build octree async and reuse tree from last frame (disabled as it breaks physics)

This commit is contained in:
2026-03-02 18:52:06 +01:00
parent d62d5c78bf
commit 9c48954a78
13 changed files with 329 additions and 273 deletions

View File

@ -1,67 +1,77 @@
#include "mass_spring_system.hpp"
#include "config.hpp"
#include "util.hpp"
#include <cfloat>
#include <cstring>
#ifdef TRACY
#include <tracy/Tracy.hpp>
#endif
auto mass_spring_system::mass::clear_force() -> void
auto mass_spring_system::calculate_spring_force(const size_t s) -> void
{
force = Vector3Zero();
const spring _s = springs[s];
const Vector3 a_pos = positions[_s.a];
const Vector3 b_pos = positions[_s.b];
const Vector3 a_vel = velocities[_s.a];
const Vector3 b_vel = velocities[_s.b];
const Vector3 delta_pos = a_pos - b_pos;
const Vector3 delta_vel = a_vel - b_vel;
const float sq_len = Vector3DotProduct(delta_pos, delta_pos);
const float inv_len = rsqrt(sq_len);
const float len = sq_len * inv_len;
const float hooke = SPRING_CONSTANT * (len - REST_LENGTH);
const float dampening = DAMPENING_CONSTANT * Vector3DotProduct(delta_vel, delta_pos) * inv_len;
const Vector3 a_force = Vector3Scale(delta_pos, -(hooke + dampening) * inv_len);
const Vector3 b_force = a_force * -1.0f;
forces[_s.a] += a_force;
forces[_s.b] += b_force;
}
auto mass_spring_system::mass::calculate_velocity(const float delta_time) -> void
auto mass_spring_system::integrate_velocity(const size_t m, const float dt) -> void
{
const Vector3 acceleration = Vector3Scale(force, 1.0 / MASS);
const Vector3 temp = Vector3Scale(acceleration, delta_time);
velocity = Vector3Add(velocity, temp);
const Vector3 acc = forces[m] / MASS;
velocities[m] += acc * dt;
}
auto mass_spring_system::mass::calculate_position(const float delta_time) -> void
auto mass_spring_system::integrate_position(const size_t m, const float dt) -> void
{
previous_position = position;
const Vector3 temp = Vector3Scale(velocity, delta_time);
position = Vector3Add(position, temp);
previous_positions[m] = positions[m];
positions[m] += velocities[m] * dt;
}
auto mass_spring_system::mass::verlet_update(const float delta_time) -> void
auto mass_spring_system::verlet_update(const size_t m, const float dt) -> void
{
const Vector3 acceleration = Vector3Scale(force, 1.0 / MASS);
const Vector3 temp_position = position;
const Vector3 acc = (forces[m] / MASS) * dt * dt;
const Vector3 pos = positions[m];
Vector3 displacement = Vector3Subtract(position, previous_position);
const Vector3 accel_term = Vector3Scale(acceleration, delta_time * delta_time);
Vector3 delta_pos = pos - previous_positions[m];
delta_pos *= 1.0 - VERLET_DAMPENING; // Minimal dampening
// Minimal dampening
displacement = Vector3Scale(displacement, 1.0 - VERLET_DAMPENING);
position = Vector3Add(Vector3Add(position, displacement), accel_term);
previous_position = temp_position;
positions[m] += delta_pos + acc;
previous_positions[m] = pos;
}
auto mass_spring_system::spring::calculate_spring_force(mass& _a, mass& _b) -> void
#ifdef THREADPOOL
auto mass_spring_system::set_mass_springs_pool_thread_name(size_t idx) -> void
{
// TODO: Use a bungee force here instead of springs, since we already have global repulsion?
const Vector3 delta_position = Vector3Subtract(_a.position, _b.position);
const float current_length = Vector3Length(delta_position);
const Vector3 delta_velocity = Vector3Subtract(_a.velocity, _b.velocity);
const float hooke = SPRING_CONSTANT * (current_length - REST_LENGTH);
const float dampening = DAMPENING_CONSTANT * Vector3DotProduct(delta_velocity, delta_position) / current_length;
const Vector3 force_a = Vector3Scale(delta_position, -(hooke + dampening) / current_length);
const Vector3 force_b = Vector3Scale(force_a, -1.0);
_a.force = Vector3Add(_a.force, force_a);
_b.force = Vector3Add(_b.force, force_b);
BS::this_thread::set_os_thread_name(std::format("repulsion-{}", idx));
traceln("Using thread \"{}\"", BS::this_thread::get_os_thread_name().value_or("INVALID NAME"));
}
#endif
auto mass_spring_system::clear() -> void
{
masses.clear();
positions.clear();
previous_positions.clear();
velocities.clear();
forces.clear();
springs.clear();
tree.nodes.clear();
}
@ -77,14 +87,17 @@ auto mass_spring_system::add_mass() -> void
// };
// position = Vector3Scale(Vector3Normalize(position), REST_LENGTH * 2.0);
masses.emplace_back(Vector3Zero());
positions.emplace_back(Vector3Zero());
previous_positions.emplace_back(Vector3Zero());
velocities.emplace_back(Vector3Zero());
forces.emplace_back(Vector3Zero());
}
auto mass_spring_system::add_spring(size_t a, size_t b) -> void
{
// Update masses to be located along a random walk when adding the springs
const mass& mass_a = masses.at(a);
mass& mass_b = masses.at(b);
const Vector3& mass_a = positions[a];
const Vector3& mass_b = positions[b];
Vector3 offset{
static_cast<float>(GetRandomValue(-100, 100)), static_cast<float>(GetRandomValue(-100, 100)),
@ -94,7 +107,7 @@ auto mass_spring_system::add_spring(size_t a, size_t b) -> void
// If the offset moves the mass closer to the current center of mass, flip it
if (!tree.nodes.empty()) {
const Vector3 mass_center_direction = Vector3Subtract(mass_a.position, tree.nodes.at(0).mass_center);
const Vector3 mass_center_direction = Vector3Subtract(positions[a], tree.nodes[0].mass_center);
const float mass_center_distance = Vector3Length(mass_center_direction);
if (mass_center_distance > 0 && Vector3DotProduct(offset, mass_center_direction) < 0.0f) {
@ -102,8 +115,8 @@ auto mass_spring_system::add_spring(size_t a, size_t b) -> void
}
}
mass_b.position = mass_a.position + offset;
mass_b.previous_position = mass_b.position;
positions[b] = mass_a + offset;
previous_positions[b] = mass_b;
// infoln("Adding spring: ({}, {}, {})->({}, {}, {})", mass_a.position.x, mass_a.position.y,
// mass_a.position.z,
@ -118,9 +131,7 @@ auto mass_spring_system::clear_forces() -> void
ZoneScoped;
#endif
for (auto& m : masses) {
m.clear_force();
}
memset(forces.data(), 0, forces.size() * sizeof(Vector3));
}
auto mass_spring_system::calculate_spring_forces() -> void
@ -129,56 +140,18 @@ auto mass_spring_system::calculate_spring_forces() -> void
ZoneScoped;
#endif
for (const auto s : springs) {
mass& a = masses.at(s.a);
mass& b = masses.at(s.b);
spring::calculate_spring_force(a, b);
const auto solve_spring_force = [&](const int i)
{
calculate_spring_force(i);
};
#ifdef THREADPOOL
threads.submit_loop(0, springs.size(), solve_spring_force, SMALL_TASK_BLOCK_SIZE).wait();
#else
for (size_t i = 0; i < springs.size(); ++i) {
solve_spring_force(i);
}
}
#ifdef THREADPOOL
auto mass_spring_system::set_thread_name(size_t idx) -> void
{
BS::this_thread::set_os_thread_name(std::format("bh-worker-{}", idx));
}
#endif
auto mass_spring_system::build_octree() -> void
{
#ifdef TRACY
ZoneScoped;
#endif
tree.nodes.clear();
tree.nodes.reserve(masses.size() * 2);
// Compute bounding box around all masses
Vector3 min{FLT_MAX, FLT_MAX, FLT_MAX};
Vector3 max{-FLT_MAX, -FLT_MAX, -FLT_MAX};
for (const auto& m : masses) {
min.x = std::min(min.x, m.position.x);
max.x = std::max(max.x, m.position.x);
min.y = std::min(min.y, m.position.y);
max.y = std::max(max.y, m.position.y);
min.z = std::min(min.z, m.position.z);
max.z = std::max(max.z, m.position.z);
}
// Pad the bounding box
constexpr float pad = 1.0;
min = Vector3Subtract(min, Vector3Scale(Vector3One(), pad));
max = Vector3Add(max, Vector3Scale(Vector3One(), pad));
// Make it cubic (so subdivisions are balanced)
const float max_extent = std::max({max.x - min.x, max.y - min.y, max.z - min.z});
max = Vector3Add(min, Vector3Scale(Vector3One(), max_extent));
// Root node spans the entire area
const int root = tree.create_empty_leaf(min, max);
for (size_t i = 0; i < masses.size(); ++i) {
tree.insert(root, static_cast<int>(i), masses[i].position, MASS, 0);
}
}
auto mass_spring_system::calculate_repulsion_forces() -> void
@ -187,45 +160,60 @@ auto mass_spring_system::calculate_repulsion_forces() -> void
ZoneScoped;
#endif
build_octree();
auto solve_octree = [&](const int i)
const auto solve_octree = [&](const int i)
{
const Vector3 force = tree.calculate_force(0, masses[i].position);
masses[i].force = Vector3Add(masses[i].force, force);
const Vector3 force = tree.calculate_force(0, positions[i]);
forces[i] += force;
};
// Calculate forces using Barnes-Hut
#ifdef THREADPOOL
const BS::multi_future<void> loop_future = threads.submit_loop(0, masses.size(), solve_octree, 256);
loop_future.wait();
threads.submit_loop(0, positions.size(), solve_octree, LARGE_TASK_BLOCK_SIZE).wait();
#else
for (size_t i = 0; i < masses.size(); ++i) {
for (size_t i = 0; i < positions.size(); ++i) {
solve_octree(i);
}
#endif
}
auto mass_spring_system::verlet_update(const float delta_time) -> void
auto mass_spring_system::update(const float dt) -> void
{
#ifdef TRACY
ZoneScoped;
#endif
for (auto& m : masses) {
m.verlet_update(delta_time);
const auto update = [&](const int i)
{
verlet_update(i, dt);
};
#ifdef THREADPOOL
threads.submit_loop(0, positions.size(), update, SMALL_TASK_BLOCK_SIZE).wait();
#else
for (size_t i = 0; i < positions.size(); ++i) {
update(i);
}
#endif
}
auto mass_spring_system::center_masses() -> void
{
Vector3 mean = Vector3Zero();
for (const auto& m : masses) {
mean += m.position;
for (const Vector3& pos : positions) {
mean += pos;
}
mean /= static_cast<float>(masses.size());
mean /= static_cast<float>(positions.size());
for (auto& m : masses) {
m.position -= mean;
const auto center_mass = [&](const int i)
{
positions[i] -= mean;
};
#ifdef THREADPOOL
threads.submit_loop(0, positions.size(), center_mass, SMALL_TASK_BLOCK_SIZE).wait();
#else
for (size_t i = 0; i < positions.size(); ++i) {
center_mass(i);
}
#endif
}