#include "physics.hpp" #include "config.hpp" #include #include #include #include #include #include #include #include #ifdef THREADPOOL #define BS_THREAD_POOL_NATIVE_EXTENSIONS #include #endif #ifdef TRACY #include "tracy.hpp" #include #endif auto Mass::ClearForce() -> void { force = Vector3Zero(); } auto Mass::CalculateVelocity(const float delta_time) -> void { Vector3 acceleration; Vector3 temp; acceleration = Vector3Scale(force, 1.0 / MASS); temp = Vector3Scale(acceleration, delta_time); velocity = Vector3Add(velocity, temp); } auto Mass::CalculatePosition(const float delta_time) -> void { previous_position = position; Vector3 temp; temp = Vector3Scale(velocity, delta_time); position = Vector3Add(position, temp); } auto Mass::VerletUpdate(const float delta_time) -> void { Vector3 acceleration = Vector3Scale(force, 1.0 / MASS); Vector3 temp_position = position; Vector3 displacement = Vector3Subtract(position, previous_position); 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 Spring::CalculateSpringForce(Mass &_mass_a, Mass &_mass_b) const -> void { Vector3 delta_position = Vector3Subtract(_mass_a.position, _mass_b.position); float current_length = Vector3Length(delta_position); float inv_current_length = 1.0 / current_length; Vector3 delta_velocity = Vector3Subtract(_mass_a.velocity, _mass_b.velocity); float hooke = SPRING_CONSTANT * (current_length - REST_LENGTH); float dampening = DAMPENING_CONSTANT * Vector3DotProduct(delta_velocity, delta_position) * inv_current_length; Vector3 force_a = Vector3Scale(delta_position, -(hooke + dampening) * inv_current_length); Vector3 force_b = Vector3Scale(force_a, -1.0); _mass_a.force = Vector3Add(_mass_a.force, force_a); _mass_b.force = Vector3Add(_mass_b.force, force_b); } auto MassSpringSystem::AddMass() -> void { masses.emplace_back(Vector3Zero()); } auto MassSpringSystem::AddSpring(int a, int b) -> void { Mass &mass_a = masses.at(a); Mass &mass_b = masses.at(b); Vector3 position = mass_a.position; Vector3 offset = Vector3(static_cast(GetRandomValue(-100, 100)), static_cast(GetRandomValue(-100, 100)), static_cast(GetRandomValue(-100, 100))); offset = Vector3Scale(Vector3Normalize(offset), REST_LENGTH); if (mass_b.position == Vector3Zero()) { mass_b.position = Vector3Add(position, offset); } springs.emplace_back(a, b); } auto MassSpringSystem::Clear() -> void { masses.clear(); springs.clear(); octree.nodes.clear(); } auto MassSpringSystem::ClearForces() -> void { #ifdef TRACY ZoneScoped; #endif for (auto &mass : masses) { mass.ClearForce(); } } auto MassSpringSystem::CalculateSpringForces() -> void { #ifdef TRACY ZoneScoped; #endif for (const auto spring : springs) { Mass &a = masses.at(spring.a); Mass &b = masses.at(spring.b); spring.CalculateSpringForce(a, b); } } #ifdef THREADPOOL auto MassSpringSystem::SetThreadName(std::size_t idx) -> void { BS::this_thread::set_os_thread_name(std::format("bh-worker-{}", idx)); } #endif auto MassSpringSystem::BuildOctree() -> void { #ifdef TRACY ZoneScoped; #endif octree.nodes.clear(); octree.nodes.reserve(masses.size() * 2); // Compute bounding box around all masses Vector3 min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX); Vector3 max = Vector3(-FLT_MAX, -FLT_MAX, -FLT_MAX); for (const auto &mass : masses) { min.x = std::min(min.x, mass.position.x); max.x = std::max(max.x, mass.position.x); min.y = std::min(min.y, mass.position.y); max.y = std::max(max.y, mass.position.y); min.z = std::min(min.z, mass.position.z); max.z = std::max(max.z, mass.position.z); } // Pad the bounding box float pad = 1.0; min = Vector3Subtract(min, Vector3Scale(Vector3One(), pad)); max = Vector3Add(max, Vector3Scale(Vector3One(), pad)); // Make it cubic (so subdivisions are balanced) 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 int root = octree.CreateNode(min, max); for (std::size_t i = 0; i < masses.size(); ++i) { octree.Insert(root, i, masses[i].position, MASS); } } auto MassSpringSystem::CalculateRepulsionForces() -> void { #ifdef TRACY ZoneScoped; #endif BuildOctree(); auto solve_octree = [&](int i) { Vector3 force = octree.CalculateForce(0, masses[i].position); masses[i].force = Vector3Add(masses[i].force, force); }; // Calculate forces using Barnes-Hut #ifdef THREADPOOL BS::multi_future loop_future = threads.submit_loop(0, masses.size(), solve_octree, 256); loop_future.wait(); #else for (std::size_t i = 0; i < masses.size(); ++i) { solve_octree(i); } #endif } auto MassSpringSystem::VerletUpdate(float delta_time) -> void { #ifdef TRACY ZoneScoped; #endif for (auto &mass : masses) { mass.VerletUpdate(delta_time); } } auto ThreadedPhysics::PhysicsThread(ThreadedPhysics::PhysicsState &state) -> void { #ifdef THREADPOOL BS::this_thread::set_os_thread_name("physics"); #endif MassSpringSystem mass_springs; const auto visitor = overloads{ [&](const struct AddMass &am) { mass_springs.AddMass(); }, [&](const struct AddSpring &as) { mass_springs.AddSpring(as.a, as.b); }, [&](const struct ClearGraph &cg) { mass_springs.Clear(); }, }; std::chrono::time_point last = std::chrono::high_resolution_clock::now(); std::chrono::duration physics_accumulator(0); std::chrono::duration ups_accumulator(0); unsigned int loop_iterations = 0; while (state.running.load()) { #ifdef TRACY FrameMarkStart("PhysicsThread"); #endif // Time tracking std::chrono::time_point now = std::chrono::high_resolution_clock::now(); std::chrono::duration deltatime = now - last; physics_accumulator += deltatime; ups_accumulator += deltatime; last = now; // Handle queued commands { #ifdef TRACY std::lock_guard lock(state.command_mtx); #else std::lock_guard lock(state.command_mtx); #endif while (!state.pending_commands.empty()) { Command &cmd = state.pending_commands.front(); cmd.visit(visitor); state.pending_commands.pop(); } } if (mass_springs.masses.empty()) { std::this_thread::sleep_for(std::chrono::milliseconds(1)); continue; } // Physics update if (physics_accumulator.count() > TIMESTEP) { mass_springs.ClearForces(); mass_springs.CalculateSpringForces(); mass_springs.CalculateRepulsionForces(); mass_springs.VerletUpdate(TIMESTEP * SIM_SPEED); ++loop_iterations; physics_accumulator -= std::chrono::duration(TIMESTEP); } // Publish the positions for the renderer (copy) #ifdef TRACY FrameMarkStart("PhysicsThreadProduceLock"); #endif { #ifdef TRACY std::unique_lock lock(state.data_mtx); #else std::unique_lock lock(state.data_mtx); #endif state.data_consumed_cnd.wait( lock, [&] { return state.data_consumed || !state.running.load(); }); if (!state.running.load()) { // Running turned false while we were waiting for the condition break; } if (ups_accumulator.count() > 1.0) { // Update each second state.ups = loop_iterations; loop_iterations = 0; ups_accumulator = std::chrono::duration(0); } state.masses.clear(); state.masses.reserve(mass_springs.masses.size()); for (const auto &mass : mass_springs.masses) { state.masses.emplace_back(mass.position); } state.data_ready = true; state.data_consumed = false; } // Notify the rendering thread that new data is available state.data_ready_cnd.notify_all(); #ifdef TRACY FrameMarkEnd("PhysicsThreadProduceLock"); FrameMarkEnd("PhysicsThread"); #endif } } auto ThreadedPhysics::AddMassCmd() -> void { { #ifdef TRACY std::lock_guard lock(state.command_mtx); #else std::lock_guard lock(state.command_mtx); #endif state.pending_commands.push(AddMass{}); } } auto ThreadedPhysics::AddSpringCmd(std::size_t a, std::size_t b) -> void { { #ifdef TRACY std::lock_guard lock(state.command_mtx); #else std::lock_guard lock(state.command_mtx); #endif state.pending_commands.push(AddSpring{a, b}); } } auto ThreadedPhysics::ClearCmd() -> void { { #ifdef TRACY std::lock_guard lock(state.command_mtx); #else std::lock_guard lock(state.command_mtx); #endif state.pending_commands.push(ClearGraph{}); } } auto ThreadedPhysics::AddMassSpringsCmd( std::size_t num_masses, const std::vector> &springs) -> void { { #ifdef TRACY std::lock_guard lock(state.command_mtx); #else std::lock_guard lock(state.command_mtx); #endif for (std::size_t i = 0; i < num_masses; ++i) { state.pending_commands.push(AddMass{}); } for (const auto &[from, to] : springs) { state.pending_commands.push(AddSpring{from, to}); } } }