pushing this home. its working better now.
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@@ -286,7 +286,7 @@ void mainLogic(const AnimationConfig& config, Shared& state, int gradnoise) {
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}
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//expandPixel(grid,config,seeds);
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grid.diffuseTempsOptimized(100);
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grid.diffuseTemps(100);
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std::lock_guard<std::mutex> lock(state.mutex);
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state.grid = grid;
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@@ -977,25 +977,25 @@ public:
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}
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}
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void diffuseTemps(int timestep) {
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TIME_FUNCTION;
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std::cout << "diffusing temps with a timestep of " << timestep << std::endl;
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if (tempMap.empty() || timestep < 1) return;
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#pragma omp parallel for
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for (const auto& [id, pos] : Positions) {
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auto tempIT = tempMap.find(id);
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if (tempIT != tempMap.end()) {
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Temp oldtemp = tempIT->second;
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tempMap.erase(id);
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float newtemp = Temp::calGrad(pos, getTemps(id));
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float newtempMult = (newtemp-oldtemp.temp) * timestep;
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oldtemp.temp = newtempMult;
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tempMap.emplace(id, oldtemp);
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}
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}
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}
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// void diffuseTemps(int timestep) {
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// TIME_FUNCTION;
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// std::cout << "diffusing temps with a timestep of " << timestep << std::endl;
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// if (tempMap.empty() || timestep < 1) return;
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// #pragma omp parallel for
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// for (const auto& [id, pos] : Positions) {
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// auto tempIT = tempMap.find(id);
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// if (tempIT != tempMap.end()) {
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// Temp oldtemp = tempIT->second;
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// tempMap.erase(id);
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// float newtemp = Temp::calGrad(pos, getTemps(id));
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// float newtempMult = (newtemp-oldtemp.temp) * timestep;
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// oldtemp.temp = newtempMult;
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// tempMap.emplace(id, oldtemp);
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// }
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// }
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// }
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void diffuseTempsOptimized(float deltaTime) {
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void diffuseTemps(float deltaTime) {
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TIME_FUNCTION;
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if (tempMap.empty() || deltaTime <= 0) return;
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@@ -1003,33 +1003,27 @@ public:
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tempUpdates.reserve(tempMap.size());
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// Process in spatial order for better cache performance
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for (const auto& [id, tempObj] : tempMap) {
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for (auto& [id, tempObj] : tempMap) {
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Vec2 pos = Positions.at(id);
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float oldtemp = tempObj.temp;
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// Use smaller query radius for diffusion
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auto nearbyIds = spatialGrid.queryRange(pos, neighborRadius * tempObj.conductivity);
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float heatTransfer = 0.0f;
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int validNeighbors = 0;
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std::unordered_map<Vec2, Temp> neighborTemps;
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for (size_t neighborId : nearbyIds) {
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if (neighborId != id && tempMap.find(neighborId) != tempMap.end()) {
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float tempDiff = tempMap.at(neighborId).temp - tempObj.temp;
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float distance = pos.distance(Positions.at(neighborId));
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if (distance > EPSILON) {
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// Basic heat conduction formula
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float conductivity = tempObj.conductivity * (tempObj.diffusivity + tempMap.at(neighborId).diffusivity);
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heatTransfer += conductivity * tempDiff / distance;
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validNeighbors++;
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}
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neighborTemps.emplace(Positions.at(neighborId), tempMap.at(neighborId));
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}
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}
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if (validNeighbors > 0) {
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float newTemp = tempObj.temp + heatTransfer * deltaTime / validNeighbors;
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tempUpdates.emplace_back(id, newTemp);
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}
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tempObj.calGrad(pos, neighborTemps);
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float newtemp = tempObj.temp;
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float tempdiff = (oldtemp - newtemp) * (deltaTime / 1000);
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// if (std::abs(newtemp) < EPSILON) {
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// std::cout << "new temp is: " << newtemp << " old temp is: " << oldtemp << " diff*delta: " << tempdiff << std::endl;
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// }
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tempObj.temp = oldtemp - tempdiff;
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}
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// Batch update temperatures
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@@ -78,46 +78,52 @@ public:
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return num / den;
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}
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static float calGrad(const Vec2& testPos, const std::unordered_map<Vec2, Temp>& others) {
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void calGrad(const Vec2& testPos, const std::unordered_map<Vec2, Temp>& others) {
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int meh;
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//std::cout << meh++ << std::endl;
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std::vector<std::pair<Vec2, float>> nearbyPoints;
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for (const auto& [point, temp] : others) {
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for (const auto& [point, ctemp] : others) {
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if (point.distance(testPos) <= 25) {
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nearbyPoints.emplace_back(point, temp.temp);
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nearbyPoints.emplace_back(point, ctemp.temp);
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}
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}
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float sumX, sumY, sumT, sumX2, sumY2, sumXY, sumXT, sumYT = 0;
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//std::cout << meh++ << std::endl;
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float sumX = 0,sumY = 0,sumT = 0,sumX2 = 0,sumY2 = 0,sumXY = 0,sumXT = 0, sumYT = 0;
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int n = nearbyPoints.size();
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for (const auto& [point, temp] : nearbyPoints) {
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//std::cout << meh++ << std::endl;
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for (const auto& [point, ctemp] : nearbyPoints) {
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float x = point.x - testPos.x;
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float y = point.y - testPos.y;
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sumX += x;
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sumY += y;
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sumT += temp;
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sumT += ctemp;
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sumX2 += x * x;
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sumY2 += y * y;
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sumXY += x * y;
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sumXT += x * temp;
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sumYT += y * temp;
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sumXT += x * ctemp;
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sumYT += y * ctemp;
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}
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//std::cout << meh++ << std::endl;
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float det = sumX2 * sumY2 - sumXY * sumXY;
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Vec2 calpoint;
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if (std::abs(det) < 1e-10) {
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Vec2 calpoint = Vec2(0, 0); // Singular matrix, cannot solve
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calpoint = Vec2(0, 0); // Singular matrix, cannot solve
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}
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float a = (sumXT * sumY2 - sumYT * sumXY) / det;
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float b = (sumX2 * sumYT - sumXY * sumXT) / det;
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Vec2 calpoint = Vec2(a, b); // ∇T = (∂T/∂x, ∂T/∂y)
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else {
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float a = (sumXT * sumY2 - sumYT * sumXY) / det;
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float b = (sumX2 * sumYT - sumXY * sumXT) / det;
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calpoint = Vec2(a, b); // ∇T = (∂T/∂x, ∂T/∂y)
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}
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//std::cout << meh++ << std::endl;
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Vec2 closest = findClosestPoint(testPos, others);
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Vec2 displacement = testPos - closest;
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float refTemp = others.at(closest).temp;
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float estimatedTemp = refTemp + (calpoint.x * displacement.x + calpoint.y * displacement.y);
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return estimatedTemp;
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float estimatedTemp = temp + (calpoint.x * displacement.x + calpoint.y * displacement.y);
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temp = estimatedTemp;
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}
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};
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