#include "mass_spring_system.hpp" #include "config.hpp" #include #ifdef TRACY #include #endif auto mass_spring_system::mass::clear_force() -> void { force = Vector3Zero(); } auto mass_spring_system::mass::calculate_velocity(const float delta_time) -> void { const Vector3 acceleration = Vector3Scale(force, 1.0 / MASS); const Vector3 temp = Vector3Scale(acceleration, delta_time); velocity = Vector3Add(velocity, temp); } auto mass_spring_system::mass::calculate_position(const float delta_time) -> void { previous_position = position; const Vector3 temp = Vector3Scale(velocity, delta_time); position = Vector3Add(position, temp); } auto mass_spring_system::mass::verlet_update(const float delta_time) -> void { const Vector3 acceleration = Vector3Scale(force, 1.0 / MASS); const Vector3 temp_position = position; Vector3 displacement = Vector3Subtract(position, previous_position); const Vector3 accel_term = Vector3Scale(acceleration, delta_time * delta_time); // Minimal dampening displacement = Vector3Scale(displacement, 1.0 - VERLET_DAMPENING); position = Vector3Add(Vector3Add(position, displacement), accel_term); previous_position = temp_position; } auto mass_spring_system::spring::calculate_spring_force(mass& _a, mass& _b) -> void { // TODO: Use a bungee force here instead of springs, since we already have global repulsion? const Vector3 delta_position = Vector3Subtract(_a.position, _b.position); const float current_length = Vector3Length(delta_position); const Vector3 delta_velocity = Vector3Subtract(_a.velocity, _b.velocity); const float hooke = SPRING_CONSTANT * (current_length - REST_LENGTH); const float dampening = DAMPENING_CONSTANT * Vector3DotProduct(delta_velocity, delta_position) / current_length; const Vector3 force_a = Vector3Scale(delta_position, -(hooke + dampening) / current_length); const Vector3 force_b = Vector3Scale(force_a, -1.0); _a.force = Vector3Add(_a.force, force_a); _b.force = Vector3Add(_b.force, force_b); } auto mass_spring_system::clear() -> void { masses.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(GetRandomValue(-100, 100)), static_cast(GetRandomValue(-100, // 100)), static_cast(GetRandomValue(-100, 100)) // }; // position = Vector3Scale(Vector3Normalize(position), REST_LENGTH * 2.0); masses.emplace_back(Vector3Zero()); } auto mass_spring_system::add_spring(size_t a, size_t b) -> void { // Update masses to be located along a random walk when adding the springs const mass& mass_a = masses.at(a); mass& mass_b = masses.at(b); Vector3 offset{ static_cast(GetRandomValue(-100, 100)), static_cast(GetRandomValue(-100, 100)), static_cast(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(mass_a.position, tree.nodes.at(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); } } mass_b.position = mass_a.position + offset; mass_b.previous_position = mass_b.position; // 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 for (auto& m : masses) { m.clear_force(); } } auto mass_spring_system::calculate_spring_forces() -> void { #ifdef TRACY ZoneScoped; #endif for (const auto s : springs) { mass& a = masses.at(s.a); mass& b = masses.at(s.b); spring::calculate_spring_force(a, b); } } #ifdef THREADPOOL auto mass_spring_system::set_thread_name(size_t idx) -> void { BS::this_thread::set_os_thread_name(std::format("bh-worker-{}", idx)); } #endif auto mass_spring_system::build_octree() -> void { #ifdef TRACY ZoneScoped; #endif tree.nodes.clear(); tree.nodes.reserve(masses.size() * 2); // Compute bounding box around all masses Vector3 min{FLT_MAX, FLT_MAX, FLT_MAX}; Vector3 max{-FLT_MAX, -FLT_MAX, -FLT_MAX}; for (const auto& m : masses) { min.x = std::min(min.x, m.position.x); max.x = std::max(max.x, m.position.x); min.y = std::min(min.y, m.position.y); max.y = std::max(max.y, m.position.y); min.z = std::min(min.z, m.position.z); max.z = std::max(max.z, m.position.z); } // Pad the bounding box constexpr float pad = 1.0; min = Vector3Subtract(min, Vector3Scale(Vector3One(), pad)); max = Vector3Add(max, Vector3Scale(Vector3One(), pad)); // Make it cubic (so subdivisions are balanced) const float max_extent = std::max({max.x - min.x, max.y - min.y, max.z - min.z}); max = Vector3Add(min, Vector3Scale(Vector3One(), max_extent)); // Root node spans the entire area const int root = tree.create_empty_leaf(min, max); for (size_t i = 0; i < masses.size(); ++i) { tree.insert(root, static_cast(i), masses[i].position, MASS, 0); } } auto mass_spring_system::calculate_repulsion_forces() -> void { #ifdef TRACY ZoneScoped; #endif build_octree(); auto solve_octree = [&](const int i) { const Vector3 force = tree.calculate_force(0, masses[i].position); masses[i].force = Vector3Add(masses[i].force, force); }; // Calculate forces using Barnes-Hut #ifdef THREADPOOL const BS::multi_future loop_future = threads.submit_loop(0, masses.size(), solve_octree, 256); loop_future.wait(); #else for (size_t i = 0; i < masses.size(); ++i) { solve_octree(i); } #endif } auto mass_spring_system::verlet_update(const float delta_time) -> void { #ifdef TRACY ZoneScoped; #endif for (auto& m : masses) { m.verlet_update(delta_time); } } auto mass_spring_system::center_masses() -> void { Vector3 mean = Vector3Zero(); for (const auto& m : masses) { mean += m.position; } mean /= static_cast(masses.size()); for (auto& m : masses) { m.position -= mean; } }