terrible branch.

This commit is contained in:
Yggdrasil75
2026-03-06 08:04:30 -05:00
parent 6336d45075
commit 7c2fbd43ac
3 changed files with 350 additions and 26 deletions

View File

@@ -80,6 +80,7 @@ public:
// Update simulation objects like the Star
sim.updateStar(deltaTime);
sim.updateWeatherAndPhysics(deltaTime);
ImGui::Begin("WorldBox Simulation");
if (ImGui::BeginTable("MainLayout", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter)) {
@@ -140,6 +141,34 @@ public:
}
}
if (ImGui::CollapsingHeader("Weather & Physics", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::Checkbox("Enable Gravity (Terrain)", &sim.config.enableGravity);
ImGui::DragFloat3("Gravity", sim.config.gravity.data());
ImGui::DragFloat3("Wind", sim.config.wind.data());
ImGui::DragFloat("Physics Step (sec)", &sim.config.physicsStep, 0.01f, 0.01f, 1.0f);
ImGui::Separator();
ImGui::Text("Clouds & Rain");
ImGui::DragInt("Cloud Count", &sim.config.cloudCount, 1, 0, 100);
ImGui::DragFloat("Cloud Height", &sim.config.cloudHeight, 5.0f, 10.0f, 1000.0f);
ImGui::DragFloat("Rain Spawn Rate", &sim.config.rainSpawnRate, 0.1f, 0.0f, 50.0f);
ImGui::ColorEdit3("Cloud Color", sim.config.cloudColor.data());
ImGui::ColorEdit3("Rain Color", sim.config.rainColor.data());
if (ImGui::Button("Generate Clouds", ImVec2(-1, 40))) {
sim.generateClouds();
applyDebugColorMode();
statsNeedUpdate = true;
}
if (ImGui::Button("Clear Weather", ImVec2(-1, 30))) {
for (auto& c : sim.clouds) sim.grid.remove(c.pos);
for (auto& r : sim.rainDrops) sim.grid.remove(r.pos);
sim.clouds.clear();
sim.rainDrops.clear();
statsNeedUpdate = true;
}
}
if (ImGui::CollapsingHeader("Environment & Celestial", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::Text("Star Settings");
ImGui::Checkbox("Enable Star Rotation", &sim.config.enableStarRotation);
@@ -246,10 +275,21 @@ public:
}
case DebugColorMode::BASE:
default:
if (p->data.type == 1) color = sim.config.baseRockColor;
else if (p->data.type == 2) color = sim.config.grassColorBase;
else if (p->data.type == 3) color = sim.config.starColor;
else color = sim.config.baseDirtColor;
if (p->data.type == 0) {
v3 darkDirt = sim.config.baseDirtColor * 0.4f;
color = sim.config.baseDirtColor * (1.0f - p->data.moisture) + darkDirt * p->data.moisture;
} else if (p->data.type == 1) {
color = sim.config.baseRockColor;
} else if (p->data.type == 2) {
v3 lushGrass = sim.config.grassColorBase * 1.5f;
color = sim.config.grassColorBase * (1.0f - p->data.moisture) + lushGrass * p->data.moisture;
} else if (p->data.type == 3) {
color = sim.config.starColor;
} else if (p->data.type == 4) {
color = sim.config.cloudColor;
} else if (p->data.type == 5) {
color = sim.config.rainColor;
}
break;
}

View File

@@ -89,6 +89,13 @@ public:
}
};
struct RaycastHit {
std::shared_ptr<NodeData> node;
float distance;
PointType normal;
PointType hitPoint;
};
struct OctreeNode {
BoundingBox bounds;
std::vector<std::shared_ptr<NodeData>> points;
@@ -634,6 +641,89 @@ private:
}
}
void insertHit(std::vector<RaycastHit>& hits, size_t maxHits, const std::shared_ptr<NodeData>& node,
float t, const PointType& normal, const PointType& hitPoint, float& maxDist) const {
for (const auto& h : hits) {
if (h.node == node) return;
}
auto it = std::lower_bound(hits.begin(), hits.end(), t,
[](const RaycastHit& a, float val) {
return a.distance < val;
});
hits.insert(it, {node, t, normal, hitPoint});
if (hits.size() > maxHits) {
hits.pop_back();
}
if (hits.size() == maxHits) {
maxDist = std::min(maxDist, hits.back().distance);
}
}
void voxelTraverseMultipleRecursive(OctreeNode* node, float tMin, float tMax, float& maxDist, bool enableLOD,
const Ray& ray, std::vector<RaycastHit>& hits, size_t maxHits, float invLodf) const {
if (enableLOD && !node->isLeaf) {
float dist = (node->center - ray.origin).norm();
float ratio = dist / node->nodeSize;
if (dist > lodMinDistance_ && ratio > invLodf && node->lodData) {
float t;
PointType n;
PointType h;
if (rayCubeIntersect(ray, node->lodData.get(), t, n, h)) {
if (t >= 0 && t <= maxDist) {
insertHit(hits, maxHits, node->lodData, t, n, h, maxDist);
}
}
return;
}
}
for (const auto& pointData : node->points) {
if (!pointData->active) continue;
float t;
PointType normal, hitPoint;
if (rayCubeIntersect(ray, pointData.get(), t, normal, hitPoint)) {
if (t >= 0 && t <= maxDist && t <= tMax + 0.001f) {
insertHit(hits, maxHits, pointData, t, normal, hitPoint, maxDist);
}
}
}
if (node->isLeaf) return;
// DDA Traversal
PointType center = node->center;
Eigen::Vector3f ttt = (center - ray.origin).cwiseProduct(ray.invDir);
int currIdx = 0;
currIdx = ((tMin >= ttt.x()) ? 1 : 0) | ((tMin >= ttt.y()) ? 2 : 0) | ((tMin >= ttt.z()) ? 4 : 0);
float tNext;
while(tMin < tMax && tMin <= maxDist) {
Eigen::Vector3f next_t;
next_t[0] = (currIdx & 1) ? tMax : ttt[0];
next_t[1] = (currIdx & 2) ? tMax : ttt[1];
next_t[2] = (currIdx & 4) ? tMax : ttt[2];
tNext = next_t.minCoeff();
int physIdx = currIdx ^ ray.signMask;
if (node->children[physIdx]) {
voxelTraverseMultipleRecursive(node->children[physIdx].get(), tMin, tNext, maxDist, enableLOD, ray, hits, maxHits, invLodf);
}
tMin = tNext;
currIdx |= ((next_t[0] <= tNext) ? 1 : 0) | ((next_t[1] <= tNext) ? 2 : 0) | ((next_t[2] <= tNext) ? 4 : 0);
}
}
PointType sampleGGX(const PointType& n, float roughness, uint32_t& state) const {
float alpha = std::max(EPSILON, roughness * roughness);
float r1 = float(rand_r(&state)) / float(RAND_MAX);
@@ -2280,6 +2370,11 @@ public:
size = 0;
}
void collectNodesByObjectId(int id, std::vector<std::shared_ptr<NodeData>>& results) const {
std::unordered_set<std::shared_ptr<NodeData>> seen;
collectNodesByObjectIdRecursive(root_.get(), id, results, seen);
}
};
#endif

View File

@@ -8,6 +8,7 @@
#include <mutex>
#include <cmath>
#include <random>
#include <algorithm>
#include "../grid/grid3eigen.hpp"
#include "../timing_decorator.cpp"
@@ -17,7 +18,7 @@ using v3 = Eigen::Vector3f;
struct WorldVoxel {
float nutrients = 1.0f;
float moisture = 0.5f;
int type = 0;
int type = 0; // 0=Dirt, 1=Rock, 2=Grass, 3=Star, 4=Cloud, 5=Rain
WorldVoxel() = default;
@@ -48,6 +49,32 @@ struct WorldBoxConfig {
v3 starColor = v3(1.0f, 0.95f, 0.8f);
float starSpeed = 0.2f; // Radians per second
float starAngle = 0.0f;
// Weather Config
int cloudCount = 15;
float cloudHeight = 150.0f;
v3 cloudColor = v3(0.9f, 0.9f, 0.95f);
float cloudBaseSize = 6.0f;
v3 rainColor = v3(0.2f, 0.4f, 0.9f);
float rainDropSize = 0.5f;
float rainSpawnRate = 1.0f;
// Physics Config
bool enableGravity = true;
v3 gravity = v3(0.0f, -60.0f, 0.0f);
v3 wind = v3(20.0f, 0.0f, 10.0f);
float physicsStep = 0.1f;
};
struct CloudVoxel {
v3 pos;
float size;
};
struct RainDrop {
v3 pos;
v3 vel;
};
class worldboxsim {
@@ -57,6 +84,10 @@ public:
std::mt19937 rng;
std::vector<v3> starVoxelPositions;
std::vector<CloudVoxel> clouds;
std::vector<RainDrop> rainDrops;
float physicsTimer = 0.0f;
worldboxsim() : rng(42) {
config = WorldBoxConfig();
grid = Octree<WorldVoxel>(v3(-config.gridSizeCubeMin, -config.gridSizeCubeMin, -config.gridSizeCubeMin),v3(config.gridSizeCubeMin, config.gridSizeCubeMin, config.gridSizeCubeMin), 16, 32);
@@ -64,12 +95,10 @@ public:
}
void updateStar(float dt) {
// If turned off, despawn current star if it exists
if (!config.enableStarRotation) {
if (!starVoxelPositions.empty()) {
WorldVoxel emptyVoxel;
for(const auto& pos : starVoxelPositions) {
grid.set(emptyVoxel, pos, false, v3(0,0,0), config.starVoxelSize, false, 0, 0);
grid.remove(pos);
}
starVoxelPositions.clear();
}
@@ -80,17 +109,10 @@ public:
config.starAngle += dt * config.starSpeed;
if (config.starAngle > 2 * M_PI) config.starAngle -= 2 * M_PI;
// 1. Erase the old star voxels
WorldVoxel emptyVoxel;
for(const auto& pos : starVoxelPositions) {
grid.set(emptyVoxel, pos, false, v3(0,0,0), config.starVoxelSize, false, 0, 0);
}
starVoxelPositions.clear();
// 2. Calculate new center of star (orbiting on the X/Y plane)
// Calculate new center of star (orbiting on the X/Y plane)
v3 starCenter(cos(config.starAngle) * config.starOrbitRadius, sin(config.starAngle) * config.starOrbitRadius, 0.0f);
// 3. Create a flat panel facing the origin
// Create a flat panel facing the origin
v3 n = -starCenter.normalized();
v3 worldUp(0, 1, 0);
if (std::abs(n.dot(worldUp)) > 0.99f) worldUp = v3(0, 0, 1);
@@ -100,12 +122,181 @@ public:
int halfGrid = std::max(1, static_cast<int>((config.starPanelSize / config.starVoxelSize) / 2.0f));
WorldVoxel starVoxel(0.0f, 0.0f, 3); // Type 3 = Star
// Calculate the new ideal positions for this frame
std::vector<v3> newPositions;
newPositions.reserve((2 * halfGrid + 1) * (2 * halfGrid + 1));
for (int i = -halfGrid; i <= halfGrid; ++i) {
for (int j = -halfGrid; j <= halfGrid; ++j) {
v3 pos = starCenter + (right * (i * config.starVoxelSize)) + (up * (j * config.starVoxelSize));
// Add star voxel with high material/emission flag
grid.set(starVoxel, pos, true, config.starColor, config.starVoxelSize, true, 1, 1);
starVoxelPositions.push_back(pos);
newPositions.push_back(starCenter + (right * (i * config.starVoxelSize)) + (up * (j * config.starVoxelSize)));
}
}
// Apply grid changes
if (starVoxelPositions.empty()) {
// Creation: Spawn voxels into the grid for the first time
for (const auto& pos : newPositions) {
// Injecting a high emittance factor (15.0f) to make it a bright emissive light source
grid.set(starVoxel, pos, true, config.starColor, config.starVoxelSize, true, 1, 1, 15.0f);
}
starVoxelPositions = newPositions;
} else if (starVoxelPositions.size() == newPositions.size()) {
// Moving: Using grid.move() to smoothly transfer nodes in the Octree
for (size_t i = 0; i < starVoxelPositions.size(); ++i) {
grid.move(starVoxelPositions[i], newPositions[i]);
}
starVoxelPositions = newPositions;
}
}
void generateClouds() {
std::uniform_real_distribution<float> randX(-config.worldSizeX/2, config.worldSizeX/2);
std::uniform_real_distribution<float> randZ(-config.worldSizeZ/2, config.worldSizeZ/2);
std::uniform_real_distribution<float> randY(config.cloudHeight - 10.0f, config.cloudHeight + 10.0f);
for (int i=0; i<config.cloudCount; ++i) {
v3 center(randX(rng), randY(rng), randZ(rng));
int numVoxels = 10 + (rng() % 20);
for (int j=0; j<numVoxels; ++j) {
v3 offset(
(rng() % 40) - 20,
(rng() % 10) - 5,
(rng() % 40) - 20
);
v3 pos = center + offset;
float size = config.cloudBaseSize + (rng() % 6);
WorldVoxel vox(0.0f, 1.0f, 4); // Type 4 = Cloud
// Adding to grid with transmission=0.4f (makes it partially transparent for RTX)
grid.set(vox, pos, true, config.cloudColor, size, true, 4, 0, 0.0f, 1.0f, 0.0f, 0.4f);
clouds.push_back({pos, size});
}
}
}
void updateWeatherAndPhysics(float dt) {
float halfX = config.worldSizeX / 2.0f;
float halfZ = config.worldSizeZ / 2.0f;
// 1. Clouds Update
std::vector<CloudVoxel> nextClouds;
for (auto& c : clouds) {
v3 nextPos = c.pos + config.wind * dt;
// Screen wrap logic for wind drift
if (nextPos.x() > halfX) nextPos.x() -= config.worldSizeX;
if (nextPos.x() < -halfX) nextPos.x() += config.worldSizeX;
if (nextPos.z() > halfZ) nextPos.z() -= config.worldSizeZ;
if (nextPos.z() < -halfZ) nextPos.z() += config.worldSizeZ;
if (grid.move(c.pos, nextPos)) {
c.pos = nextPos;
} else {
WorldVoxel vox(0.0f, 1.0f, 4);
grid.set(vox, nextPos, true, config.cloudColor, c.size, true, 4, 0, 0.0f, 1.0f, 0.0f, 0.4f);
c.pos = nextPos;
}
nextClouds.push_back(c);
// Spawn Rain
std::uniform_real_distribution<float> dist(0, 1);
if (dist(rng) < (config.rainSpawnRate * dt * 0.1f)) {
RainDrop r = {c.pos - v3(0, c.size, 0), config.wind};
rainDrops.push_back(r);
WorldVoxel rv(0.0f, 1.0f, 5); // Type 5 = Rain
grid.set(rv, r.pos, true, config.rainColor, config.rainDropSize, true, 5);
}
}
clouds = nextClouds;
// 2. Rain Update
std::vector<RainDrop> nextRain;
for (auto& r : rainDrops) {
r.vel += config.gravity * dt;
v3 nextPos = r.pos + r.vel * dt;
v3 dir = (nextPos - r.pos);
float distMag = dir.norm();
if (distMag > 0) {
dir.normalize();
auto hit = grid.voxelTraverse(r.pos, dir, distMag, false);
// If it hits solid terrain
if (hit && hit->data.type != 4 && hit->data.type != 5) {
if (hit->data.type == 0) { // Hit Dirt
hit->data.moisture = std::min(1.0f, hit->data.moisture + 0.15f);
v3 darkDirt = config.baseDirtColor * 0.4f;
v3 wetColor = config.baseDirtColor * (1.0f - hit->data.moisture) + darkDirt * hit->data.moisture;
grid.setColor(hit->position, wetColor);
} else if (hit->data.type == 2) { // Hit Grass
hit->data.moisture = std::min(1.0f, hit->data.moisture + 0.15f);
v3 lushGrass = config.grassColorBase * 1.5f;
v3 wetColor = config.grassColorBase * (1.0f - hit->data.moisture) + lushGrass * hit->data.moisture;
grid.setColor(hit->position, wetColor);
}
grid.remove(r.pos);
continue;
}
}
// Delete if falls out of bounds
if (nextPos.y() < -config.worldDepth - 20.0f) {
grid.remove(r.pos);
continue;
}
if (grid.move(r.pos, nextPos)) {
r.pos = nextPos;
nextRain.push_back(r);
} else {
WorldVoxel rv(0.0f, 1.0f, 5);
grid.set(rv, nextPos, true, config.rainColor, config.rainDropSize, true, 5);
r.pos = nextPos;
nextRain.push_back(r);
}
}
rainDrops = nextRain;
// 3. Apply Block Gravity
if (config.enableGravity) {
physicsTimer += dt;
if (physicsTimer >= config.physicsStep) {
applyTerrainGravity();
physicsTimer = 0.0f;
}
}
}
void applyTerrainGravity() {
std::vector<std::shared_ptr<Octree<WorldVoxel>::NodeData>> nodes;
grid.collectNodesByObjectId( -1, nodes);
std::vector<std::shared_ptr<Octree<WorldVoxel>::NodeData>> terrain;
terrain.reserve(nodes.size());
for (auto& n : nodes) {
// Include Dirt, Rock, and Grass in gravity sweep
if (n->data.type == 0 || n->data.type == 1 || n->data.type == 2) {
terrain.push_back(n);
}
}
// Process Bottom-Up
std::sort(terrain.begin(), terrain.end(), [](const auto& a, const auto& b) {
return a->position.y() < b->position.y();
});
for (auto& n : terrain) {
v3 belowPos = n->position + v3(0, -config.voxelSize, 0);
// Bounds check so voxels don't fall infinitely
if (belowPos.y() < -config.worldDepth) continue;
auto hit = grid.find(belowPos, config.voxelSize * 0.1f);
if (!hit) {
grid.move(n->position, belowPos);
}
}
}
@@ -179,11 +370,6 @@ public:
int nodeCount = 0;
std::random_device rd;
std::mt19937 local_rng(rd());
std::uniform_real_distribution<float> colorVar(-0.03f, 0.03f);
std::uniform_real_distribution<float> nutrientVar(0.8f, 1.2f);
#pragma omp parallel for schedule(static) collapse(3)
for (int i = 0; i < stepsX; ++i) {
for (int j = 0; j < stepsZ; ++j) {
@@ -226,6 +412,9 @@ public:
void clearWorld() {
grid.clear();
clouds.clear();
rainDrops.clear();
starVoxelPositions.clear();
}
};