implement uniform grid for repulsion forces

This commit is contained in:
2026-02-18 01:21:22 +01:00
parent 47fcea6bcb
commit 43c9a5b715
3 changed files with 119 additions and 30 deletions

View File

@ -21,6 +21,7 @@ constexpr float SPRING_CONSTANT = 1.5;
constexpr float DAMPENING_CONSTANT = 0.8; constexpr float DAMPENING_CONSTANT = 0.8;
constexpr float REST_LENGTH = 1.0; constexpr float REST_LENGTH = 1.0;
constexpr float REPULSION_FORCE = 0.05; constexpr float REPULSION_FORCE = 0.05;
constexpr float REPULSION_RANGE = 3.0 * REST_LENGTH;
constexpr float VERLET_DAMPENING = 0.01; // [0, 1] constexpr float VERLET_DAMPENING = 0.01; // [0, 1]
// Graph Drawing // Graph Drawing

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@ -1,6 +1,8 @@
#define VERLET_UPDATE #define VERLET_UPDATE
#include <chrono>
#include <iostream> #include <iostream>
#include <ratio>
#include <raylib.h> #include <raylib.h>
#include <raymath.h> #include <raymath.h>
@ -11,27 +13,16 @@
auto klotski_a() -> State { auto klotski_a() -> State {
State s = State(4, 5); State s = State(4, 5);
Block a = Block(0, 0, 1, 2, false); s.AddBlock(Block(0, 0, 1, 2, false));
Block b = Block(1, 0, 2, 2, true); s.AddBlock(Block(1, 0, 2, 2, true));
Block c = Block(3, 0, 1, 2, false); s.AddBlock(Block(3, 0, 1, 2, false));
Block d = Block(0, 2, 1, 2, false); s.AddBlock(Block(0, 2, 1, 2, false));
// Block e = Block(1, 2, 2, 1, false); // s.AddBlock(Block(1, 2, 2, 1, false));
// Block f = Block(3, 2, 1, 2, false); // s.AddBlock(Block(3, 2, 1, 2, false));
// Block g = Block(1, 3, 1, 1, false); // s.AddBlock(Block(1, 3, 1, 1, false));
// Block h = Block(2, 3, 1, 1, false); // s.AddBlock(Block(2, 3, 1, 1, false));
// Block i = Block(0, 4, 1, 1, false); // s.AddBlock(Block(0, 4, 1, 1, false));
// Block j = Block(3, 4, 1, 1, false); // s.AddBlock(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; return s;
} }
@ -94,6 +85,12 @@ auto main(int argc, char *argv[]) -> int {
int hov_y = 0; int hov_y = 0;
int sel_x = 0; int sel_x = 0;
int sel_y = 0; int sel_y = 0;
double last_print_time = GetTime();
std::chrono::duration<double, std::milli> physics_time_accumulator =
std::chrono::duration<double, std::milli>(0);
std::chrono::duration<double, std::milli> render_time_accumulator =
std::chrono::duration<double, std::milli>(0);
int time_measure_count = 0;
while (!WindowShouldClose()) { while (!WindowShouldClose()) {
frametime = GetFrameTime(); frametime = GetFrameTime();
@ -157,6 +154,8 @@ auto main(int argc, char *argv[]) -> int {
} }
// Physics update // Physics update
std::chrono::high_resolution_clock::time_point ps =
std::chrono::high_resolution_clock::now();
mass_springs.ClearForces(); mass_springs.ClearForces();
mass_springs.CalculateSpringForces(); mass_springs.CalculateSpringForces();
mass_springs.CalculateRepulsionForces(); mass_springs.CalculateRepulsionForces();
@ -165,12 +164,34 @@ auto main(int argc, char *argv[]) -> int {
#else #else
mass_springs.EulerUpdate(frametime * SIM_SPEED); mass_springs.EulerUpdate(frametime * SIM_SPEED);
#endif #endif
std::chrono::high_resolution_clock::time_point pe =
std::chrono::high_resolution_clock::now();
physics_time_accumulator += pe - ps;
// Rendering // Rendering
std::chrono::high_resolution_clock::time_point rs =
std::chrono::high_resolution_clock::now();
renderer.UpdateCamera();
renderer.DrawMassSprings(mass_springs); renderer.DrawMassSprings(mass_springs);
renderer.DrawKlotski(board, hov_x, hov_y, sel_x, sel_y); renderer.DrawKlotski(board, hov_x, hov_y, sel_x, sel_y);
renderer.DrawTextures(); renderer.DrawTextures();
renderer.UpdateCamera(); 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 > 3.0) {
std::cout << "\n - 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<double, std::milli>(0);
render_time_accumulator = std::chrono::duration<double, std::milli>(0);
time_measure_count = 0;
}
} }
CloseWindow(); CloseWindow();

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@ -3,6 +3,8 @@
#include <format> #include <format>
#include <raymath.h> #include <raymath.h>
#include <unordered_map>
#include <vector>
auto Mass::ClearForce() -> void { force = Vector3Zero(); } auto Mass::ClearForce() -> void { force = Vector3Zero(); }
@ -121,19 +123,84 @@ auto MassSpringSystem::CalculateSpringForces() -> void {
} }
auto MassSpringSystem::CalculateRepulsionForces() -> void { auto MassSpringSystem::CalculateRepulsionForces() -> void {
const float INV_CELL = 1.0 / REPULSION_RANGE;
struct CellKey {
int x, y, z;
bool operator==(const CellKey &other) const {
return x == other.x && y == other.y && z == other.z;
}
};
struct CellHash {
size_t operator()(const CellKey &key) const {
return ((size_t)key.x * 73856093) ^ ((size_t)key.y * 19349663) ^
((size_t)key.z * 83492791);
}
};
// Accelerate with uniform grid
std::unordered_map<CellKey, std::vector<Mass *>, CellHash> grid;
grid.reserve(masses.size());
for (auto &[state, mass] : masses) { for (auto &[state, mass] : masses) {
for (auto &[s, m] : masses) { CellKey key{
Vector3 dx = Vector3Subtract(mass.position, m.position); (int)std::floor(mass.position.x * INV_CELL),
(int)std::floor(mass.position.y * INV_CELL),
(int)std::floor(mass.position.z * INV_CELL),
};
grid[key].push_back(&mass);
}
// This can be accelerated with a spatial data structure for (auto &[state, mass] : masses) {
if (Vector3Length(dx) >= 3 * REST_LENGTH) { int cx = (int)std::floor(mass.position.x * INV_CELL);
continue; int cy = (int)std::floor(mass.position.y * INV_CELL);
int cz = (int)std::floor(mass.position.z * INV_CELL);
// Check all 27 neighboring cells (including own)
for (int dx = -1; dx <= 1; ++dx) {
for (int dy = -1; dy <= 1; ++dy) {
for (int dz = -1; dz <= 1; ++dz) {
CellKey neighbor{cx + dx, cy + dy, cz + dz};
auto it = grid.find(neighbor);
if (it == grid.end()) {
continue;
}
for (Mass *m : it->second) {
if (m == &mass) {
continue; // skip self
}
Vector3 diff = Vector3Subtract(mass.position, m->position);
float len = Vector3Length(diff);
if (len == 0.0f || len >= REPULSION_RANGE) {
continue;
}
mass.force =
Vector3Add(mass.force, Vector3Scale(Vector3Normalize(diff),
REPULSION_FORCE));
}
}
} }
mass.force = Vector3Add(
mass.force, Vector3Scale(Vector3Normalize(dx), REPULSION_FORCE));
} }
} }
// Old method
// for (auto &[state, mass] : masses) {
// for (auto &[s, m] : masses) {
// Vector3 dx = Vector3Subtract(mass.position, m.position);
//
// // This can be accelerated with a spatial data structure
// if (Vector3Length(dx) >= 3 * REST_LENGTH) {
// continue;
// }
//
// mass.force = Vector3Add(
// mass.force, Vector3Scale(Vector3Normalize(dx), REPULSION_FORCE));
// }
// }
} }
auto MassSpringSystem::EulerUpdate(float delta_time) -> void { auto MassSpringSystem::EulerUpdate(float delta_time) -> void {