reformat
This commit is contained in:
@ -19,16 +19,16 @@ option(DISABLE_BENCH "Disable building benchmarks" OFF)
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set(SOURCES
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src/backward.cpp
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src/bits.cpp
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src/cpu_layout_engine.cpp
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src/cpu_spring_system.cpp
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src/graph_distances.cpp
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src/input_handler.cpp
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src/load_save.cpp
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src/mass_spring_system.cpp
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src/octree.cpp
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src/orbit_camera.cpp
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src/puzzle.cpp
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src/renderer.cpp
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src/state_manager.cpp
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src/threaded_physics.cpp
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src/user_interface.cpp
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)
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@ -177,7 +177,7 @@ static auto explore_rush_hour_puzzle_space(benchmark::State& state) -> void
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constexpr std::tuple<uint8_t, uint8_t, uint8_t, uint8_t> target_block_pos_range = {
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0,
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goal_y,
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board_width - 1,
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goal_x,
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goal_y
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};
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@ -113,7 +113,7 @@ rec {
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abbr -a run "${buildRelease} && ./cmake-build-release/masssprings"
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abbr -a run-clusters "${buildRelease} && ./cmake-build-release/masssprings --output=clusters.puzzle --space=rh --w=6 --h=6 --gx=4 --gy=2 --blocks=4"
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abbr -a runtests "${buildDebug} && ./cmake-build-debug/tests"
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abbr -a runbenchs "mv benchs.json benchs.old.json; ${buildRelease} && sudo cpupower frequency-set --governor performance && ./cmake-build-release/benchmarks --benchmark_out=benchs.json --benchmark_out_format=console; sudo cpupower frequency-set --governor powersave"
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abbr -a runbenchs "mv -f benchs.json benchs.old.json; ${buildRelease} && sudo cpupower frequency-set --governor performance && ./cmake-build-release/benchmarks --benchmark_out=benchs.json --benchmark_out_format=console; sudo cpupower frequency-set --governor powersave"
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abbr -a rungdb "${buildDebug} && gdb --tui ./cmake-build-debug/masssprings"
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abbr -a runvalgrind "${buildDebug} && valgrind --leak-check=full --show-reachable=no --show-leak-kinds=definite,indirect,possible --track-origins=no --suppressions=valgrind.supp --log-file=valgrind.log ./cmake-build-debug/masssprings && cat valgrind.log"
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abbr -a runperf "${buildRelease} && perf record -g ./cmake-build-release/masssprings && hotspot ./perf.data"
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@ -13,7 +13,7 @@
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#include <variant>
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#include <vector>
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class threaded_physics
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class cpu_layout_engine
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{
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struct add_mass
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{};
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@ -64,17 +64,17 @@ public:
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physics_state state;
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public:
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explicit threaded_physics(
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explicit cpu_layout_engine(
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const std::optional<BS::thread_pool<>* const> _thread_pool = std::nullopt)
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: thread_pool(_thread_pool), physics(physics_thread, std::ref(state), std::ref(thread_pool))
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{}
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threaded_physics(const threaded_physics& copy) = delete;
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auto operator=(const threaded_physics& copy) -> threaded_physics& = delete;
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threaded_physics(threaded_physics&& move) = delete;
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auto operator=(threaded_physics&& move) -> threaded_physics& = delete;
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cpu_layout_engine(const cpu_layout_engine& copy) = delete;
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auto operator=(const cpu_layout_engine& copy) -> cpu_layout_engine& = delete;
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cpu_layout_engine(cpu_layout_engine&& move) = delete;
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auto operator=(cpu_layout_engine&& move) -> cpu_layout_engine& = delete;
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~threaded_physics()
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~cpu_layout_engine()
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{
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state.running = false;
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state.data_ready_cnd.notify_all();
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@ -98,4 +98,4 @@ public:
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const std::vector<std::pair<size_t, size_t>>& springs) -> void;
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};
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#endif
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#endif
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@ -7,7 +7,7 @@
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#include <optional>
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#include <raylib.h>
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class mass_spring_system
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class cpu_spring_system
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{
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public:
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class spring
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@ -36,12 +36,12 @@ public:
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std::vector<spring> springs;
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public:
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mass_spring_system() {}
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cpu_spring_system() {}
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mass_spring_system(const mass_spring_system& copy) = delete;
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auto operator=(const mass_spring_system& copy) -> mass_spring_system& = delete;
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mass_spring_system(mass_spring_system& move) = delete;
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auto operator=(mass_spring_system&& move) -> mass_spring_system& = delete;
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cpu_spring_system(const cpu_spring_system& copy) = delete;
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auto operator=(const cpu_spring_system& copy) -> cpu_spring_system& = delete;
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cpu_spring_system(cpu_spring_system& move) = delete;
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auto operator=(cpu_spring_system&& move) -> cpu_spring_system& = delete;
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public:
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auto clear() -> void;
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@ -1,6 +1,8 @@
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#ifndef OCTREE_HPP_
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#define OCTREE_HPP_
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#include "util.hpp"
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#include <array>
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#include <vector>
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@ -21,7 +23,7 @@ class octree
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bool leaf = true;
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public:
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[[nodiscard]] auto child_count() const -> int;
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node(const Vector3& _box_min, const Vector3& _box_max) : box_min(_box_min), box_max(_box_max) {}
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};
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public:
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@ -29,23 +31,88 @@ public:
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std::vector<node> nodes;
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// This approach is actually slower than the array of nodes
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// beacuse we access all the attributes in the same function
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// std::vector<Vector3> mass_centers;
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// std::vector<float> mass_totals;
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// std::vector<Vector3> box_mins;
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// std::vector<Vector3> box_maxs;
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// std::vector<std::array<int, 8>> childrens;
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// std::vector<int> mass_ids;
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// std::vector<uint8_t> leafs; // bitpacked std::vector<bool> is a lot slower
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public:
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octree() = default;
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// octree(const octree& copy) = delete;
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// auto operator=(const octree& copy) -> octree& = delete;
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// octree(octree&& move) = delete;
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// auto operator=(octree&& move) -> octree& = delete;
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octree(const octree& copy) = delete;
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auto operator=(const octree& copy) -> octree& = delete;
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octree(octree&& move) = delete;
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auto operator=(octree&& move) -> octree& = delete;
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public:
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[[nodiscard]] auto get_octant(int node_idx, const Vector3& pos) const -> int;
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[[nodiscard]] auto get_child_bounds(int node_idx, int octant) const
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-> std::pair<Vector3, Vector3>;
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auto create_empty_leaf(const Vector3& box_min, const Vector3& box_max) -> int;
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auto clear() -> void;
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auto reserve(size_t count) -> void;
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[[nodiscard]] auto empty() const -> bool;
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[[nodiscard]] INLINE static inline auto get_octant(const Vector3& box_min,
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const Vector3& box_max,
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const Vector3& pos) -> int;
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[[nodiscard]] INLINE static inline auto get_child_bounds(const Vector3& box_min,
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const Vector3& box_max,
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int octant) -> std::pair<Vector3, Vector3>;
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INLINE inline auto create_empty_leaf(const Vector3& box_min, const Vector3& box_max) -> int;
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[[nodiscard]] auto get_child_count(int node_idx) const -> int;
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auto insert(int node_idx, int mass_id, const Vector3& pos, float mass, int depth) -> void;
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static auto build_octree(octree& t, const std::vector<Vector3>& positions) -> void;
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[[nodiscard]] auto calculate_force(int node_idx, const Vector3& pos) const -> Vector3;
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};
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INLINE inline auto octree::get_octant(const Vector3& box_min, const Vector3& box_max, const Vector3& pos) -> int
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{
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auto [cx, cy, cz] = (box_min + box_max) / 2.0f;
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// The octant is encoded as a 3-bit integer "zyx". The node area is split
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// along all 3 axes, if a position is right of an axis, this bit is set to 1.
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// If a position is right of the x-axis and y-axis and left of the z-axis, the
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// encoded octant is "011".
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return (pos.x >= cx) | ((pos.y >= cy) << 1) | ((pos.z >= cz) << 2);
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}
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INLINE inline auto octree::get_child_bounds(const Vector3& box_min,
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const Vector3& box_max,
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const int octant) -> std::pair<Vector3, Vector3>
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{
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auto [cx, cy, cz] = (box_min + box_max) / 2.0f;
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Vector3 min = Vector3Zero();
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Vector3 max = Vector3Zero();
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// If (octant & 1), the octant is to the right of the node region's x-axis
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// (see GetOctant). This means the left bound is the x-axis and the right
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// bound the node's region max.
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min.x = octant & 1 ? cx : box_min.x;
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max.x = octant & 1 ? box_max.x : cx;
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min.y = octant & 2 ? cy : box_min.y;
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max.y = octant & 2 ? box_max.y : cy;
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min.z = octant & 4 ? cz : box_min.z;
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max.z = octant & 4 ? box_max.z : cz;
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return std::make_pair(min, max);
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}
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INLINE inline auto octree::create_empty_leaf(const Vector3& box_min, const Vector3& box_max) -> int
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{
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nodes.emplace_back(box_min, box_max);
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return static_cast<int>(nodes.size() - 1);
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// mass_centers.emplace_back(Vector3Zero());
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// mass_totals.emplace_back(0);
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// box_mins.emplace_back(box_min);
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// box_maxs.emplace_back(box_max);
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// childrens.push_back({-1, -1, -1, -1, -1, -1, -1, -1});
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// mass_ids.emplace_back(-1);
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// leafs.emplace_back(true);
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}
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#endif
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@ -3,7 +3,7 @@
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#include "graph_distances.hpp"
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#include "load_save.hpp"
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#include "threaded_physics.hpp"
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#include "cpu_layout_engine.hpp"
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#include "puzzle.hpp"
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#include <boost/unordered/unordered_flat_map.hpp>
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@ -12,7 +12,7 @@
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class state_manager
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{
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private:
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threaded_physics& physics;
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cpu_layout_engine& physics;
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std::string preset_file;
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size_t current_preset = 0;
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@ -42,7 +42,7 @@ private:
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bool edited = false;
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public:
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state_manager(threaded_physics& _physics, const std::string& _preset_file)
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state_manager(cpu_layout_engine& _physics, const std::string& _preset_file)
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: physics(_physics), preset_file(_preset_file)
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{
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reload_preset_file();
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@ -1,6 +1,6 @@
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#include "threaded_physics.hpp"
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#include "cpu_layout_engine.hpp"
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#include "config.hpp"
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#include "mass_spring_system.hpp"
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#include "cpu_spring_system.hpp"
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#include "util.hpp"
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#include <chrono>
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@ -10,16 +10,16 @@
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#include <vector>
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#ifdef ASYNC_OCTREE
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auto threaded_physics::set_octree_pool_thread_name(size_t idx) -> void
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auto cpu_layout_engine::set_octree_pool_thread_name(size_t idx) -> void
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{
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BS::this_thread::set_os_thread_name(std::format("octree-{}", idx));
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// traceln("Using thread \"{}\"", BS::this_thread::get_os_thread_name().value_or("INVALID NAME"));
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}
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#endif
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auto threaded_physics::physics_thread(physics_state& state, const std::optional<BS::thread_pool<>* const> thread_pool) -> void
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auto cpu_layout_engine::physics_thread(physics_state& state, const std::optional<BS::thread_pool<>* const> thread_pool) -> void
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{
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mass_spring_system mass_springs;
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cpu_spring_system mass_springs;
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#ifdef ASYNC_OCTREE
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BS::this_thread::set_os_thread_name("physics");
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@ -154,7 +154,7 @@ auto threaded_physics::physics_thread(physics_state& state, const std::optional<
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loop_iterations = 0;
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ups_accumulator = std::chrono::duration<double>(0);
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}
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if (mass_springs.tree.nodes.empty()) {
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if (mass_springs.tree.empty()) {
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state.mass_center = Vector3Zero();
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} else {
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state.mass_center = mass_springs.tree.nodes[0].mass_center;
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@ -181,7 +181,7 @@ auto threaded_physics::physics_thread(physics_state& state, const std::optional<
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}
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}
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auto threaded_physics::clear_cmd() -> void
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auto cpu_layout_engine::clear_cmd() -> void
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{
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{
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#ifdef TRACY
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@ -193,7 +193,7 @@ auto threaded_physics::clear_cmd() -> void
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}
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}
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auto threaded_physics::add_mass_cmd() -> void
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auto cpu_layout_engine::add_mass_cmd() -> void
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{
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{
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#ifdef TRACY
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@ -205,7 +205,7 @@ auto threaded_physics::add_mass_cmd() -> void
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}
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}
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auto threaded_physics::add_spring_cmd(const size_t a, const size_t b) -> void
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auto cpu_layout_engine::add_spring_cmd(const size_t a, const size_t b) -> void
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{
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{
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#ifdef TRACY
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@ -217,7 +217,7 @@ auto threaded_physics::add_spring_cmd(const size_t a, const size_t b) -> void
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}
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}
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auto threaded_physics::add_mass_springs_cmd(const size_t num_masses,
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auto cpu_layout_engine::add_mass_springs_cmd(const size_t num_masses,
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const std::vector<std::pair<size_t, size_t>>& springs) -> void
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{
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{
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@ -1,10 +1,78 @@
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#include "mass_spring_system.hpp"
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#include "cpu_spring_system.hpp"
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#include "config.hpp"
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#include <cfloat>
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#include <cstring>
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auto mass_spring_system::calculate_spring_force(const size_t s) -> void
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auto cpu_spring_system::clear() -> void
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{
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positions.clear();
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previous_positions.clear();
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velocities.clear();
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forces.clear();
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springs.clear();
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tree.clear();
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}
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auto cpu_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,
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// 100)), 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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positions.emplace_back(Vector3Zero());
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previous_positions.emplace_back(Vector3Zero());
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velocities.emplace_back(Vector3Zero());
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forces.emplace_back(Vector3Zero());
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}
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auto cpu_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 Vector3& mass_a = positions[a];
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const Vector3& mass_b = positions[b];
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Vector3 offset{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 = 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.empty()) {
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||||
const Vector3 mass_center_direction =
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Vector3Subtract(positions[a], tree.nodes[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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||||
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||||
positions[b] = mass_a + offset;
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previous_positions[b] = mass_b;
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||||
// infoln("Adding spring: ({}, {}, {})->({}, {}, {})", mass_a.position.x, mass_a.position.y,
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// mass_a.position.z,
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// mass_b.position.x, mass_b.position.y, mass_b.position.z);
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||||
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springs.emplace_back(a, b);
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||||
}
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||||
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||||
auto cpu_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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||||
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||||
memset(forces.data(), 0, forces.size() * sizeof(Vector3));
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}
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auto cpu_spring_system::calculate_spring_force(const size_t s) -> void
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||||
{
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||||
const spring _s = springs[s];
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||||
const Vector3 a_pos = positions[_s.a];
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@ -29,104 +97,12 @@ auto mass_spring_system::calculate_spring_force(const size_t s) -> void
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forces[_s.b] += b_force;
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}
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||||
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||||
auto mass_spring_system::integrate_velocity(const size_t m, const float dt) -> void
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||||
{
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||||
const Vector3 acc = forces[m] / MASS;
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||||
velocities[m] += acc * dt;
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||||
}
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||||
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||||
auto mass_spring_system::integrate_position(const size_t m, const float dt) -> void
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||||
{
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||||
previous_positions[m] = positions[m];
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||||
positions[m] += velocities[m] * dt;
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||||
}
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||||
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||||
auto mass_spring_system::verlet_update(const size_t m, const float dt) -> void
|
||||
{
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||||
const Vector3 acc = (forces[m] / MASS) * dt * dt;
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||||
const Vector3 pos = positions[m];
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||||
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||||
Vector3 delta_pos = pos - previous_positions[m];
|
||||
delta_pos *= 1.0 - VERLET_DAMPENING; // Minimal dampening
|
||||
|
||||
positions[m] += delta_pos + acc;
|
||||
previous_positions[m] = pos;
|
||||
}
|
||||
|
||||
auto mass_spring_system::clear() -> void
|
||||
{
|
||||
positions.clear();
|
||||
previous_positions.clear();
|
||||
velocities.clear();
|
||||
forces.clear();
|
||||
springs.clear();
|
||||
tree.nodes.clear();
|
||||
}
|
||||
|
||||
auto mass_spring_system::add_mass() -> void
|
||||
{
|
||||
// Adding all positions to (0, 0, 0) breaks the octree
|
||||
|
||||
// Done when adding springs
|
||||
// Vector3 position{
|
||||
// static_cast<float>(GetRandomValue(-100, 100)), static_cast<float>(GetRandomValue(-100,
|
||||
// 100)), static_cast<float>(GetRandomValue(-100, 100))
|
||||
// };
|
||||
// position = Vector3Scale(Vector3Normalize(position), REST_LENGTH * 2.0);
|
||||
|
||||
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 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)),
|
||||
static_cast<float>(GetRandomValue(-100, 100))};
|
||||
offset = Vector3Normalize(offset) * REST_LENGTH;
|
||||
|
||||
// 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(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) {
|
||||
offset = Vector3Negate(offset);
|
||||
}
|
||||
}
|
||||
|
||||
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,
|
||||
// mass_b.position.x, mass_b.position.y, mass_b.position.z);
|
||||
|
||||
springs.emplace_back(a, b);
|
||||
}
|
||||
|
||||
auto mass_spring_system::clear_forces() -> void
|
||||
{
|
||||
#ifdef TRACY
|
||||
ZoneScoped;
|
||||
#endif
|
||||
|
||||
memset(forces.data(), 0, forces.size() * sizeof(Vector3));
|
||||
}
|
||||
|
||||
auto mass_spring_system::calculate_spring_forces(
|
||||
auto cpu_spring_system::calculate_spring_forces(
|
||||
const std::optional<BS::thread_pool<>* const> thread_pool) -> void
|
||||
{
|
||||
#ifdef TRACY
|
||||
#ifdef TRACY
|
||||
ZoneScoped;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
const auto solve_spring_force = [&](const int i) { calculate_spring_force(i); };
|
||||
|
||||
@ -141,12 +117,12 @@ auto mass_spring_system::calculate_spring_forces(
|
||||
}
|
||||
}
|
||||
|
||||
auto mass_spring_system::calculate_repulsion_forces(
|
||||
auto cpu_spring_system::calculate_repulsion_forces(
|
||||
const std::optional<BS::thread_pool<>* const> thread_pool) -> void
|
||||
{
|
||||
#ifdef TRACY
|
||||
#ifdef TRACY
|
||||
ZoneScoped;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
const auto solve_octree = [&](const int i)
|
||||
{
|
||||
@ -166,12 +142,36 @@ auto mass_spring_system::calculate_repulsion_forces(
|
||||
}
|
||||
}
|
||||
|
||||
auto mass_spring_system::update(const float dt,
|
||||
auto cpu_spring_system::integrate_velocity(const size_t m, const float dt) -> void
|
||||
{
|
||||
const Vector3 acc = forces[m] / MASS;
|
||||
velocities[m] += acc * dt;
|
||||
}
|
||||
|
||||
auto cpu_spring_system::integrate_position(const size_t m, const float dt) -> void
|
||||
{
|
||||
previous_positions[m] = positions[m];
|
||||
positions[m] += velocities[m] * dt;
|
||||
}
|
||||
|
||||
auto cpu_spring_system::verlet_update(const size_t m, const float dt) -> void
|
||||
{
|
||||
const Vector3 acc = (forces[m] / MASS) * dt * dt;
|
||||
const Vector3 pos = positions[m];
|
||||
|
||||
Vector3 delta_pos = pos - previous_positions[m];
|
||||
delta_pos *= 1.0 - VERLET_DAMPENING; // Minimal dampening
|
||||
|
||||
positions[m] += delta_pos + acc;
|
||||
previous_positions[m] = pos;
|
||||
}
|
||||
|
||||
auto cpu_spring_system::update(const float dt,
|
||||
const std::optional<BS::thread_pool<>* const> thread_pool) -> void
|
||||
{
|
||||
#ifdef TRACY
|
||||
#ifdef TRACY
|
||||
ZoneScoped;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
const auto update = [&](const int i) { verlet_update(i, dt); };
|
||||
|
||||
@ -184,7 +184,7 @@ auto mass_spring_system::update(const float dt,
|
||||
}
|
||||
}
|
||||
|
||||
auto mass_spring_system::center_masses(const std::optional<BS::thread_pool<>* const> thread_pool)
|
||||
auto cpu_spring_system::center_masses(const std::optional<BS::thread_pool<>* const> thread_pool)
|
||||
-> void
|
||||
{
|
||||
Vector3 mean = Vector3Zero();
|
||||
@ -202,4 +202,4 @@ auto mass_spring_system::center_masses(const std::optional<BS::thread_pool<>* co
|
||||
center_mass(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
src/main.cpp
11
src/main.cpp
@ -4,7 +4,7 @@
|
||||
|
||||
#include "config.hpp"
|
||||
#include "input_handler.hpp"
|
||||
#include "threaded_physics.hpp"
|
||||
#include "cpu_layout_engine.hpp"
|
||||
#include "renderer.hpp"
|
||||
#include "state_manager.hpp"
|
||||
#include "user_interface.hpp"
|
||||
@ -66,7 +66,7 @@ auto ui_mode() -> int
|
||||
InitWindow(INITIAL_WIDTH * 2, INITIAL_HEIGHT + MENU_HEIGHT, "MassSprings");
|
||||
|
||||
// Game setup
|
||||
threaded_physics physics(thread_pool);
|
||||
cpu_layout_engine physics(thread_pool);
|
||||
state_manager state(physics, preset_file);
|
||||
orbit_camera camera;
|
||||
input_handler input(state, camera);
|
||||
@ -169,7 +169,12 @@ auto rush_hour_puzzle_space() -> int
|
||||
puzzle::block(0, 0, 1, 3, false, false)
|
||||
};
|
||||
const puzzle::block target_block = puzzle::block(0, 0, 2, 1, true, false);
|
||||
const std::tuple<uint8_t, uint8_t, uint8_t, uint8_t> target_block_pos_range = {0, goal_y, board_width - 1, goal_y};
|
||||
const std::tuple<uint8_t, uint8_t, uint8_t, uint8_t> target_block_pos_range = {
|
||||
0,
|
||||
goal_y,
|
||||
board_width - target_block.get_width() - 1,
|
||||
goal_y
|
||||
};
|
||||
|
||||
infoln("Exploring Rush-Hour puzzle space:");
|
||||
infoln("- Size: {}x{}", board_width, board_height);
|
||||
|
||||
152
src/octree.cpp
152
src/octree.cpp
@ -4,10 +4,43 @@
|
||||
#include <cfloat>
|
||||
#include <raymath.h>
|
||||
|
||||
auto octree::node::child_count() const -> int
|
||||
auto octree::clear() -> void
|
||||
{
|
||||
nodes.clear();
|
||||
|
||||
// mass_centers.clear();
|
||||
// mass_totals.clear();
|
||||
// box_mins.clear();
|
||||
// box_maxs.clear();
|
||||
// childrens.clear();
|
||||
// mass_ids.clear();
|
||||
// leafs.clear();
|
||||
}
|
||||
|
||||
auto octree::reserve(const size_t count) -> void
|
||||
{
|
||||
nodes.reserve(count);
|
||||
|
||||
// mass_centers.reserve(count);
|
||||
// mass_totals.reserve(count);
|
||||
// box_mins.reserve(count);
|
||||
// box_maxs.reserve(count);
|
||||
// childrens.reserve(count);
|
||||
// mass_ids.reserve(count);
|
||||
// leafs.reserve(count);
|
||||
}
|
||||
|
||||
auto octree::empty() const -> bool
|
||||
{
|
||||
return nodes.empty();
|
||||
|
||||
// return mass_centers.empty();
|
||||
}
|
||||
|
||||
auto octree::get_child_count(const int node_idx) const -> int
|
||||
{
|
||||
int child_count = 0;
|
||||
for (const int child : children) {
|
||||
for (const int child : nodes[node_idx].children) {
|
||||
if (child != -1) {
|
||||
++child_count;
|
||||
}
|
||||
@ -15,88 +48,33 @@ auto octree::node::child_count() const -> int
|
||||
return child_count;
|
||||
}
|
||||
|
||||
auto octree::get_octant(const int node_idx, const Vector3& pos) const -> int
|
||||
{
|
||||
const node& n = nodes[node_idx];
|
||||
auto [cx, cy, cz] = Vector3((n.box_min.x + n.box_max.x) / 2.0f, (n.box_min.y + n.box_max.y) / 2.0f,
|
||||
(n.box_min.z + n.box_max.z) / 2.0f);
|
||||
|
||||
// The octant is encoded as a 3-bit integer "zyx". The node area is split
|
||||
// along all 3 axes, if a position is right of an axis, this bit is set to 1.
|
||||
// If a position is right of the x-axis and y-axis and left of the z-axis, the
|
||||
// encoded octant is "011".
|
||||
int octant = 0;
|
||||
if (pos.x >= cx) {
|
||||
octant |= 1;
|
||||
}
|
||||
if (pos.y >= cy) {
|
||||
octant |= 2;
|
||||
}
|
||||
if (pos.z >= cz) {
|
||||
octant |= 4;
|
||||
}
|
||||
|
||||
return octant;
|
||||
}
|
||||
|
||||
auto octree::get_child_bounds(const int node_idx, const int octant) const -> std::pair<Vector3, Vector3>
|
||||
{
|
||||
const node& n = nodes[node_idx];
|
||||
auto [cx, cy, cz] = Vector3((n.box_min.x + n.box_max.x) / 2.0f, (n.box_min.y + n.box_max.y) / 2.0f,
|
||||
(n.box_min.z + n.box_max.z) / 2.0f);
|
||||
|
||||
Vector3 min = Vector3Zero();
|
||||
Vector3 max = Vector3Zero();
|
||||
|
||||
// If (octant & 1), the octant is to the right of the node region's x-axis
|
||||
// (see GetOctant). This means the left bound is the x-axis and the right
|
||||
// bound the node's region max.
|
||||
min.x = octant & 1 ? cx : n.box_min.x;
|
||||
max.x = octant & 1 ? n.box_max.x : cx;
|
||||
min.y = octant & 2 ? cy : n.box_min.y;
|
||||
max.y = octant & 2 ? n.box_max.y : cy;
|
||||
min.z = octant & 4 ? cz : n.box_min.z;
|
||||
max.z = octant & 4 ? n.box_max.z : cz;
|
||||
|
||||
return std::make_pair(min, max);
|
||||
}
|
||||
|
||||
auto octree::create_empty_leaf(const Vector3& box_min, const Vector3& box_max) -> int
|
||||
{
|
||||
node n;
|
||||
n.box_min = box_min;
|
||||
n.box_max = box_max;
|
||||
nodes.emplace_back(n);
|
||||
|
||||
return static_cast<int>(nodes.size() - 1);
|
||||
}
|
||||
|
||||
auto octree::insert(const int node_idx, const int mass_id, const Vector3& pos, const float mass,
|
||||
auto octree::insert(const int node_idx,
|
||||
const int mass_id,
|
||||
const Vector3& pos,
|
||||
const float mass,
|
||||
const int depth) -> void
|
||||
{
|
||||
// infoln("Inserting position ({}, {}, {}) into octree at node {} (depth {})", pos.x, pos.y,
|
||||
// pos.z, node_idx, depth);
|
||||
if (depth > MAX_DEPTH) {
|
||||
throw std::runtime_error(std::format("MAX_DEPTH! node={} box_min=({},{},{}) box_max=({},{},{}) pos=({},{},{})",
|
||||
node_idx, nodes[node_idx].box_min.x, nodes[node_idx].box_min.y,
|
||||
nodes[node_idx].box_min.z, nodes[node_idx].box_max.x,
|
||||
nodes[node_idx].box_max.y, nodes[node_idx].box_max.z, pos.x, pos.y,
|
||||
pos.z));
|
||||
throw std::runtime_error("Octree insertion reachead max depth");
|
||||
}
|
||||
|
||||
// NOTE: Do not store a nodes[node_idx] reference as the nodes vector might reallocate during
|
||||
// this function
|
||||
|
||||
// We can place the particle in the empty leaf
|
||||
if (nodes[node_idx].leaf && nodes[node_idx].mass_id == -1) {
|
||||
const bool leaf = nodes[node_idx].leaf;
|
||||
if (leaf && nodes[node_idx].mass_id == -1) {
|
||||
nodes[node_idx].mass_id = mass_id;
|
||||
nodes[node_idx].mass_center = pos;
|
||||
nodes[node_idx].mass_total = mass;
|
||||
return;
|
||||
}
|
||||
|
||||
const Vector3& box_min = nodes[node_idx].box_min;
|
||||
const Vector3& box_max = nodes[node_idx].box_max;
|
||||
|
||||
// The leaf is occupied, we need to subdivide
|
||||
if (nodes[node_idx].leaf) {
|
||||
if (leaf) {
|
||||
const int existing_id = nodes[node_idx].mass_id;
|
||||
const Vector3 existing_pos = nodes[node_idx].mass_center;
|
||||
const float existing_mass = nodes[node_idx].mass_total;
|
||||
@ -119,13 +97,13 @@ auto octree::insert(const int node_idx, const int mass_id, const Vector3& pos, c
|
||||
// Convert the leaf to an internal node
|
||||
nodes[node_idx].mass_id = -1;
|
||||
nodes[node_idx].leaf = false;
|
||||
nodes[node_idx].mass_total = 0.0;
|
||||
nodes[node_idx].mass_center = Vector3Zero();
|
||||
nodes[node_idx].mass_total = 0.0;
|
||||
|
||||
// Re-insert the existing mass into a new empty leaf (see above)
|
||||
const int oct = get_octant(node_idx, existing_pos);
|
||||
const int oct = get_octant(box_min, box_max, existing_pos);
|
||||
if (nodes[node_idx].children[oct] == -1) {
|
||||
const auto& [min, max] = get_child_bounds(node_idx, oct);
|
||||
const auto& [min, max] = get_child_bounds(box_min, box_max, oct);
|
||||
const int child_idx = create_empty_leaf(min, max);
|
||||
nodes[node_idx].children[oct] = child_idx;
|
||||
}
|
||||
@ -133,9 +111,9 @@ auto octree::insert(const int node_idx, const int mass_id, const Vector3& pos, c
|
||||
}
|
||||
|
||||
// Insert the new mass
|
||||
const int oct = get_octant(node_idx, pos);
|
||||
const int oct = get_octant(box_min, box_max, pos);
|
||||
if (nodes[node_idx].children[oct] == -1) {
|
||||
const auto& [min, max] = get_child_bounds(node_idx, oct);
|
||||
const auto& [min, max] = get_child_bounds(box_min, box_max, oct);
|
||||
const int child_idx = create_empty_leaf(min, max);
|
||||
nodes[node_idx].children[oct] = child_idx;
|
||||
}
|
||||
@ -143,9 +121,7 @@ auto octree::insert(const int node_idx, const int mass_id, const Vector3& pos, c
|
||||
|
||||
// Update the center of mass
|
||||
const float new_mass = nodes[node_idx].mass_total + mass;
|
||||
nodes[node_idx].mass_center.x = (nodes[node_idx].mass_center.x * nodes[node_idx].mass_total + pos.x) / new_mass;
|
||||
nodes[node_idx].mass_center.y = (nodes[node_idx].mass_center.y * nodes[node_idx].mass_total + pos.y) / new_mass;
|
||||
nodes[node_idx].mass_center.z = (nodes[node_idx].mass_center.z * nodes[node_idx].mass_total + pos.z) / new_mass;
|
||||
nodes[node_idx].mass_center = (nodes[node_idx].mass_center * nodes[node_idx].mass_total + pos) / new_mass;
|
||||
nodes[node_idx].mass_total = new_mass;
|
||||
}
|
||||
|
||||
@ -155,8 +131,8 @@ auto octree::build_octree(octree& t, const std::vector<Vector3>& positions) -> v
|
||||
ZoneScoped;
|
||||
#endif
|
||||
|
||||
t.nodes.clear();
|
||||
t.nodes.reserve(positions.size() * 2);
|
||||
t.clear();
|
||||
t.reserve(positions.size() * 2);
|
||||
|
||||
// Compute bounding box around all masses
|
||||
Vector3 min{FLT_MAX, FLT_MAX, FLT_MAX};
|
||||
@ -194,28 +170,36 @@ auto octree::calculate_force(const int node_idx, const Vector3& pos) const -> Ve
|
||||
}
|
||||
|
||||
const node& n = nodes[node_idx];
|
||||
if (std::abs(n.mass_total) <= 0.001f) {
|
||||
|
||||
const float mass_total = n.mass_total;
|
||||
const Vector3& mass_center = n.mass_center;
|
||||
const Vector3& box_min = n.box_min;
|
||||
const Vector3& box_max = n.box_max;
|
||||
const std::array<int, 8>& children = n.children;
|
||||
const bool leaf = n.leaf;
|
||||
|
||||
if (std::abs(mass_total) <= 0.001f) {
|
||||
return Vector3Zero();
|
||||
}
|
||||
|
||||
const Vector3 diff = Vector3Subtract(pos, n.mass_center);
|
||||
const Vector3 diff = Vector3Subtract(pos, mass_center);
|
||||
float dist_sq = diff.x * diff.x + diff.y * diff.y + diff.z * diff.z;
|
||||
|
||||
// Softening
|
||||
dist_sq += SOFTENING;
|
||||
|
||||
// Barnes-Hut
|
||||
const float size = n.box_max.x - n.box_min.x;
|
||||
if (n.leaf || size * size / dist_sq < THETA * THETA) {
|
||||
const float size = box_max.x - box_min.x;
|
||||
if (leaf || size * size / dist_sq < THETA * THETA) {
|
||||
const float dist = std::sqrt(dist_sq);
|
||||
const float force_mag = BH_FORCE * n.mass_total / dist_sq;
|
||||
const float force_mag = BH_FORCE * mass_total / dist_sq;
|
||||
|
||||
return Vector3Scale(diff, force_mag / dist);
|
||||
}
|
||||
|
||||
// Collect child forces
|
||||
Vector3 force = Vector3Zero();
|
||||
for (const int child : n.children) {
|
||||
for (const int child : children) {
|
||||
if (child >= 0) {
|
||||
const Vector3 child_force = calculate_force(child, pos);
|
||||
|
||||
|
||||
@ -1127,7 +1127,7 @@ auto puzzle::explore_puzzle_space(const boost::unordered_flat_set<block, block_h
|
||||
});
|
||||
});
|
||||
|
||||
infoln("Found {} of {} clusters with a solution", visited_clusters.size(), total);
|
||||
// infoln("Found {} of {} clusters with a solution", visited_clusters.size(), total);
|
||||
|
||||
return visited_clusters;
|
||||
}
|
||||
Reference in New Issue
Block a user