high_resolution_clock::now();
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std::chrono::duration<double> deltatime = now - last;
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physics_accumulator += deltatime;
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ups_accumulator += deltatime;
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last = now;
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// Handle queued commands
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auto solve_octree = [&](const int i)
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{
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#ifdef TRACY
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std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
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#else
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std::lock_guard<std::mutex> lock(state.command_mtx);
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#endif
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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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const Vector3 force = tree.calculate_force(0, masses[i].position);
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masses[i].force = Vector3Add(masses[i].force, force);
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};
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// Calculate forces using Barnes-Hut
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#ifdef THREADPOOL
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const BS::multi_future<void> loop_future = threads.submit_loop(0, masses.size(), solve_octree, 256);
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loop_future.wait();
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#else
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for (size_t i = 0; i < masses.size(); ++i) {
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solve_octree(i);
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}
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#endif
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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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auto mass_spring_system::verlet_update(const float delta_time) -> void
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{
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#ifdef TRACY
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ZoneScoped;
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#endif
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for (auto& mass : masses) {
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mass.verlet_update(delta_time);
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}
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}
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// Physics update
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if (physics_accumulator.count() > TIMESTEP) {
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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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++loop_iterations;
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physics_accumulator -= std::chrono::duration<double>(TIMESTEP);
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auto mass_spring_system::center_masses() -> void
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{
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Vector3 mean = Vector3Zero();
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for (const auto& mass : masses) {
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mean += mass.position;
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}
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mean /= masses.size();
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// Publish the positions for the renderer (copy)
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#ifdef TRACY
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FrameMarkStart("PhysicsThreadProduceLock");
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#endif
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for (auto& mass : masses) {
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mass.position -= mean;
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}
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}
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auto threaded_physics::physics_thread(physics_state& state) -> void
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{
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#ifdef THREADPOOL
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BS::this_thread::set_os_thread_name("physics");
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#endif
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mass_spring_system mass_springs;
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const auto visitor = overloads{
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[&](const struct add_mass& am)
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{
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mass_springs.add_mass();
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},
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[&](const struct add_spring& as)
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{
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mass_springs.add_spring(as.a, as.b);
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},
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[&](const struct clear_graph& cg)
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{
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mass_springs.clear();
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},
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};
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std::chrono::time_point last = std::chrono::high_resolution_clock::now();
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std::chrono::duration<double> physics_accumulator(0);
|
||||
std::chrono::duration<double> ups_accumulator(0);
|
||||
int loop_iterations = 0;
|
||||
|
||||
while (state.running.load()) {
|
||||
#ifdef TRACY
|
||||
FrameMarkStart("PhysicsThread");
|
||||
#endif
|
||||
|
||||
// Time tracking
|
||||
std::chrono::time_point now = std::chrono::high_resolution_clock::now();
|
||||
const std::chrono::duration<double> deltatime = now - last;
|
||||
physics_accumulator += deltatime;
|
||||
ups_accumulator += deltatime;
|
||||
last = now;
|
||||
|
||||
// Handle queued commands
|
||||
{
|
||||
#ifdef TRACY
|
||||
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
|
||||
#else
|
||||
std::lock_guard<std::mutex> lock(state.command_mtx);
|
||||
#endif
|
||||
while (!state.pending_commands.empty()) {
|
||||
command& cmd = state.pending_commands.front();
|
||||
cmd.visit(visitor);
|
||||
state.pending_commands.pop();
|
||||
}
|
||||
}
|
||||
|
||||
if (mass_springs.masses.empty()) {
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(1));
|
||||
continue;
|
||||
}
|
||||
|
||||
// Physics update
|
||||
if (physics_accumulator.count() > TIMESTEP) {
|
||||
mass_springs.clear_forces();
|
||||
mass_springs.calculate_spring_forces();
|
||||
mass_springs.calculate_repulsion_forces();
|
||||
mass_springs.verlet_update(TIMESTEP * SIM_SPEED);
|
||||
|
||||
// This is only helpful if we're drawing a grid at (0, 0, 0). Otherwise, it's just expensive
|
||||
// and yields no benefit since we can lock the camera to the center of mass cheaply.
|
||||
// mass_springs.center_masses();
|
||||
|
||||
++loop_iterations;
|
||||
physics_accumulator -= std::chrono::duration<double>(TIMESTEP);
|
||||
}
|
||||
|
||||
// Publish the positions for the renderer (copy)
|
||||
#ifdef TRACY
|
||||
FrameMarkStart("PhysicsThreadProduceLock");
|
||||
#endif
|
||||
{
|
||||
#ifdef TRACY
|
||||
std::unique_lock<LockableBase(std::mutex)> lock(state.data_mtx);
|
||||
#else
|
||||
std::unique_lock<std::mutex> lock(state.data_mtx);
|
||||
#endif
|
||||
state.data_consumed_cnd.wait(lock, [&]
|
||||
{
|
||||
return state.data_consumed || !state.running.load();
|
||||
});
|
||||
if (!state.running.load()) {
|
||||
// Running turned false while we were waiting for the condition
|
||||
break;
|
||||
}
|
||||
|
||||
if (ups_accumulator.count() > 1.0) {
|
||||
// Update each second
|
||||
state.ups = loop_iterations;
|
||||
loop_iterations = 0;
|
||||
ups_accumulator = std::chrono::duration<double>(0);
|
||||
}
|
||||
if (mass_springs.tree.nodes.empty()) {
|
||||
state.mass_center = Vector3Zero();
|
||||
} else {
|
||||
state.mass_center = mass_springs.tree.nodes.at(0).mass_center;
|
||||
}
|
||||
|
||||
state.masses.clear();
|
||||
state.masses.reserve(mass_springs.masses.size());
|
||||
for (const auto& mass : mass_springs.masses) {
|
||||
state.masses.emplace_back(mass.position);
|
||||
}
|
||||
|
||||
state.mass_count = mass_springs.masses.size();
|
||||
state.spring_count = mass_springs.springs.size();
|
||||
|
||||
state.data_ready = true;
|
||||
state.data_consumed = false;
|
||||
}
|
||||
// Notify the rendering thread that new data is available
|
||||
state.data_ready_cnd.notify_all();
|
||||
#ifdef TRACY
|
||||
FrameMarkEnd("PhysicsThreadProduceLock");
|
||||
|
||||
FrameMarkEnd("PhysicsThread");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
auto threaded_physics::add_mass_cmd() -> void
|
||||
{
|
||||
{
|
||||
#ifdef TRACY
|
||||
std::unique_lock<LockableBase(std::mutex)> lock(state.data_mtx);
|
||||
#else
|
||||
std::unique_lock<std::mutex> lock(state.data_mtx);
|
||||
#endif
|
||||
state.data_consumed_cnd.wait(
|
||||
lock, [&] { return state.data_consumed || !state.running.load(); });
|
||||
if (!state.running.load()) {
|
||||
// Running turned false while we were waiting for the condition
|
||||
break;
|
||||
}
|
||||
|
||||
if (ups_accumulator.count() > 1.0) {
|
||||
// Update each second
|
||||
state.ups = loop_iterations;
|
||||
loop_iterations = 0;
|
||||
ups_accumulator = std::chrono::duration<double>(0);
|
||||
}
|
||||
if (mass_springs.octree.nodes.size() > 0) {
|
||||
state.mass_center = mass_springs.octree.nodes.at(0).mass_center;
|
||||
} else {
|
||||
state.mass_center = Vector3Zero();
|
||||
}
|
||||
|
||||
state.masses.clear();
|
||||
state.masses.reserve(mass_springs.masses.size());
|
||||
for (const auto &mass : mass_springs.masses) {
|
||||
state.masses.emplace_back(mass.position);
|
||||
}
|
||||
|
||||
state.data_ready = true;
|
||||
state.data_consumed = false;
|
||||
#ifdef TRACY
|
||||
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
|
||||
#else
|
||||
std::lock_guard<std::mutex> lock(state.command_mtx);
|
||||
#endif
|
||||
state.pending_commands.emplace(add_mass{});
|
||||
}
|
||||
// Notify the rendering thread that new data is available
|
||||
state.data_ready_cnd.notify_all();
|
||||
#ifdef TRACY
|
||||
FrameMarkEnd("PhysicsThreadProduceLock");
|
||||
|
||||
FrameMarkEnd("PhysicsThread");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
auto ThreadedPhysics::AddMassCmd() -> void {
|
||||
{
|
||||
#ifdef TRACY
|
||||
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
|
||||
#else
|
||||
std::lock_guard<std::mutex> lock(state.command_mtx);
|
||||
#endif
|
||||
state.pending_commands.push(AddMass{});
|
||||
}
|
||||
}
|
||||
|
||||
auto ThreadedPhysics::AddSpringCmd(std::size_t a, std::size_t b) -> void {
|
||||
{
|
||||
#ifdef TRACY
|
||||
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
|
||||
#else
|
||||
std::lock_guard<std::mutex> lock(state.command_mtx);
|
||||
#endif
|
||||
state.pending_commands.push(AddSpring{a, b});
|
||||
}
|
||||
}
|
||||
|
||||
auto ThreadedPhysics::ClearCmd() -> void {
|
||||
{
|
||||
#ifdef TRACY
|
||||
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
|
||||
#else
|
||||
std::lock_guard<std::mutex> lock(state.command_mtx);
|
||||
#endif
|
||||
state.pending_commands.push(ClearGraph{});
|
||||
}
|
||||
}
|
||||
|
||||
auto ThreadedPhysics::AddMassSpringsCmd(
|
||||
std::size_t num_masses,
|
||||
const std::vector<std::pair<std::size_t, std::size_t>> &springs) -> void {
|
||||
{
|
||||
#ifdef TRACY
|
||||
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
|
||||
#else
|
||||
std::lock_guard<std::mutex> lock(state.command_mtx);
|
||||
#endif
|
||||
for (std::size_t i = 0; i < num_masses; ++i) {
|
||||
state.pending_commands.push(AddMass{});
|
||||
auto threaded_physics::add_spring_cmd(const size_t a, const size_t b) -> void
|
||||
{
|
||||
{
|
||||
#ifdef TRACY
|
||||
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
|
||||
#else
|
||||
std::lock_guard<std::mutex> lock(state.command_mtx);
|
||||
#endif
|
||||
state.pending_commands.emplace(add_spring{a, b});
|
||||
}
|
||||
for (const auto &[from, to] : springs) {
|
||||
state.pending_commands.push(AddSpring{from, to});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto threaded_physics::clear_cmd() -> void
|
||||
{
|
||||
{
|
||||
#ifdef TRACY
|
||||
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
|
||||
#else
|
||||
std::lock_guard<std::mutex> lock(state.command_mtx);
|
||||
#endif
|
||||
state.pending_commands.emplace(clear_graph{});
|
||||
}
|
||||
}
|
||||
|
||||
auto threaded_physics::add_mass_springs_cmd(const size_t num_masses,
|
||||
const std::vector<std::pair<size_t, size_t>>& springs) -> void
|
||||
{
|
||||
{
|
||||
#ifdef TRACY
|
||||
std::lock_guard<LockableBase(std::mutex)> lock(state.command_mtx);
|
||||
#else
|
||||
std::lock_guard<std::mutex> lock(state.command_mtx);
|
||||
#endif
|
||||
for (size_t i = 0; i < num_masses; ++i) {
|
||||
state.pending_commands.emplace(add_mass{});
|
||||
}
|
||||
for (const auto& [from, to] : springs) {
|
||||
state.pending_commands.emplace(add_spring{from, to});
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user