231 lines
7.9 KiB
C++
231 lines
7.9 KiB
C++
#include "octree.hpp"
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#include "config.hpp"
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#include <cfloat>
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#include <raymath.h>
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#ifdef TRACY
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#include <tracy/Tracy.hpp>
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#endif
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auto octree::node::child_count() const -> int
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{
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int child_count = 0;
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for (const int child : 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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}
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auto octree::get_octant(const int node_idx, const Vector3& pos) const -> int
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{
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const node& n = nodes[node_idx];
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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,
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(n.box_min.z + n.box_max.z) / 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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int octant = 0;
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if (pos.x >= cx) {
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octant |= 1;
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}
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if (pos.y >= cy) {
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octant |= 2;
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}
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if (pos.z >= cz) {
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octant |= 4;
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}
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return octant;
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}
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auto octree::get_child_bounds(const int node_idx, const int octant) const -> std::pair<Vector3, Vector3>
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{
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const node& n = nodes[node_idx];
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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,
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(n.box_min.z + n.box_max.z) / 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 : n.box_min.x;
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max.x = octant & 1 ? n.box_max.x : cx;
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min.y = octant & 2 ? cy : n.box_min.y;
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max.y = octant & 2 ? n.box_max.y : cy;
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min.z = octant & 4 ? cz : n.box_min.z;
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max.z = octant & 4 ? n.box_max.z : cz;
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return std::make_pair(min, max);
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}
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auto octree::create_empty_leaf(const Vector3& box_min, const Vector3& box_max) -> int
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{
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node n;
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n.box_min = box_min;
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n.box_max = box_max;
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nodes.emplace_back(n);
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return static_cast<int>(nodes.size() - 1);
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}
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auto octree::insert(const int node_idx, const int mass_id, const Vector3& pos, const float mass,
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const int depth) -> void
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{
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// infoln("Inserting position ({}, {}, {}) into octree at node {} (depth {})", pos.x, pos.y,
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// pos.z, node_idx, depth);
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if (depth > MAX_DEPTH) {
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throw std::runtime_error(std::format("MAX_DEPTH! node={} box_min=({},{},{}) box_max=({},{},{}) pos=({},{},{})",
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node_idx, nodes[node_idx].box_min.x, nodes[node_idx].box_min.y,
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nodes[node_idx].box_min.z, nodes[node_idx].box_max.x,
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nodes[node_idx].box_max.y, nodes[node_idx].box_max.z, pos.x, pos.y,
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pos.z));
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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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if (nodes[node_idx].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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// The leaf is occupied, we need to subdivide
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if (nodes[node_idx].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_total = 0.0;
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nodes[node_idx].mass_center = Vector3Zero();
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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(node_idx, existing_pos);
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if (nodes[node_idx].children[oct] == -1) {
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const auto& [min, max] = get_child_bounds(node_idx, 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(node_idx, pos);
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if (nodes[node_idx].children[oct] == -1) {
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const auto& [min, max] = get_child_bounds(node_idx, 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.x = (nodes[node_idx].mass_center.x * nodes[node_idx].mass_total + pos.x) / new_mass;
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nodes[node_idx].mass_center.y = (nodes[node_idx].mass_center.y * nodes[node_idx].mass_total + pos.y) / new_mass;
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nodes[node_idx].mass_center.z = (nodes[node_idx].mass_center.z * nodes[node_idx].mass_total + pos.z) / 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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{
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#ifdef TRACY
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ZoneScoped;
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#endif
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t.nodes.clear();
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t.nodes.reserve(positions.size() * 2);
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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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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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}
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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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// 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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// Root node spans the entire area
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const int root = t.create_empty_leaf(min, max);
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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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}
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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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{
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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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if (std::abs(n.mass_total) <= 0.001f) {
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return Vector3Zero();
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}
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const Vector3 diff = Vector3Subtract(pos, n.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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// Softening
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dist_sq += SOFTENING;
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// Barnes-Hut
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const float size = n.box_max.x - n.box_min.x;
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if (n.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 * n.mass_total / dist_sq;
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return Vector3Scale(diff, force_mag / dist);
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}
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// Collect child forces
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Vector3 force = Vector3Zero();
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for (const int child : n.children) {
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if (child >= 0) {
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const Vector3 child_force = calculate_force(child, pos);
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force = Vector3Add(force, child_force);
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}
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}
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return force;
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} |