store masses/springs inside vector and manage unordered_maps for a state<->index mapping

this reduces the time required to iterate over all masses/springs
because data is stored in contiguous memory
This commit is contained in:
2026-02-24 00:01:04 +01:00
parent 404a76654c
commit bfe8c6d572
4 changed files with 89 additions and 115 deletions

View File

@ -19,17 +19,15 @@
class Mass { class Mass {
public: public:
const float mass;
Vector3 position; Vector3 position;
Vector3 previous_position; // for verlet integration Vector3 previous_position; // for verlet integration
Vector3 velocity; Vector3 velocity;
Vector3 force; Vector3 force;
const bool fixed;
public: public:
Mass(float _mass, Vector3 _position, bool _fixed) Mass(Vector3 _position)
: mass(_mass), position(_position), previous_position(_position), : position(_position), previous_position(_position),
velocity(Vector3Zero()), force(Vector3Zero()), fixed(_fixed) {} velocity(Vector3Zero()), force(Vector3Zero()) {}
public: public:
auto ClearForce() -> void; auto ClearForce() -> void;
@ -43,26 +41,18 @@ public:
class Spring { class Spring {
public: public:
Mass &massA; int mass_a;
Mass &massB; int mass_b;
const float spring_constant;
const float dampening_constant;
const float rest_length;
public: public:
Spring(Mass &_massA, Mass &_massB, float _spring_constant, Spring(int _mass_a, int _mass_b) : mass_a(_mass_a), mass_b(_mass_b) {}
float _dampening_constant, float _rest_length)
: massA(_massA), massB(_massB), spring_constant(_spring_constant),
dampening_constant(_dampening_constant), rest_length(_rest_length) {}
public: public:
auto CalculateSpringForce() const -> void; auto CalculateSpringForce(Mass &_mass_a, Mass &_mass_b) const -> void;
}; };
class MassSpringSystem { class MassSpringSystem {
private: private:
std::vector<Mass *> mass_pointers;
#ifdef BARNES_HUT #ifdef BARNES_HUT
// Barnes-Hut // Barnes-Hut
Octree octree; Octree octree;
@ -81,9 +71,10 @@ private:
public: public:
// This is the main ownership of all the states/masses/springs. // This is the main ownership of all the states/masses/springs.
// TODO: Everything is stored multiple times but idc (currently). std::vector<Mass> masses;
std::unordered_map<State, Mass> masses; std::unordered_map<State, int> state_masses;
std::unordered_map<std::pair<State, State>, Spring> springs; std::vector<Spring> springs;
std::unordered_map<std::pair<State, State>, int> state_springs;
public: public:
MassSpringSystem() { MassSpringSystem() {

View File

@ -19,23 +19,15 @@
auto Mass::ClearForce() -> void { force = Vector3Zero(); } auto Mass::ClearForce() -> void { force = Vector3Zero(); }
auto Mass::CalculateVelocity(const float delta_time) -> void { auto Mass::CalculateVelocity(const float delta_time) -> void {
if (fixed) {
return;
}
Vector3 acceleration; Vector3 acceleration;
Vector3 temp; Vector3 temp;
acceleration = Vector3Scale(force, 1.0 / mass); acceleration = Vector3Scale(force, 1.0 / MASS);
temp = Vector3Scale(acceleration, delta_time); temp = Vector3Scale(acceleration, delta_time);
velocity = Vector3Add(velocity, temp); velocity = Vector3Add(velocity, temp);
} }
auto Mass::CalculatePosition(const float delta_time) -> void { auto Mass::CalculatePosition(const float delta_time) -> void {
if (fixed) {
return;
}
previous_position = position; previous_position = position;
Vector3 temp; Vector3 temp;
@ -45,11 +37,7 @@ auto Mass::CalculatePosition(const float delta_time) -> void {
} }
auto Mass::VerletUpdate(const float delta_time) -> void { auto Mass::VerletUpdate(const float delta_time) -> void {
if (fixed) { Vector3 acceleration = Vector3Scale(force, 1.0 / MASS);
return;
}
Vector3 acceleration = Vector3Scale(force, 1.0 / mass);
Vector3 temp_position = position; Vector3 temp_position = position;
Vector3 displacement = Vector3Subtract(position, previous_position); Vector3 displacement = Vector3Subtract(position, previous_position);
@ -62,14 +50,14 @@ auto Mass::VerletUpdate(const float delta_time) -> void {
previous_position = temp_position; previous_position = temp_position;
} }
auto Spring::CalculateSpringForce() const -> void { auto Spring::CalculateSpringForce(Mass &_mass_a, Mass &_mass_b) const -> void {
Vector3 delta_position = Vector3Subtract(massA.position, massB.position); Vector3 delta_position = Vector3Subtract(_mass_a.position, _mass_b.position);
float current_length = Vector3Length(delta_position); float current_length = Vector3Length(delta_position);
float inv_current_length = 1.0 / current_length; float inv_current_length = 1.0 / current_length;
Vector3 delta_velocity = Vector3Subtract(massA.velocity, massB.velocity); Vector3 delta_velocity = Vector3Subtract(_mass_a.velocity, _mass_b.velocity);
float hooke = spring_constant * (current_length - rest_length); float hooke = SPRING_CONSTANT * (current_length - REST_LENGTH);
float dampening = dampening_constant * float dampening = DAMPENING_CONSTANT *
Vector3DotProduct(delta_velocity, delta_position) * Vector3DotProduct(delta_velocity, delta_position) *
inv_current_length; inv_current_length;
@ -77,53 +65,59 @@ auto Spring::CalculateSpringForce() const -> void {
Vector3Scale(delta_position, -(hooke + dampening) * inv_current_length); Vector3Scale(delta_position, -(hooke + dampening) * inv_current_length);
Vector3 force_b = Vector3Scale(force_a, -1.0); Vector3 force_b = Vector3Scale(force_a, -1.0);
massA.force = Vector3Add(massA.force, force_a); _mass_a.force = Vector3Add(_mass_a.force, force_a);
massB.force = Vector3Add(massB.force, force_b); _mass_b.force = Vector3Add(_mass_b.force, force_b);
} }
auto MassSpringSystem::AddMass(float mass, bool fixed, const State &state) auto MassSpringSystem::AddMass(float mass, bool fixed, const State &state)
-> void { -> void {
if (!masses.contains(state)) { if (!state_masses.contains(state)) {
masses.insert( masses.emplace_back(Vector3Zero());
std::make_pair(state.state, Mass(mass, Vector3Zero(), fixed))); std::size_t idx = masses.size() - 1;
state_masses.insert(std::make_pair(state, idx));
} }
} }
auto MassSpringSystem::GetMass(const State &state) -> Mass & { auto MassSpringSystem::GetMass(const State &state) -> Mass & {
return masses.at(state); return masses.at(state_masses.at(state));
} }
auto MassSpringSystem::GetMass(const State &state) const -> const Mass & { auto MassSpringSystem::GetMass(const State &state) const -> const Mass & {
return masses.at(state); return masses.at(state_masses.at(state));
} }
auto MassSpringSystem::AddSpring(const State &massA, const State &massB, auto MassSpringSystem::AddSpring(const State &state_a, const State &state_b,
float spring_constant, float spring_constant,
float dampening_constant, float rest_length) float dampening_constant, float rest_length)
-> void { -> void {
std::pair<State, State> key = std::make_pair(massA, massB); std::pair<State, State> key = std::make_pair(state_a, state_b);
if (!springs.contains(key)) { if (!state_springs.contains(key)) {
Mass &a = GetMass(massA); int a = state_masses.at(state_a);
Mass &b = GetMass(massB); int b = state_masses.at(state_b);
const Mass &mass_a = masses.at(a);
Mass &mass_b = masses.at(b);
Vector3 position = a.position; Vector3 position = mass_a.position;
Vector3 offset = Vector3(static_cast<float>(GetRandomValue(-100, 100)), Vector3 offset = Vector3(static_cast<float>(GetRandomValue(-100, 100)),
static_cast<float>(GetRandomValue(-100, 100)), static_cast<float>(GetRandomValue(-100, 100)),
static_cast<float>(GetRandomValue(-100, 100))); static_cast<float>(GetRandomValue(-100, 100)));
offset = Vector3Scale(Vector3Normalize(offset), REST_LENGTH); offset = Vector3Scale(Vector3Normalize(offset), REST_LENGTH);
if (b.position == Vector3Zero()) { if (mass_b.position == Vector3Zero()) {
b.position = Vector3Add(position, offset); mass_b.position = Vector3Add(position, offset);
} }
springs.insert(std::make_pair( springs.emplace_back(a, b);
key, Spring(a, b, spring_constant, dampening_constant, rest_length))); int idx = springs.size() - 1;
state_springs.insert(std::make_pair(key, idx));
} }
} }
auto MassSpringSystem::Clear() -> void { auto MassSpringSystem::Clear() -> void {
masses.clear(); masses.clear();
state_masses.clear();
springs.clear(); springs.clear();
state_springs.clear();
#ifndef BARNES_HUT #ifndef BARNES_HUT
InvalidateGrid(); InvalidateGrid();
#endif #endif
@ -132,7 +126,7 @@ auto MassSpringSystem::Clear() -> void {
auto MassSpringSystem::ClearForces() -> void { auto MassSpringSystem::ClearForces() -> void {
ZoneScoped; ZoneScoped;
for (auto &[state, mass] : masses) { for (auto &mass : masses) {
mass.ClearForce(); mass.ClearForce();
} }
} }
@ -140,23 +134,11 @@ auto MassSpringSystem::ClearForces() -> void {
auto MassSpringSystem::CalculateSpringForces() -> void { auto MassSpringSystem::CalculateSpringForces() -> void {
ZoneScoped; ZoneScoped;
for (auto &[states, spring] : springs) { for (const auto spring : springs) {
spring.CalculateSpringForce(); Mass &a = masses.at(spring.mass_a);
Mass &b = masses.at(spring.mass_b);
spring.CalculateSpringForce(a, b);
} }
// spring_pointers.clear();
// spring_pointers.reserve(springs.size());
// for (auto &[states, spring] : springs) {
// spring_pointers.push_back(&spring);
// }
//
// auto solve_spring = [&](int i) {
// spring_pointers[i]->CalculateSpringForce();
// };
//
// BS::multi_future<void> loop_future =
// threads.submit_loop(0, spring_pointers.size(), solve_spring, 4096);
// loop_future.wait();
} }
#ifdef BARNES_HUT #ifdef BARNES_HUT
@ -169,7 +151,7 @@ auto MassSpringSystem::BuildOctree() -> void {
// Compute bounding box around all masses // Compute bounding box around all masses
Vector3 min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX); Vector3 min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
Vector3 max = Vector3(-FLT_MAX, -FLT_MAX, -FLT_MAX); Vector3 max = Vector3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
for (const auto &[state, mass] : masses) { for (const auto &mass : masses) {
min.x = std::min(min.x, mass.position.x); min.x = std::min(min.x, mass.position.x);
max.x = std::max(max.x, mass.position.x); max.x = std::max(max.x, mass.position.x);
min.y = std::min(min.y, mass.position.y); min.y = std::min(min.y, mass.position.y);
@ -190,15 +172,8 @@ auto MassSpringSystem::BuildOctree() -> void {
// Root node spans the entire area // Root node spans the entire area
int root = octree.CreateNode(min, max); int root = octree.CreateNode(min, max);
// Use a vector of pointers to the masses, because we can't parallelize the for (std::size_t i = 0; i < masses.size(); ++i) {
// range-based for loop over the masses unordered_map using OpenMP. octree.Insert(root, i, masses[i].position, MASS);
mass_pointers.clear();
mass_pointers.reserve(masses.size());
for (auto &[state, mass] : masses) {
mass_pointers.push_back(&mass);
}
for (std::size_t i = 0; i < mass_pointers.size(); ++i) {
octree.Insert(root, i, mass_pointers[i]->position, mass_pointers[i]->mass);
} }
} }
@ -251,10 +226,8 @@ auto MassSpringSystem::CalculateRepulsionForces() -> void {
BuildOctree(); BuildOctree();
auto solve_octree = [&](int i) { auto solve_octree = [&](int i) {
int root = 0; Vector3 force = octree.CalculateForce(0, masses[i].position);
Vector3 force = octree.CalculateForce(root, mass_pointers[i]->position); masses[i].force = Vector3Add(masses[i].force, force);
mass_pointers[i]->force = Vector3Add(mass_pointers[i]->force, force);
}; };
// Calculate forces using Barnes-Hut // Calculate forces using Barnes-Hut
@ -264,7 +237,7 @@ auto MassSpringSystem::CalculateRepulsionForces() -> void {
} }
#else #else
BS::multi_future<void> loop_future = BS::multi_future<void> loop_future =
threads.submit_loop(0, mass_pointers.size(), solve_octree, 256); threads.submit_loop(0, masses.size(), solve_octree, 256);
loop_future.wait(); loop_future.wait();
#endif #endif
@ -352,7 +325,7 @@ auto MassSpringSystem::CalculateRepulsionForces() -> void {
auto MassSpringSystem::VerletUpdate(float delta_time) -> void { auto MassSpringSystem::VerletUpdate(float delta_time) -> void {
ZoneScoped; ZoneScoped;
for (auto &[state, mass] : masses) { for (auto &mass : masses) {
mass.VerletUpdate(delta_time); mass.VerletUpdate(delta_time);
} }
} }

View File

@ -70,17 +70,20 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
ZoneScoped; ZoneScoped;
// Prepare cube instancing // Prepare cube instancing
if (mass_springs.masses.size() < DRAW_VERTICES_LIMIT) { {
if (transforms == nullptr) { ZoneNamedN(prepare_masses, "PrepareMasses", true);
AllocateGraphInstancing(mass_springs); if (mass_springs.masses.size() < DRAW_VERTICES_LIMIT) {
} if (transforms == nullptr) {
ReallocateGraphInstancingIfNecessary(mass_springs); AllocateGraphInstancing(mass_springs);
}
ReallocateGraphInstancingIfNecessary(mass_springs);
int i = 0; int i = 0;
for (const auto &[state, mass] : mass_springs.masses) { for (const auto &mass : mass_springs.masses) {
transforms[i] = transforms[i] =
MatrixTranslate(mass.position.x, mass.position.y, mass.position.z); MatrixTranslate(mass.position.x, mass.position.y, mass.position.z);
++i; ++i;
}
} }
} }
@ -90,24 +93,31 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
BeginMode3D(camera.camera); BeginMode3D(camera.camera);
// Draw springs (batched) // Draw springs (batched)
rlBegin(RL_LINES); {
for (const auto &[states, spring] : mass_springs.springs) { ZoneNamedN(draw_springs, "DrawSprings", true);
rlColor4ub(EDGE_COLOR.r, EDGE_COLOR.g, EDGE_COLOR.b, EDGE_COLOR.a); rlBegin(RL_LINES);
rlVertex3f(spring.massA.position.x, spring.massA.position.y, for (const auto &spring : mass_springs.springs) {
spring.massA.position.z); // We have to do a lookup of the actual mass object, which is slow :(
rlVertex3f(spring.massB.position.x, spring.massB.position.y, const Mass &a = mass_springs.masses.at(spring.mass_a);
spring.massB.position.z); const Mass &b = mass_springs.masses.at(spring.mass_b);
rlColor4ub(EDGE_COLOR.r, EDGE_COLOR.g, EDGE_COLOR.b, EDGE_COLOR.a);
rlVertex3f(a.position.x, a.position.y, a.position.z);
rlVertex3f(b.position.x, b.position.y, b.position.z);
}
rlEnd();
} }
rlEnd();
// Draw masses (instanced) // Draw masses (instanced)
if (mass_springs.masses.size() < DRAW_VERTICES_LIMIT) { {
// NOTE: I don't know if drawing all this inside a shader would make it much ZoneNamedN(draw_masses, "DrawMasses", true);
// faster... if (mass_springs.masses.size() < DRAW_VERTICES_LIMIT) {
// The amount of data sent to the GPU would be reduced (just positions // NOTE: I don't know if drawing all this inside a shader would make it
// instead of matrices), but is this noticable for < 100000 cubes? // much faster... The amount of data sent to the GPU would be
DrawMeshInstanced(cube_instance, vertex_mat, transforms, // reduced (just positions instead of matrices), but is this
mass_springs.masses.size()); // noticable for < 100000 cubes?
DrawMeshInstanced(cube_instance, vertex_mat, transforms,
mass_springs.masses.size());
}
} }
// Mark winning states // Mark winning states

View File

@ -84,7 +84,7 @@ auto StateManager::ClearGraph() -> void {
auto StateManager::FindWinningStates() -> void { auto StateManager::FindWinningStates() -> void {
winning_states.clear(); winning_states.clear();
for (const auto &[state, mass] : mass_springs.masses) { for (const auto &[state, mass] : mass_springs.state_masses) {
if (win_conditions[current_preset](state)) { if (win_conditions[current_preset](state)) {
winning_states.insert(state); winning_states.insert(state);
} }