// Copyright ©2019 The Gonum Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. package barneshut import ( "errors" "fmt" "math" "gonum.org/v1/gonum/spatial/r2" ) // Particle2 is a particle in a plane. type Particle2 interface { Coord2() r2.Vec Mass() float64 } // Force2 is a force modeling function for interactions between p1 and p2, // m1 is the mass of p1 and m2 of p2. The vector v is the vector from p1 to // p2. The returned value is the force vector acting on p1. // // In models where the identity of particles must be known, p1 and p2 may be // compared. Force2 may be passed nil for p2 when the Barnes-Hut approximation // is being used. A nil p2 indicates that the second mass center is an // aggregate. type Force2 func(p1, p2 Particle2, m1, m2 float64, v r2.Vec) r2.Vec // Gravity2 returns a vector force on m1 by m2, equal to (m1⋅m2)/‖v‖² // in the directions of v. Gravity2 ignores the identity of the interacting // particles and returns a zero vector when the two particles are // coincident, but performs no other sanity checks. func Gravity2(_, _ Particle2, m1, m2 float64, v r2.Vec) r2.Vec { d2 := v.X*v.X + v.Y*v.Y if d2 == 0 { return r2.Vec{} } return v.Scale((m1 * m2) / (d2 * math.Sqrt(d2))) } // Plane implements Barnes-Hut force approximation calculations. type Plane struct { root tile Particles []Particle2 } // NewPlane returns a new Plane. If the plane is too large to allow // particle coordinates to be distinguished due to floating point // precision limits, NewPlane will return a non-nil error. func NewPlane(p []Particle2) (*Plane, error) { q := Plane{Particles: p} err := q.Reset() if err != nil { return nil, err } return &q, nil } // Reset reconstructs the Barnes-Hut tree. Reset must be called if the // Particles field or elements of Particles have been altered, unless // ForceOn is called with theta=0 or no data structures have been // previously built. If the plane is too large to allow particle // coordinates to be distinguished due to floating point precision // limits, Reset will return a non-nil error. func (q *Plane) Reset() (err error) { if len(q.Particles) == 0 { q.root = tile{} return nil } q.root = tile{ particle: q.Particles[0], center: q.Particles[0].Coord2(), mass: q.Particles[0].Mass(), } q.root.bounds.Min = q.root.center q.root.bounds.Max = q.root.center for _, e := range q.Particles[1:] { c := e.Coord2() if c.X < q.root.bounds.Min.X { q.root.bounds.Min.X = c.X } if c.X > q.root.bounds.Max.X { q.root.bounds.Max.X = c.X } if c.Y < q.root.bounds.Min.Y { q.root.bounds.Min.Y = c.Y } if c.Y > q.root.bounds.Max.Y { q.root.bounds.Max.Y = c.Y } } defer func() { switch r := recover(); r { case nil: case planeTooBig: err = planeTooBig default: panic(r) } }() // TODO(kortschak): Partially parallelise this by // choosing the direction and using one of four // goroutines to work on each root quadrant. for _, e := range q.Particles[1:] { q.root.insert(e) } q.root.summarize() return nil } var planeTooBig = errors.New("barneshut: plane too big") // ForceOn returns a force vector on p given p's mass and the force function, f, // using the Barnes-Hut theta approximation parameter. // // Calls to f will include p in the p1 position and a non-nil p2 if the force // interaction is with a non-aggregate mass center, otherwise p2 will be nil. // // It is safe to call ForceOn concurrently. func (q *Plane) ForceOn(p Particle2, theta float64, f Force2) (force r2.Vec) { var empty tile if theta > 0 && q.root != empty { return q.root.forceOn(p, p.Coord2(), p.Mass(), theta, f) } // For the degenerate case, just iterate over the // slice of particles rather than walking the tree. var v r2.Vec m := p.Mass() pv := p.Coord2() for _, e := range q.Particles { v = v.Add(f(p, e, m, e.Mass(), e.Coord2().Sub(pv))) } return v } // tile is a quad tree quadrant with Barnes-Hut extensions. type tile struct { particle Particle2 bounds r2.Box nodes [4]*tile center r2.Vec mass float64 } // insert inserts p into the subtree rooted at t. func (t *tile) insert(p Particle2) { if t.particle == nil { for _, q := range t.nodes { if q != nil { t.passDown(p) return } } t.particle = p t.center = p.Coord2() t.mass = p.Mass() return } t.passDown(p) t.passDown(t.particle) t.particle = nil t.center = r2.Vec{} t.mass = 0 } func (t *tile) passDown(p Particle2) { dir := quadrantOf(t.bounds, p) if t.nodes[dir] == nil { t.nodes[dir] = &tile{bounds: splitPlane(t.bounds, dir)} } t.nodes[dir].insert(p) } const ( ne = iota se sw nw ) // quadrantOf returns which quadrant of b that p should be placed in. func quadrantOf(b r2.Box, p Particle2) int { center := r2.Vec{ X: (b.Min.X + b.Max.X) / 2, Y: (b.Min.Y + b.Max.Y) / 2, } c := p.Coord2() if checkBounds && (c.X < b.Min.X || b.Max.X < c.X || c.Y < b.Min.Y || b.Max.Y < c.Y) { panic(fmt.Sprintf("p out of range %+v: %#v", b, p)) } if c.X < center.X { if c.Y < center.Y { return nw } else { return sw } } else { if c.Y < center.Y { return ne } else { return se } } } // splitPlane returns a quadrant subdivision of b in the given direction. func splitPlane(b r2.Box, dir int) r2.Box { old := b halfX := (b.Max.X - b.Min.X) / 2 halfY := (b.Max.Y - b.Min.Y) / 2 switch dir { case ne: b.Min.X += halfX b.Max.Y -= halfY case se: b.Min.X += halfX b.Min.Y += halfY case sw: b.Max.X -= halfX b.Min.Y += halfY case nw: b.Max.X -= halfX b.Max.Y -= halfY } if b == old { panic(planeTooBig) } return b } // summarize updates node masses and centers of mass. func (t *tile) summarize() (center r2.Vec, mass float64) { for _, d := range &t.nodes { if d == nil { continue } c, m := d.summarize() t.center.X += c.X * m t.center.Y += c.Y * m t.mass += m } t.center.X /= t.mass t.center.Y /= t.mass return t.center, t.mass } // forceOn returns a force vector on p given p's mass m and the force // calculation function, using the Barnes-Hut theta approximation parameter. func (t *tile) forceOn(p Particle2, pt r2.Vec, m, theta float64, f Force2) (vector r2.Vec) { s := ((t.bounds.Max.X - t.bounds.Min.X) + (t.bounds.Max.Y - t.bounds.Min.Y)) / 2 d := math.Hypot(pt.X-t.center.X, pt.Y-t.center.Y) if s/d < theta || t.particle != nil { return f(p, t.particle, m, t.mass, t.center.Sub(pt)) } var v r2.Vec for _, d := range &t.nodes { if d == nil { continue } v = v.Add(d.forceOn(p, pt, m, theta, f)) } return v }