replace recursive octree implementation with morton code version (FML)
This commit is contained in:
417
src/octree.cpp
417
src/octree.cpp
@ -7,205 +7,316 @@
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auto octree::clear() -> void
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{
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nodes.clear();
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// mass_centers.clear();
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// mass_totals.clear();
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// box_mins.clear();
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// box_maxs.clear();
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// childrens.clear();
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// mass_ids.clear();
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// leafs.clear();
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}
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auto octree::reserve(const size_t count) -> void
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{
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nodes.reserve(count);
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// mass_centers.reserve(count);
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// mass_totals.reserve(count);
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// box_mins.reserve(count);
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// box_maxs.reserve(count);
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// childrens.reserve(count);
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// mass_ids.reserve(count);
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// leafs.reserve(count);
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}
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auto octree::empty() const -> bool
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{
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return nodes.empty();
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// return mass_centers.empty();
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}
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auto octree::get_child_count(const int node_idx) const -> int
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auto octree::root() const -> const node&
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{
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int child_count = 0;
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for (const int child : nodes[node_idx].children) {
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if (child != -1) {
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++child_count;
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}
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}
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return child_count;
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return nodes[0];
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}
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auto octree::insert(const int node_idx,
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const int mass_id,
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const Vector3& pos,
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const float mass,
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const int depth) -> void
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{
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if (depth > MAX_DEPTH) {
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throw std::runtime_error("Octree insertion reachead max depth");
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}
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// NOTE: Do not store a nodes[node_idx] reference as the nodes vector might reallocate during
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// this function
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// We can place the particle in the empty leaf
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const bool leaf = nodes[node_idx].leaf;
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if (leaf && nodes[node_idx].mass_id == -1) {
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nodes[node_idx].mass_id = mass_id;
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nodes[node_idx].mass_center = pos;
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nodes[node_idx].mass_total = mass;
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return;
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}
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const Vector3& box_min = nodes[node_idx].box_min;
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const Vector3& box_max = nodes[node_idx].box_max;
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// The leaf is occupied, we need to subdivide
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if (leaf) {
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const int existing_id = nodes[node_idx].mass_id;
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const Vector3 existing_pos = nodes[node_idx].mass_center;
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const float existing_mass = nodes[node_idx].mass_total;
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// If positions are identical we jitter the particles
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const Vector3 diff = Vector3Subtract(pos, existing_pos);
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if (diff == Vector3Zero()) {
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// warnln("Trying to insert an identical partical into octree (jittering position)");
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Vector3 jittered = pos;
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jittered.x += 0.001;
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jittered.y += 0.001;
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insert(node_idx, mass_id, jittered, mass, depth);
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return;
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// Could also merge them, but that leads to the octree having less leafs than we have
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// masses nodes[node_idx].mass_total += mass; return;
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}
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// Convert the leaf to an internal node
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nodes[node_idx].mass_id = -1;
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nodes[node_idx].leaf = false;
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nodes[node_idx].mass_center = Vector3Zero();
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nodes[node_idx].mass_total = 0.0;
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// Re-insert the existing mass into a new empty leaf (see above)
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const int oct = get_octant(box_min, box_max, existing_pos);
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if (nodes[node_idx].children[oct] == -1) {
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const auto& [min, max] = get_child_bounds(box_min, box_max, oct);
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const int child_idx = create_empty_leaf(min, max);
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nodes[node_idx].children[oct] = child_idx;
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}
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insert(nodes[node_idx].children[oct], existing_id, existing_pos, existing_mass, depth + 1);
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}
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// Insert the new mass
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const int oct = get_octant(box_min, box_max, pos);
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if (nodes[node_idx].children[oct] == -1) {
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const auto& [min, max] = get_child_bounds(box_min, box_max, oct);
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const int child_idx = create_empty_leaf(min, max);
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nodes[node_idx].children[oct] = child_idx;
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}
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insert(nodes[node_idx].children[oct], mass_id, pos, mass, depth + 1);
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// Update the center of mass
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const float new_mass = nodes[node_idx].mass_total + mass;
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nodes[node_idx].mass_center = (nodes[node_idx].mass_center * nodes[node_idx].mass_total + pos) / new_mass;
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nodes[node_idx].mass_total = new_mass;
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}
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auto octree::build_octree(octree& t, const std::vector<Vector3>& positions) -> void
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// Replaced the 50 line recursive octree insertion with this bitch to gain 5 UPS, FML
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auto octree::build_octree_morton(octree& t, const std::vector<Vector3>& positions) -> 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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t.clear();
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t.reserve(positions.size() * 2);
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if (positions.empty()) {
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return;
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}
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// Compute bounding box around all masses
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Vector3 min{FLT_MAX, FLT_MAX, FLT_MAX};
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Vector3 max{-FLT_MAX, -FLT_MAX, -FLT_MAX};
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Vector3 root_min{FLT_MAX, FLT_MAX, FLT_MAX};
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Vector3 root_max{-FLT_MAX, -FLT_MAX, -FLT_MAX};
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for (const auto& [x, y, z] : positions) {
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min.x = std::min(min.x, x);
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max.x = std::max(max.x, x);
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min.y = std::min(min.y, y);
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max.y = std::max(max.y, y);
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min.z = std::min(min.z, z);
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max.z = std::max(max.z, z);
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root_min.x = std::min(root_min.x, x);
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root_max.x = std::max(root_max.x, x);
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root_min.y = std::min(root_min.y, y);
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root_max.y = std::max(root_max.y, y);
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root_min.z = std::min(root_min.z, z);
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root_max.z = std::max(root_max.z, z);
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}
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// Pad the bounding box
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constexpr float pad = 1.0;
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min = Vector3Subtract(min, Vector3Scale(Vector3One(), pad));
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max = Vector3Add(max, Vector3Scale(Vector3One(), pad));
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constexpr float pad = 1.0f;
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root_min = Vector3Subtract(root_min, Vector3Scale(Vector3One(), pad));
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root_max = Vector3Add(root_max, Vector3Scale(Vector3One(), pad));
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// Make it cubic (so subdivisions are balanced)
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const float max_extent = std::max({max.x - min.x, max.y - min.y, max.z - min.z});
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max = Vector3Add(min, Vector3Scale(Vector3One(), max_extent));
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const float max_extent = std::max({root_max.x - root_min.x, root_max.y - root_min.y, root_max.z - root_min.z});
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root_max = Vector3Add(root_min, Vector3Scale(Vector3One(), max_extent));
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// Root node spans the entire area
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const int root = t.create_empty_leaf(min, max);
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const float root_extent = root_max.x - root_min.x; // cubic
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for (size_t i = 0; i < positions.size(); ++i) {
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t.insert(root, static_cast<int>(i), positions[i], MASS, 0);
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// Container for building the particle list before sorting by morton code
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struct sort_node
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{
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uint64_t code;
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uint32_t id;
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Vector3 pos;
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};
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std::vector<sort_node> sort_container;
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sort_container.reserve(positions.size());
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for (uint32_t i = 0; i < positions.size(); ++i) {
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sort_container.emplace_back(pos_to_morton(positions[i], root_min, root_max), i, positions[i]);
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}
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// Sort the list by morton codes. Because positions close to each other have similar morten codes,
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// this provides us with "spatial locality" in the datastructure.
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auto sort_by_code = [&]()
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{
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std::ranges::sort(sort_container,
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[](const sort_node& a, const sort_node& b)
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{
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if (a.code != b.code) {
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return a.code < b.code;
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}
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return a.id < b.id;
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});
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};
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sort_by_code();
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// Resolve duplicates by jittering the later one deterministically and re-encoding.
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for (int seed = 0; seed < 8; ++seed) {
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bool had_dupes = false;
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for (size_t i = 1; i < sort_container.size(); ++i) {
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// Because elements are spatially ordered after sorting, we can scan for duplicates in O(n)
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if (sort_container[i].code == sort_container[i - 1].code) {
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had_dupes = true;
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sort_container[i].pos = jitter_pos(sort_container[i].pos,
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sort_container[i].id + seed * 0x9e3779b9u,
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root_min,
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root_max,
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root_extent);
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sort_container[i].code = pos_to_morton(sort_container[i].pos, root_min, root_max);
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}
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}
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if (!had_dupes) {
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break;
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}
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sort_by_code();
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}
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// Sanity check
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for (size_t i = 1; i < sort_container.size(); ++i) {
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if (sort_container[i].code == sort_container[i - 1].code) {
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throw std::runtime_error("Duplicates remain after jittering");
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}
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}
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std::vector<std::vector<node>> tree_levels;
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tree_levels.assign(MAX_DEPTH + 1, {});
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// Leaves at MAX_DEPTH: 1 particle per leaf in morton order (close particles close together)
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auto& leafs = tree_levels[MAX_DEPTH];
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leafs.reserve(sort_container.size());
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const float leaf_size = root_extent / static_cast<float>(MAX_DEPTH);
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for (const auto& [code, id, pos] : sort_container) {
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node leaf;
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leaf.leaf = true;
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leaf.mass_id = static_cast<int>(id);
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leaf.depth = MAX_DEPTH;
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leaf.size = leaf_size;
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leaf.mass_total = MASS;
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leaf.mass_center = pos; // force uses mass_center instead of jittered position
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leaf.children.fill(-1);
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leafs.push_back(leaf);
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}
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// We now have to group the particles (currently we have only sorted the leaves),
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// but upwards subdivisions have to be created.
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// For grouping, store a nodes local index in its level.
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struct leaf
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{
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uint64_t leaf_code;
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int depth;
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int level_index;
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};
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std::vector<leaf> leaves;
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leaves.reserve(tree_levels[MAX_DEPTH].size());
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for (int i = 0; i < static_cast<int>(tree_levels[MAX_DEPTH].size()); ++i) {
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leaves.emplace_back(sort_container[static_cast<size_t>(i)].code, MAX_DEPTH, i);
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}
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// Build internal levels from MAX_DEPTH-1 to 0
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for (int current_depth = MAX_DEPTH - 1; current_depth >= 0; --current_depth) {
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auto& current_level = tree_levels[current_depth];
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current_level.clear();
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std::vector<leaf> next_refs;
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next_refs.reserve(leaves.size());
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const float parent_size = root_extent / static_cast<float>(1u << current_depth);
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size_t i = 0;
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while (i < leaves.size()) {
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const uint64_t key = path_to_ancestor(leaves[i].leaf_code, MAX_DEPTH, current_depth);
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size_t j = i + 1;
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while (j < leaves.size() && path_to_ancestor(leaves[j].leaf_code, MAX_DEPTH, current_depth) == key) {
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++j;
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}
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const size_t group_size = j - i;
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// Unary compression: just carry the child ref upward unchanged.
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if (group_size == 1) {
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next_refs.push_back(leaves[i]);
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i = j;
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continue;
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}
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node parent;
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parent.leaf = false;
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parent.mass_id = -1;
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parent.depth = current_depth;
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parent.size = parent_size;
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parent.children.fill(-1);
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float mass_total = 0.0f;
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Vector3 mass_center_acc = Vector3Zero();
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for (size_t k = i; k < j; ++k) {
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const int child_depth = leaves[k].depth;
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const int child_local = leaves[k].level_index;
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// Read the child from its actual stored level.
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const node& child = tree_levels[child_depth][child_local];
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// Which octant of this parent does it belong to?
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// IMPORTANT: octant comes from the NEXT level after current_depth (i.e. current_depth+1),
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// but the child might skip levels due to compression.
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// We must use the child's "first level under the parent" which is (current_depth+1).
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const int oct = octant_at_level(leaves[k].leaf_code, current_depth + 1, MAX_DEPTH);
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// Store *global* child reference: we only have an int slot, so we need a single index space.
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parent.children[oct] = (child_depth << 24) | (child_local & 0x00FFFFFF);
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mass_total += child.mass_total;
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mass_center_acc = Vector3Add(mass_center_acc, Vector3Scale(child.mass_center, child.mass_total));
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}
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parent.mass_total = mass_total;
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parent.mass_center = (mass_total > 0.0f) ? Vector3Scale(mass_center_acc, 1.0f / mass_total) : Vector3Zero();
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const int parent_local = static_cast<int>(current_level.size());
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current_level.push_back(parent);
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next_refs.push_back({leaves[i].leaf_code, current_depth, parent_local});
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i = j;
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}
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leaves.swap(next_refs);
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}
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// Flatten levels and fix child indices from local->global.
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// All depth 0 nodes come first, then depth 1, last depth MAX_DEPTH.
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std::vector<int> offsets(tree_levels.size(), 0);
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int total = 0;
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for (int d = 0; d <= MAX_DEPTH; ++d) {
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offsets[d] = total;
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total += static_cast<int>(tree_levels[d].size());
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}
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t.nodes.clear();
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t.nodes.reserve(total);
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for (int d = 0; d <= MAX_DEPTH; ++d) {
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t.nodes.insert(t.nodes.end(), tree_levels[d].begin(), tree_levels[d].end());
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}
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// Fix child indices: convert local index in levels[d+1] to global index in t.nodes
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for (int d = 0; d <= MAX_DEPTH; ++d) {
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const int base = offsets[d];
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for (int i2 = 0; i2 < static_cast<int>(tree_levels[d].size()); ++i2) {
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node& n = t.nodes[base + i2];
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if (!n.leaf) {
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for (int c = 0; c < 8; ++c) {
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int packed = n.children[c];
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if (packed >= 0) {
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const int child_depth = (packed >> 24) & 0xFF;
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const int child_local = packed & 0x00FFFFFF;
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n.children[c] = offsets[child_depth] + child_local;
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}
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}
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}
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}
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}
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// const size_t _leaves = tree_levels[MAX_DEPTH].size();
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// const size_t _total = t.nodes.size();
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// const size_t _internal = _total - _leaves;
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// traceln("Morton octree nodes: {}, leaves: {}, ratio: {:.3} children per internal node.",
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// _total,
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// _leaves,
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// static_cast<float>(_total - 1) / _internal);
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}
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auto octree::calculate_force(const int node_idx, const Vector3& pos) const -> Vector3
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auto octree::calculate_force_morton(const int node_idx, const Vector3& pos, const int self_id) const -> Vector3
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{
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if (node_idx < 0) {
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return Vector3Zero();
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}
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const node& n = nodes[node_idx];
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// Force accumulator
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float fx = 0.0f;
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float fy = 0.0f;
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float fz = 0.0f;
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const float mass_total = n.mass_total;
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const Vector3& mass_center = n.mass_center;
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const Vector3& box_min = n.box_min;
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const Vector3& box_max = n.box_max;
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const std::array<int, 8>& children = n.children;
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const bool leaf = n.leaf;
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std::vector<int> stack;
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stack.reserve(128);
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stack.push_back(node_idx);
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if (std::abs(mass_total) <= 0.001f) {
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return Vector3Zero();
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}
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constexpr float theta2 = THETA * THETA;
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const Vector3 diff = Vector3Subtract(pos, mass_center);
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float dist_sq = diff.x * diff.x + diff.y * diff.y + diff.z * diff.z;
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while (!stack.empty()) {
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const int idx = stack.back();
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stack.pop_back();
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// Softening
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dist_sq += SOFTENING;
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const node& n = nodes[idx];
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// Barnes-Hut
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const float size = box_max.x - box_min.x;
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if (leaf || size * size / dist_sq < THETA * THETA) {
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const float dist = std::sqrt(dist_sq);
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const float force_mag = BH_FORCE * mass_total / dist_sq;
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// No self-force for single-particle leafs
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if (n.leaf && n.mass_id == self_id) {
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continue;
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}
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return Vector3Scale(diff, force_mag / dist);
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}
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const float dx = pos.x - n.mass_center.x;
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const float dy = pos.y - n.mass_center.y;
|
||||
const float dz = pos.z - n.mass_center.z;
|
||||
|
||||
// Collect child forces
|
||||
Vector3 force = Vector3Zero();
|
||||
for (const int child : children) {
|
||||
if (child >= 0) {
|
||||
const Vector3 child_force = calculate_force(child, pos);
|
||||
const float dist_sq = dx * dx + dy * dy + dz * dz + SOFTENING;
|
||||
|
||||
force = Vector3Add(force, child_force);
|
||||
// Barnes–Hut criterion
|
||||
if (n.leaf || ((n.size * n.size) / dist_sq) < theta2) {
|
||||
const float inv_dist = 1.0f / std::sqrt(dist_sq);
|
||||
const float force_mag = (BH_FORCE * n.mass_total) / dist_sq; // ~ 1/r^2
|
||||
const float s = force_mag * inv_dist; // scale by 1/r to get vector
|
||||
fx += dx * s;
|
||||
fy += dy * s;
|
||||
fz += dz * s;
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int c = 0; c < 8; ++c) {
|
||||
const int child = n.children[c];
|
||||
if (child >= 0) {
|
||||
stack.push_back(child);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return force;
|
||||
return Vector3{fx, fy, fz};
|
||||
}
|
||||
Reference in New Issue
Block a user