feat: improve performance (1000 boid @ ~140ms)

This commit is contained in:
dusk 2024-08-26 13:53:59 +03:00
parent c1df83035b
commit ed05be9bb3
3 changed files with 32 additions and 31 deletions

View File

@ -72,11 +72,14 @@ func _process_boids() -> void:
args[iidx].boid.apply_force(forces[iidx])
func _pack_calc_args_flock(flock: Flock) -> Dictionary:
var others_pos := PackedVector3Array([])
var others_vel := PackedVector3Array([])
var num_of_boids := flock.boids.size()
var others_pos := PackedVector3Array([]); others_pos.resize(num_of_boids)
var others_vel := PackedVector3Array([]); others_vel.resize(num_of_boids)
var idx := 0
for aboid in flock.boids.values():
others_pos.append(aboid._get_boid_position())
others_vel.append(aboid._get_boid_velocity())
others_pos.set(idx, aboid._get_boid_position())
others_vel.set(idx, aboid._get_boid_velocity())
idx += 1
var flock_args := {
'others_pos': others_pos,
'others_vel': others_vel,
@ -98,9 +101,11 @@ func _pack_calc_args_boid(boid, args: Dictionary) -> Dictionary:
func _calculate_boid_parallel(idx: int, read_from: Array[Array], write_to: Array[PackedVector3Array]) -> void:
var args = read_from[idx]
var forces = write_to[idx]
for iidx in args.size():
var force = _calculate_boid(args[iidx])
forces[iidx] = force
var arg_idx := 0
for arg in args:
var force = _calculate_boid(arg)
forces[arg_idx] = force
arg_idx += 1
func _calculate_boid(args: Dictionary) -> Vector3:
var boid_properties: BoidProperties = args.self_props
@ -115,23 +120,31 @@ func _calculate_boid(args: Dictionary) -> Vector3:
var align_count := 0
var cohere_count := 0
var goal_seperation: float = args.goal_seperation
var goal_alignment: float = args.goal_alignment
var goal_cohesion: float = args.goal_cohesion
var others_pos: PackedVector3Array = args.others_pos
var others_vel: PackedVector3Array = args.others_vel
var aboid_idx := 0
for aboid_pos in args.others_pos:
var dist = boid_pos.distance_to(aboid_pos)
# iterating over the packed array for pos is faster, we use pos always, vel only in one case
for aboid_pos in others_pos:
# faster for when checking, we can just sqrt later for calculating steering
var dist = boid_pos.distance_squared_to(aboid_pos)
if dist >= EPSILON:
var diff = (boid_pos - aboid_pos).normalized() / dist
if dist < args.goal_seperation: steer += diff; steer_count += 1
if dist < args.goal_alignment: align += args.others_vel[aboid_idx]; align_count += 1
if dist < args.goal_cohesion: cohere += aboid_pos; cohere_count += 1
if dist < goal_seperation:
var diff = (boid_pos - aboid_pos).normalized() / sqrt(dist)
steer += diff; steer_count += 1
if dist < goal_alignment: align += others_vel[aboid_idx]; align_count += 1
if dist < goal_cohesion: cohere += aboid_pos; cohere_count += 1
aboid_idx += 1
if steer_count > 0: steer /= steer_count
if align_count > 0: align /= align_count
if cohere_count > 0: cohere /= cohere_count; cohere -= boid_pos
if align.length() > 0.0: align = (align.normalized() * boid_properties.max_speed - boid_vel).limit_length(boid_properties.max_force)
if steer.length() > 0.0: steer = (steer.normalized() * boid_properties.max_speed - boid_vel).limit_length(boid_properties.max_force)
if cohere.length() > 0.0: cohere = (cohere.normalized() * boid_properties.max_speed - boid_vel).limit_length(boid_properties.max_force)
if align.length_squared() > 0.0: align = (align.normalized() * boid_properties.max_speed - boid_vel).limit_length(boid_properties.max_force)
if steer.length_squared() > 0.0: steer = (steer.normalized() * boid_properties.max_speed - boid_vel).limit_length(boid_properties.max_force)
if cohere.length_squared() > 0.0: cohere = (cohere.normalized() * boid_properties.max_speed - boid_vel).limit_length(boid_properties.max_force)
var target := Vector3.ZERO
var target_position := args.get('target_position')

View File

@ -1,9 +1,9 @@
extends Node
class_name Flock
@export var goal_seperation: float = 25.0
@export var goal_alignment: float = 50.0
@export var goal_cohesion: float = 50.0
@export var goal_seperation: float = 25.0 ** 2
@export var goal_alignment: float = 50.0 ** 2
@export var goal_cohesion: float = 50.0 ** 2
var boids: Dictionary = {}

View File

@ -8,15 +8,3 @@ script = ExtResource("1_3gcrf")
[node name="Flock" type="Node" parent="."]
script = ExtResource("2_1xeeb")
[node name="Flock2" type="Node" parent="."]
script = ExtResource("2_1xeeb")
[node name="Flock3" type="Node" parent="."]
script = ExtResource("2_1xeeb")
[node name="Flock4" type="Node" parent="."]
script = ExtResource("2_1xeeb")
[node name="Flock5" type="Node" parent="."]
script = ExtResource("2_1xeeb")