209 lines
8.4 KiB
C++
209 lines
8.4 KiB
C++
#ifndef OCTREE_HPP_
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#define OCTREE_HPP_
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#include "util.hpp"
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#include <array>
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#include <vector>
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#include <raylib.h>
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#include <raymath.h>
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#include <libmorton/morton.h>
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class octree
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{
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class node
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{
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public:
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Vector3 mass_center = Vector3Zero();
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float mass_total = 0.0;
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uint8_t depth = 0;
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float size = 0.0f; // Because our octree cells are cubic we don't need to store the bounds
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std::array<int, 8> children = {-1, -1, -1, -1, -1, -1, -1, -1};
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int mass_id = -1;
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bool leaf = true;
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};
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private:
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// 21 * 3 = 63, fits in uint64_t for combined x/y/z morton-code
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static constexpr int MAX_DEPTH = 21;
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std::vector<node> nodes;
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// This approach is actually slower than the array of nodes
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// beacuse we access all the attributes in the same function
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// std::vector<Vector3> mass_centers;
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// std::vector<float> mass_totals;
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// std::vector<Vector3> box_mins;
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// std::vector<Vector3> box_maxs;
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// std::vector<std::array<int, 8>> childrens;
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// std::vector<int> mass_ids;
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// std::vector<uint8_t> leafs; // bitpacked std::vector<bool> is a lot slower
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public:
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octree() = default;
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octree(const octree& copy) = delete;
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auto operator=(const octree& copy) -> octree& = delete;
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octree(octree&& move) = delete;
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auto operator=(octree&& move) -> octree& = delete;
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private:
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[[nodiscard]] INLINE static inline auto get_octant(const Vector3& box_min,
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const Vector3& box_max,
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const Vector3& pos) -> int;
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[[nodiscard]] INLINE static inline auto get_child_bounds(const Vector3& box_min,
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const Vector3& box_max,
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int octant) -> std::pair<Vector3, Vector3>;
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// Map a floating point coordinate to a discrete integer (so its morton-code can be computed)
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// The "bits" parameter determines the discrete axis resolution
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[[nodiscard]] INLINE static inline auto quantize_axis(float coordinate,
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float box_min,
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float box_max,
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int bits) -> uint32_t;
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[[nodiscard]] INLINE static inline auto pos_to_morton(const Vector3& p,
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const Vector3& root_min,
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const Vector3& root_max) -> uint64_t;
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[[nodiscard]] INLINE static inline auto jitter_pos(Vector3 p,
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uint32_t seed,
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const Vector3& root_min,
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const Vector3& root_max,
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float root_extent) -> Vector3;
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// Use this to obtain an ancestor node of a leaf node (on any level).
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// Because the morton codes (interleaved coordinates) encode the octree path, we can take
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// the morten code of any leaf and only take the 3*n first interleaved bits to find the
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// leaf ancestor on level n.
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// Leaf Code: [101 110 100 001] -> Ancestors (from leaf to root):
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// - [101 110 100]
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// - [101 110]
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// - [101] (root)
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[[nodiscard]] INLINE static inline auto path_to_ancestor(uint64_t leaf_code, int leaf_depth, int depth) -> uint64_t;
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// Use this to obtain the octant a leaf node is contained in (on any level).
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// The 3 interleaved bits in the morten code encode the octant [0, 7].
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// Leaf Code: [101 110 100 001] -> Octants:
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// - [100] (Level 2)
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// - [110] (Level 1)
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// - [101] (Level 0)
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[[nodiscard]] INLINE static inline auto octant_at_level(uint64_t leaf_code, int level, int leaf_depth) -> int;
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public:
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auto clear() -> void;
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auto reserve(size_t count) -> void;
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[[nodiscard]] auto empty() const -> bool;
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[[nodiscard]] auto root() const -> const node&;
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// Morton/linear octree implementation
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static auto build_octree_morton(octree& t, const std::vector<Vector3>& positions) -> void;
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[[nodiscard]] auto calculate_force_morton(int node_idx, const Vector3& pos, int self_id) const -> Vector3;
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};
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INLINE inline auto octree::get_octant(const Vector3& box_min, const Vector3& box_max, const Vector3& pos) -> int
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{
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auto [cx, cy, cz] = (box_min + box_max) / 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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return (pos.x >= cx) | ((pos.y >= cy) << 1) | ((pos.z >= cz) << 2);
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}
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INLINE inline auto octree::get_child_bounds(const Vector3& box_min,
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const Vector3& box_max,
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const int octant) -> std::pair<Vector3, Vector3>
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{
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auto [cx, cy, cz] = (box_min + box_max) / 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 : box_min.x;
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max.x = octant & 1 ? box_max.x : cx;
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min.y = octant & 2 ? cy : box_min.y;
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max.y = octant & 2 ? box_max.y : cy;
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min.z = octant & 4 ? cz : box_min.z;
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max.z = octant & 4 ? box_max.z : cz;
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return std::make_pair(min, max);
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}
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INLINE inline auto octree::quantize_axis(const float coordinate,
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const float box_min,
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const float box_max,
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const int bits) -> uint32_t
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{
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const float extent = box_max - box_min;
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if (extent <= 0.0f) {
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return 0;
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}
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float normalized = (coordinate - box_min) / extent; // normalize to [0,1]
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normalized = std::max(0.0f, std::min(normalized, std::nextafter(1.0f, 0.0f))); // avoid exactly 1.0
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// bits up to 21 => (1u << bits) safe in 32-bit
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const uint32_t grid_max = (1u << bits) - 1u;
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return static_cast<uint32_t>(normalized * static_cast<float>(grid_max));
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}
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INLINE inline auto octree::pos_to_morton(const Vector3& p, const Vector3& root_min, const Vector3& root_max) -> uint64_t
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{
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const uint32_t x = quantize_axis(p.x, root_min.x, root_max.x, MAX_DEPTH);
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const uint32_t y = quantize_axis(p.y, root_min.y, root_max.y, MAX_DEPTH);
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const uint32_t z = quantize_axis(p.z, root_min.z, root_max.z, MAX_DEPTH);
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return libmorton::morton3D_64_encode(x, y, z);
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}
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INLINE inline auto octree::jitter_pos(Vector3 p,
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const uint32_t seed,
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const Vector3& root_min,
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const Vector3& root_max,
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const float root_extent) -> Vector3
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{
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// Use a hash to calculate a deterministic jitter: The same position should always get the same jitter.
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// We want this to get stable physics, particles at the same position shouldn't get different jitters
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// across frames...
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uint32_t h = (seed ^ 61u) ^ (seed >> 16);
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h *= 9u;
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h = h ^ (h >> 4);
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h *= 0x27d4eb2du;
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h = h ^ (h >> 15);
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// finest cell size at depth L
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const float finest_cell = root_extent / static_cast<float>(1u << MAX_DEPTH);
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const float s = finest_cell * 1e-4f; // small pp
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p.x += (h & 1u) ? +s : -s;
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p.y += (h & 2u) ? +s : -s;
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p.z += (h & 4u) ? +s : -s;
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// clamp back into bounds just in case
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p.x = std::max(root_min.x, std::min(p.x, root_max.x));
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p.y = std::max(root_min.y, std::min(p.y, root_max.y));
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p.z = std::max(root_min.z, std::min(p.z, root_max.z));
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return p;
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}
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INLINE inline auto octree::path_to_ancestor(const uint64_t leaf_code, const int leaf_depth, const int depth) -> uint64_t
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{
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// keep top 3*depth bits; drop the rest
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const int drop = 3 * (leaf_depth - depth);
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return (drop > 0) ? (leaf_code >> drop) : leaf_code;
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}
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INLINE inline auto octree::octant_at_level(const uint64_t leaf_code, const int level, const int leaf_depth) -> int
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{
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// level 1 => child of root => topmost 3 bits
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const int shift = 3 * (leaf_depth - level);
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return static_cast<int>((leaf_code >> shift) & 0x7ull);
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}
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#endif |