cleanup repulsion force calculation

This commit is contained in:
2026-02-22 15:07:28 +01:00
parent 2580d6d527
commit 9726d5fecc
5 changed files with 76 additions and 57 deletions

View File

@ -1,6 +1,7 @@
#include "physics.hpp"
#include "config.hpp"
#include <algorithm>
#include <numeric>
#include <raylib.h>
#include <raymath.h>
@ -135,92 +136,104 @@ auto MassSpringSystem::CalculateSpringForces() -> void {
}
}
auto MassSpringSystem::BuildGrid() -> void {
const float INV_CELL = 1.0f / REPULSION_RANGE;
const int n = masses.size();
// Collect pointers
mass_vec.clear();
mass_vec.reserve(n);
auto MassSpringSystem::BuildUniformGrid() -> void {
// Collect pointers to all masses
mass_pointers.clear();
mass_pointers.reserve(masses.size());
for (auto &[state, mass] : masses) {
mass_vec.push_back(&mass);
mass_pointers.push_back(&mass);
}
// Assign each particle a cell index
auto cellID = [&](const Vector3 &p) -> int64_t {
int x = (int)std::floor(p.x * INV_CELL);
int y = (int)std::floor(p.y * INV_CELL);
int z = (int)std::floor(p.z * INV_CELL);
// Pack into a single int64 (assumes coords fit in 20 bits each)
// Assign each mass a cell_id based on its position.
auto cell_id = [&](const Vector3 &position) -> int64_t {
int x = (int)std::floor(position.x / REPULSION_RANGE);
int y = (int)std::floor(position.y / REPULSION_RANGE);
int z = (int)std::floor(position.z / REPULSION_RANGE);
// Pack into a single int64 (assumes a coordinate fits in 20 bits)
return ((int64_t)(x & 0xFFFFF) << 40) | ((int64_t)(y & 0xFFFFF) << 20) |
(int64_t)(z & 0xFFFFF);
};
// Sort particles by cell
indices.clear();
indices.resize(n);
std::iota(indices.begin(), indices.end(), 0);
std::sort(indices.begin(), indices.end(), [&](int a, int b) {
return cellID(mass_vec[a]->position) < cellID(mass_vec[b]->position);
// Sort mass indices by cell_id to improve cache locality and allow cell
// iteration with std::lower_bound and std::upper_bound
mass_indices.clear();
mass_indices.resize(masses.size());
std::iota(mass_indices.begin(), mass_indices.end(),
0); // Fill the indices array with ascending numbers
std::sort(mass_indices.begin(), mass_indices.end(), [&](int a, int b) {
return cell_id(mass_pointers[a]->position) <
cell_id(mass_pointers[b]->position);
});
// Build cell start/end table
// Build cell start/end table: maps mass index to cell_id.
// All indices of a single cell are consecutive.
cell_ids.clear();
cell_ids.resize(n);
for (int i = 0; i < n; ++i) {
cell_ids[i] = cellID(mass_vec[indices[i]]->position);
cell_ids.resize(masses.size());
for (int i = 0; i < masses.size(); ++i) {
cell_ids[i] = cell_id(mass_pointers[mass_indices[i]]->position);
}
}
auto MassSpringSystem::CalculateRepulsionForces() -> void {
const float INV_CELL = 1.0f / REPULSION_RANGE;
const int n = masses.size();
// Refresh grid if necessary
if (last_build >= REPULSION_GRID_REFRESH ||
masses.size() != last_masses_count ||
springs.size() != last_springs_count) {
BuildGrid();
BuildUniformGrid();
last_build = 0;
last_masses_count = masses.size();
last_springs_count = springs.size();
}
last_build++;
// TODO: Use Barnes-Hut + Octree
#pragma omp parallel for
for (int i = 0; i < n; ++i) {
Mass *mass = mass_vec[indices[i]];
int cx = (int)std::floor(mass->position.x * INV_CELL);
int cy = (int)std::floor(mass->position.y * INV_CELL);
int cz = (int)std::floor(mass->position.z * INV_CELL);
// Search the neighboring cells for each mass to calculate repulsion forces
for (int i = 0; i < masses.size(); ++i) {
Mass *mass = mass_pointers[mass_indices[i]];
int cell_x = (int)std::floor(mass->position.x / REPULSION_RANGE);
int cell_y = (int)std::floor(mass->position.y / REPULSION_RANGE);
int cell_z = (int)std::floor(mass->position.z / REPULSION_RANGE);
Vector3 force = {0, 0, 0};
Vector3 force = Vector3Zero();
// Search all 3*3*3 neighbor cells for particles
// Search all 3*3*3 neighbor cells for masses
for (int dx = -1; dx <= 1; ++dx) {
for (int dy = -1; dy <= 1; ++dy) {
for (int dz = -1; dz <= 1; ++dz) {
int64_t nid = ((int64_t)((cx + dx) & 0xFFFFF) << 40) |
((int64_t)((cy + dy) & 0xFFFFF) << 20) |
(int64_t)((cz + dz) & 0xFFFFF);
int64_t neighbor_id = ((int64_t)((cell_x + dx) & 0xFFFFF) << 40) |
((int64_t)((cell_y + dy) & 0xFFFFF) << 20) |
(int64_t)((cell_z + dz) & 0xFFFFF);
// Binary search for this neighbor cell in sorted array
auto lo = std::lower_bound(cell_ids.begin(), cell_ids.end(), nid);
auto hi = std::upper_bound(cell_ids.begin(), cell_ids.end(), nid);
// Find the first and last occurence of the neighbor_id (iterator).
// Because cell_ids is sorted, all elements of this cell are between
// those.
// If there is no cell, the iterators just won't do anything.
auto cell_start =
std::lower_bound(cell_ids.begin(), cell_ids.end(), neighbor_id);
auto cell_end =
std::upper_bound(cell_ids.begin(), cell_ids.end(), neighbor_id);
for (auto it = lo; it != hi; ++it) {
Mass *m = mass_vec[indices[it - cell_ids.begin()]];
if (m == mass) {
// For each mass, iterate through all the masses of neighboring cells
// to accumulate the repulsion forces.
// This is slow with O(n * m), where m is the number of masses in each
// neighboring cell.
for (auto it = cell_start; it != cell_end; ++it) {
Mass *neighbor = mass_pointers[mass_indices[it - cell_ids.begin()]];
if (neighbor == mass) {
// Skip ourselves
continue;
}
Vector3 diff = Vector3Subtract(mass->position, m->position);
float len = Vector3Length(diff);
if (len == 0.0f || len >= REPULSION_RANGE) {
Vector3 direction =
Vector3Subtract(mass->position, neighbor->position);
float distance = Vector3Length(direction);
if (distance == 0.0f || distance >= REPULSION_RANGE) {
continue;
}
force = Vector3Add(
force, Vector3Scale(Vector3Normalize(diff), REPULSION_FORCE));
force = Vector3Add(force, Vector3Scale(Vector3Normalize(direction),
REPULSION_FORCE));
}
}
}
@ -237,8 +250,8 @@ auto MassSpringSystem::VerletUpdate(float delta_time) -> void {
}
auto MassSpringSystem::InvalidateGrid() -> void {
mass_vec.clear();
indices.clear();
mass_pointers.clear();
mass_indices.clear();
cell_ids.clear();
last_build = REPULSION_GRID_REFRESH;
last_masses_count = 0;