bunch of planet sim changes
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@@ -35,8 +35,11 @@ enum class PlateType {
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struct Particle {
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float noiseDisplacement = 0.0f;
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int plateID = -1;
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Eigen::Vector3f basePos;
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Eigen::Vector3f originalPos;
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Eigen::Vector3f noisePos;
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Eigen::Vector3f tectonicPos;
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Eigen::Vector3f currentPos;
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float plateDisplacement = 0.0f;
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float temperature = -1;
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float water = -1;
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@@ -56,9 +59,17 @@ struct Particle {
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float mass;
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bool isStatic = false;
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float soundSpeed = 100.0f;
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float temperature = 0.0f;
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float water = 0.0f;
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float sandcontent = 0.0f;
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float siltcontent = 0.0f;
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float claycontent = 0.0f;
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float rockcontent = 0.0f;
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float metalcontent = 0.0f;
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std::unordered_map<int, float> neighbors;
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std::vector<int> nearNeighbors; // Switched to vector to prevent key collision & drops
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std::vector<int> nearNeighbors;
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};
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struct planetConfig {
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@@ -73,16 +84,18 @@ struct planetConfig {
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float displacementStrength = 200.0f;
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std::vector<Particle> surfaceNodes;
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std::vector<Particle> interpolatedNodes;
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float noiseStrength = 1.0f;
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int numPlates = 15;
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float plateRandom = 0.6f;
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int smoothingPasses = 3;
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float mountHeight = 250.0f;
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float valleyDepth = -150.0f;
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float transformRough = 80.0f;
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int stressPasses = 5;
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float maxElevationRatio = 0.25f;
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float gridSizeCube = 16384;
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float gridSizeCube = 65536; //absolute max size for all nodes
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float gridSizeCubeMin = 16384; //max size, if something leaves this, then it probably needs to be purged before it leaves the grid and becomes lost
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float SMOOTHING_RADIUS = 1024.0f;
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float REST_DENSITY = 0.00005f;
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float TIMESTEP = 0.016f;
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@@ -173,7 +186,9 @@ public:
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v3 dir(x, y, z);
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v3 pos = config.center + dir * config.radius;
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Particle pt;
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pt.basePos = pos;
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pt.originalPos = pos;
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pt.noisePos = pos;
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pt.tectonicPos = pos;
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pt.currentPos = pos;
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pt.originColor = config.color;
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pt.noiseDisplacement = 0.0f;
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@@ -189,10 +204,11 @@ public:
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inline void _applyNoise(std::function<float(const Eigen::Vector3f&)> noiseFunc) {
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for (auto& p : config.surfaceNodes) {
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Eigen::Vector3f oldPos = p.currentPos;
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float displacementValue = noiseFunc(p.basePos);
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float displacementValue = noiseFunc(p.originalPos);
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p.noiseDisplacement = displacementValue;
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Eigen::Vector3f normal = p.basePos.normalized();
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p.currentPos = p.basePos + (normal * displacementValue * config.displacementStrength);
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Eigen::Vector3f normal = p.originalPos.normalized();
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p.noisePos = p.originalPos + (normal * displacementValue * config.noiseStrength);
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p.currentPos = p.noisePos;
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grid.update(oldPos, p.currentPos, p, true, p.originColor, config.voxelSize, true, -2, false, 0.0f, 0.0f, 0.0f);
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}
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@@ -220,7 +236,7 @@ public:
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const auto& existingSeed = config.surfaceNodes[selectedIndex];
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const auto& candidateSeed = config.surfaceNodes[seedIndex];
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float dot = existingSeed.basePos.normalized().dot(candidateSeed.basePos.normalized());
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float dot = existingSeed.originalPos.normalized().dot(candidateSeed.originalPos.normalized());
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float angle = std::acos(std::clamp(dot, -1.0f, 1.0f));
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float distanceOnSphere = angle * config.radius;
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@@ -282,7 +298,7 @@ public:
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std::vector<v3> normPos(numNodes);
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#pragma omp parallel for schedule(static)
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for (int i = 0; i < numNodes; i++) {
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normPos[i] = config.surfaceNodes[i].basePos.normalized();
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normPos[i] = config.surfaceNodes[i].originalPos.normalized();
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}
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#pragma omp parallel for schedule(static)
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@@ -449,7 +465,7 @@ public:
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int closestPlate = 0;
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float minDist = std::numeric_limits<float>::max();
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for (int p = 0; p < config.numPlates; p++) {
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float d = (config.surfaceNodes[i].basePos - plates[p].plateEulerPole.basePos).norm();
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float d = (config.surfaceNodes[i].originalPos - plates[p].plateEulerPole.originalPos).norm();
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if (d < minDist) {
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minDist = d;
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closestPlate = p;
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@@ -519,7 +535,7 @@ public:
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for (int nIdx : plates[i].assignedNodes) {
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sumElevation += config.surfaceNodes[nIdx].currentPos.norm();
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centroid += config.surfaceNodes[nIdx].basePos;
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centroid += config.surfaceNodes[nIdx].originalPos;
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}
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if (!plates[i].assignedNodes.empty()) {
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@@ -528,18 +544,18 @@ public:
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float maxSpread = 0.0f;
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for (int nIdx : plates[i].assignedNodes) {
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float d = (config.surfaceNodes[nIdx].basePos - centroid).norm();
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float d = (config.surfaceNodes[nIdx].originalPos - centroid).norm();
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if (d > maxSpread) maxSpread = d;
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}
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float distToCentroid = (plates[i].plateEulerPole.basePos - centroid).norm();
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float distToCentroid = (plates[i].plateEulerPole.originalPos - centroid).norm();
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if (distToCentroid > maxSpread * 0.6f) {
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int bestNodeIdx = plates[i].assignedNodes[0];
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float minDistToCentroid = std::numeric_limits<float>::max();
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for (int nIdx : plates[i].assignedNodes) {
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float d = (config.surfaceNodes[nIdx].basePos - centroid).norm();
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float d = (config.surfaceNodes[nIdx].originalPos - centroid).norm();
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if (d < minDistToCentroid) {
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minDistToCentroid = d;
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bestNodeIdx = nIdx;
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@@ -555,7 +571,7 @@ public:
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Eigen::Vector3f randomDir(distFloat(rng) - 0.5f, distFloat(rng) - 0.5f, distFloat(rng) - 0.5f);
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randomDir.normalize();
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Eigen::Vector3f poleDir = plates[i].plateEulerPole.basePos.normalized();
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Eigen::Vector3f poleDir = plates[i].plateEulerPole.originalPos.normalized();
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plates[i].direction = (randomDir - poleDir * randomDir.dot(poleDir)).normalized();
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plates[i].angularVelocity = distFloat(rng) * 0.1f + 0.02f;
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@@ -596,7 +612,7 @@ public:
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std::vector<Eigen::Vector3f> ω(config.numPlates);
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for (int i = 0; i < config.numPlates; i++) {
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ω[i] = plates[i].plateEulerPole.basePos.normalized().cross(plates[i].direction) * plates[i].angularVelocity;
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ω[i] = plates[i].plateEulerPole.originalPos.normalized().cross(plates[i].direction) * plates[i].angularVelocity;
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}
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std::uniform_real_distribution<float> dist(-1.0f, 1.0f);
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@@ -609,7 +625,7 @@ public:
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int myPlate = config.surfaceNodes[i].plateID;
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if (myPlate == -1) continue;
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Eigen::Vector3f myPos = config.surfaceNodes[i].basePos.normalized();
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Eigen::Vector3f myPos = config.surfaceNodes[i].originalPos.normalized();
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Eigen::Vector3f myVel = ω[myPlate].cross(myPos);
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float localStress = 0.0f;
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@@ -620,7 +636,7 @@ public:
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int nPlate = config.surfaceNodes[nIdx].plateID;
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if (nPlate != -1 && myPlate != nPlate) {
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boundaryCount++;
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Eigen::Vector3f nPos = config.surfaceNodes[nIdx].basePos.normalized();
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Eigen::Vector3f nPos = config.surfaceNodes[nIdx].originalPos.normalized();
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Eigen::Vector3f nVel = ω[nPlate].cross(nPos);
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Eigen::Vector3f relVel = nVel - myVel;
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@@ -672,8 +688,8 @@ public:
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float noiseVal = dist(rng) * nodeNoise[i];
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Eigen::Vector3f normal = p.basePos.normalized();
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p.currentPos += normal * (p.plateDisplacement + noiseVal);
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Eigen::Vector3f normal = p.originalPos.normalized();
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p.tectonicPos = p.noisePos + (normal * (p.plateDisplacement + noiseVal));
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}
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}
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@@ -683,23 +699,12 @@ public:
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for (auto& p : config.surfaceNodes) {
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Eigen::Vector3f oldPos = p.currentPos;
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grid.update(oldPos, p.currentPos, p, true, plates[p.plateID].debugColor, config.voxelSize, true, -2, false, 0.0f, 0.0f, 0.0f);
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p.currentPos = p.tectonicPos;
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grid.update(oldPos, p.currentPos, p, true, p.originColor, config.voxelSize, true, -2, false, 0.0f, 0.0f, 0.0f);
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}
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std::cout << "Finalize apply results completed." << std::endl;
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}
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void interpolateSurface() {
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TIME_FUNCTION;
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///TODO: go through all surface nodes and fill in gaps between each and their near neighbors until the surface has no holes
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//lets keep these separate so they can be removed when redoing any prior steps
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}
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void fillPlanet() {
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TIME_FUNCTION;
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///TODO: completely fill the planet, interpolating the entire planet.
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//same as interpolatesurface, these should be kept separate. but since they will probably be bigger than a vector I dont know how.
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}
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void addStar() {
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///TODO: add a star at roughly earth distance scaled based on planet radius.
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}
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@@ -707,6 +712,70 @@ public:
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void addMoon() {
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///TODO: using planetConfig, add moon(s).
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}
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void stretchPlanet() {
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///TODO: simulate millenia of gravitational stretching by nearby celestial bodies by squeezing the planet slightly at its poles
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}
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void interpolateSurface() {
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TIME_FUNCTION;
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std::unordered_map<uint64_t, bool> processedEdges;
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size_t counter = 0;
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for (int i = 0; i < config.surfaceNodes.size(); i++) {
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Particle& p1 = config.surfaceNodes[i];
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for (int j : p1.nearNeighbors) {
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if (i >= j) continue;
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uint64_t edgeKey = ((uint64_t)i << 32) | (uint32_t)j;
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if (processedEdges[edgeKey]) continue;
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processedEdges[edgeKey] = true;
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Particle& p2 = config.surfaceNodes[j];
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float dist = (p1.currentPos - p2.currentPos).norm();
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// If nodes are too far apart, fill the gap
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if (dist > config.voxelSize) {
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int steps = static_cast<int>(dist / config.voxelSize);
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for (int step = 1; step <= steps; step++) {
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float t = static_cast<float>(step) / (steps + 1);
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Particle newPt;
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newPt.surface = true;
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newPt.plateID = (t < 0.5f) ? p1.plateID : p2.plateID;
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newPt.originColor = (t < 0.5f) ? p1.originColor : p2.originColor;
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// Spherically interpolate base positions
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Eigen::Vector3f baseP1 = p1.originalPos.normalized();
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Eigen::Vector3f baseP2 = p2.originalPos.normalized();
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// SLERP (Spherical Linear Interpolation) for perfect curves
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float dot = std::clamp(baseP1.dot(baseP2), -1.0f, 1.0f);
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float theta = std::acos(dot);
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Eigen::Vector3f interpBase = ((std::sin((1.0f - t) * theta) / std::sin(theta)) * baseP1 +
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(std::sin(t * theta) / std::sin(theta)) * baseP2).normalized();
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newPt.originalPos = interpBase * config.radius;
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newPt.noisePos = p1.noisePos * (1.0f - t) + p2.noisePos * t;
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newPt.tectonicPos = p1.tectonicPos * (1.0f - t) + p2.tectonicPos * t;
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newPt.currentPos = p1.currentPos * (1.0f - t) + p2.currentPos * t; // Linear for height
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grid.set(newPt, newPt.currentPos, true, newPt.originColor, config.voxelSize, true, 1, 2 /*subid 2 for interpolated*/, false, 0.0f, 0.0f, 0.0f);
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config.interpolatedNodes.emplace_back(newPt);
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counter++;
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}
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}
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}
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}
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std::cout << "Interpolated " << counter << " surface gaps." << std::endl;
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}
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void fillPlanet() {
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TIME_FUNCTION;
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///TODO: completely fill the planet, interpolating the entire planet.
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//same as interpolatesurface, these should be kept separate. but since they will probably be bigger than a vector I dont know how.
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}
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void simulateImpacts() {
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TIME_FUNCTION;
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@@ -716,10 +785,6 @@ public:
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// they should be spawned going in random directions that are roughly towards the planet.
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//the gravity portion should be turned off when this is done.
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}
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void stretchPlanet() {
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///TODO: simulate millenia of gravitational stretching by nearby celestial bodies by squeezing the planet slightly at its poles
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}
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void erosion() {
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///TODO: simulate erosion by spawning many nodes all over the surface one at a time and then pulling them towards the lowest neighboring points. reducing height from source as it flows downhill and increasing at bottom.
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