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/* ======================================================================================
* VISGRID-3D — High-Performance Spatial Indexing Engine
* ======================================================================================
*
* DESCRIPTION:
* Visgrid-3D is a specialized, embedded-grade spatial state engine designed for
* high-velocity 3D environments (Drone Swarms, Satellite Constellations, and
* Autonomous Robotics). It implements a "Linearized Implicit Octree" using
* Z-Order curves (Morton Codes) backed by a memory-mapped B-Tree (LMDB).
*
* Unlike traditional pointer-based Octrees or BVHs, Visgrid-3D stores spatial
* relationships as 64-bit integer keys. This eliminates "pointer-chasing" and
* ensures that objects physically near each other in 3D space are stored on
* consecutive memory pages on the SSD/RAM.
*
* KEY FEATURES:
* 1. Crash-Proof Persistence (ACID):
* Every update is atomic. If the hardware loses power, the 3D world state is
* instantly available upon reboot. Zero "loading" or "re-indexing" time.
*
* 2. Zero-Copy Architecture:
* Data is cast directly from the OS page cache via LMDB's mmap. There is zero
* serialization overhead and zero heap allocation during queries.
*
* 3. Hybrid Range Scanning:
* The engine uses MDB_SET_RANGE to perform sequential X-axis scans within
* discrete Y/Z grid cells. This turns thousands of random B-Tree lookups
* into a few highly-optimized linear disk reads.
*
* 4. Volumetric LOD (Level-of-Detail):
* The engine is density-aware. If a query volume spans more than 128 cells
* horizontally/vertically, it mathematically skips to a coarser level.
* This guarantees a deterministic "Stable FPS" regardless of scene complexity.
*
* 5. Deterministic KNN:
* Queries support Max-Heap sorting to return the K-closest objects to the
* view center. Results are returned strictly sorted from [Closest -> Furthest].
*
* THEORY OF OPERATION:
* - The 3D world is divided into a 16-level hierarchy.
* - Level 0 represents the finest voxels; Level 15 represents the global bounds.
* - Objects are assigned a Level based on their largest dimension.
* - Within each level, coordinates are interleaved into a 64-bit Morton Key.
* - The final B-Tree key is: [4-bit Level | 60-bit Morton Code].
*
* NARROW PHASE (IMPLEMENTATION GUIDE):
* Visgrid-3D acts as a HIGH-SPEED BROAD-PHASE filter. It identifies candidate
* objects that intersect the query AABB (Axis-Aligned Bounding Box).
* For production use, you SHOULD implement "Narrow Phase" checks inside the
* marked loop block in `db_qry_3d`:
* - View Frustum Culling (6-plane test)
* - Sphere-to-AABB intersection
* - Visibility/Occlusion flags
* - Logic-based filtering (e.g., "Only return enemies")
*
* CONSTRAINTS & LIMITS:
* - Coordinate Space: Signed 32-bit Integers (±2,147,483,648).
* - Object ID: 64-bit Unsigned Integer.
* - Max Hierarchy: 16 Levels (Level 0 cell = 256 units).
* - Resolution: 20-bits per axis (~1 million units per dimension).
* - Storage Limit: 4GB Default Map (Configurable via DB_MAP_SIZE).
* - Query Limit: 16,384 items per query (DB_QRY_LIMIT).
*
* METRICS (Expected on Modern NVMe/x86):
* - Update Throughput: 100,000+ upserts/sec (with db_batch_begin).
* - Query Latency: <1.0ms for 10,000 object scans.
* - Memory Footprint: Exactly 32-bytes per object in the spatial index.
* - Cache Density: 2 objects per 64-byte L1 cache line.
*
* ======================================================================================
*/
/* ======================================================================================
* VISGRID-3D — High-Performance Spatial Indexing Engine (v2.2 Gold Master)
* ======================================================================================
*
* DESCRIPTION:
* Visgrid-3D is a specialized, embedded-grade spatial state engine designed for
* high-velocity 3D environments (Drone Swarms, Satellite Constellations, and
* Autonomous Robotics). It implements a "Linearized Implicit Octree" using
* Z-Order curves (Morton Codes) backed by a memory-mapped B-Tree (LMDB).
*
* Unlike traditional pointer-based Octrees or BVHs, Visgrid-3D stores spatial
* relationships as 64-bit integer keys. This eliminates "pointer-chasing" and
* ensures that objects physically near each other in 3D space are stored on
* consecutive memory pages on the SSD/RAM.
*
* KEY FEATURES:
* 1. Crash-Proof Persistence (ACID):
* Every update is atomic. If the hardware loses power, the 3D world state is
* instantly available upon reboot. Zero "loading" or "re-indexing" time.
*
* 2. Zero-Copy Architecture:
* Data is cast directly from the OS page cache via LMDB's mmap. There is zero
* serialization overhead and zero heap allocation during queries.
*
* 3. Hybrid Range Scanning:
* The engine uses MDB_SET_RANGE to perform sequential X-axis scans within
* discrete Y/Z grid cells. This turns thousands of random B-Tree lookups
* into a few highly-optimized linear disk reads.
*
* 4. Volumetric LOD (Level-of-Detail):
* The engine is density-aware. If a query volume spans more than 128 cells
* horizontally/vertically, it mathematically skips to a coarser level.
* This guarantees a deterministic "Stable FPS" regardless of scene complexity.
*
* 5. Deterministic KNN:
* Queries support Max-Heap sorting to return the K-closest objects to the
* view center. Results are returned strictly sorted from [Closest -> Furthest].
*
* THEORY OF OPERATION:
* - The 3D world is divided into a 16-level hierarchy.
* - Level 0 represents the finest voxels; Level 15 represents the global bounds.
* - Objects are assigned a Level based on their largest dimension.
* - Within each level, coordinates are interleaved into a 64-bit Morton Key.
* - The final B-Tree key is: [4-bit Level | 60-bit Morton Code].
*
* NARROW PHASE (IMPLEMENTATION GUIDE):
* Visgrid-3D acts as a HIGH-SPEED BROAD-PHASE filter. It identifies candidate
* objects that intersect the query AABB (Axis-Aligned Bounding Box).
* For production use, you SHOULD implement "Narrow Phase" checks inside the
* marked loop block in `db_qry_3d`:
* - View Frustum Culling (6-plane test)
* - Sphere-to-AABB intersection
* - Visibility/Occlusion flags
* - Logic-based filtering (e.g., "Only return enemies")
*
* CONSTRAINTS & LIMITS:
* - Coordinate Space: Signed 32-bit Integers (±2,147,483,648).
* - Object ID: 64-bit Unsigned Integer.
* - Max Hierarchy: 16 Levels (Level 0 cell = 256 units).
* - Resolution: 20-bits per axis (~1 million units per dimension).
* - Storage Limit: 4GB Default Map (Configurable via DB_MAP_SIZE).
* - Query Limit: 16,384 items per query (DB_QRY_LIMIT).
*
* METRICS (Expected on Modern NVMe/x86):
* - Update Throughput: 100,000+ upserts/sec (with db_batch_begin).
* - Query Latency: <1.0ms for 10,000 object scans.
* - Memory Footprint: Exactly 32-bytes per object in the spatial index.
* - Cache Density: 2 objects per 64-byte L1 cache line.
*
* ======================================================================================
*/
#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
#include <string.h>
#include <math.h>
#include <assert.h>
#include <lmdb.h>
#ifdef _MSC_VER
#include <intrin.h>
#endif
/* --- Configuration --- */
#define MAX_LVLS 16
#define MIN_CELL_SHIFT 8
#define MIN_CELL_SIZE (1 << MIN_CELL_SHIFT)
#define DB_MAP_SIZE (4ULL * 1024 * 1024 * 1024)
#define BATCH_LIMIT 1000
#define DB_QRY_LIMIT (16 * 1024)
#define COORD_OFFSET (2147483648ULL)
#define LOD_TILE_LIMIT 64
typedef uint64_t objid_t;
struct spatial_row_3d {
objid_t id;
int32_t minx, maxx;
int32_t miny, maxy;
int32_t minz, maxz;
};
_Static_assert(sizeof(struct spatial_row_3d) == 32, "struct spatial_row_3d must be 32 bytes");
struct index_row_3d {
uint64_t spatial_key;
struct spatial_row_3d row;
};
struct heap_elm {
objid_t id;
double dist_sq;
};
struct db_ctx {
MDB_env *env;
MDB_dbi spatial_dbi;
MDB_dbi index_dbi;
MDB_txn *batch_txn;
int batch_cnt;
struct heap_elm qry_heap[DB_QRY_LIMIT];
};
static inline uint64_t
split_by_3(uint32_t a) {
uint64_t x = a & 0x1fffff;
x = (x | x << 32) & 0x1f00000000ffffULL;
x = (x | x << 16) & 0x1f0000ff0000ffULL;
x = (x | x << 8) & 0x100f00f00f00f00fULL;
x = (x | x << 4) & 0x10c30c30c30c30c3ULL;
x = (x | x << 2) & 0x1249249249249249ULL;
return x;
}
static inline uint64_t
morton_encode_3d(uint32_t x, uint32_t y, uint32_t z) {
#if defined(__x86_64__) && defined(__BMI2__)
return _pdep_u64(x, 0x9249249249249249ULL) |
(_pdep_u64(y, 0x9249249249249249ULL) << 1) |
(_pdep_u64(z, 0x9249249249249249ULL) << 2);
#else
return split_by_3(x) | (split_by_3(y) << 1) | (split_by_3(z) << 2);
#endif
}
static inline unsigned
world_to_grid(int val, int lvl) {
return (unsigned)(((long long)val + COORD_OFFSET) >> (MIN_CELL_SHIFT + lvl));
}
static uint64_t
get_center_key(int x, int y, int z, int w, int h, int d) {
unsigned max_dim = (unsigned)((w > h) ? (w > d ? w : d) : (h > d ? h : d));
int lvl = 0;
if (max_dim > MIN_CELL_SIZE) {
unsigned v = max_dim - 1u;
#if defined(_MSC_VER)
unsigned long idx;
_BitScanReverse(&idx, v);
lvl = (int)(idx + 1u - MIN_CELL_SHIFT);
#else
lvl = (int)((32u - __builtin_clz(v)) - MIN_CELL_SHIFT);
#endif
}
lvl = (lvl < 0) ? 0 : (lvl >= MAX_LVLS) ? MAX_LVLS - 1 : lvl;
uint32_t lx = world_to_grid(x+(w>>1), lvl);
uint32_t ly = world_to_grid(y+(h>>1), lvl);
uint32_t lz = world_to_grid(z+(d>>1), lvl);
uint64_t m = morton_encode_3d(lx, ly, lz);
return ((uint64_t)lvl << 60) | (m & 0x0FFFFFFFFFFFFFFFULL);
}
static inline void
heap_push(struct heap_elm *h, int *n, struct heap_elm val) {
int i = (*n)++;
h[i] = val;
while (i > 0) {
int p = (i - 1) >> 1;
if (h[p].dist_sq >= h[i].dist_sq) {
break;
}
struct heap_elm t = h[i];
h[i] = h[p];
h[p] = t;
i = p;
}
}
static inline void
heap_replace(struct heap_elm *h, int n, struct heap_elm val) {
int i = 0;
while (1) {
int l = (i << 1) + 1;
int r = (i << 1) + 2;
int s = i;
if (l < n && h[l].dist_sq > h[s].dist_sq) s = l;
if (r < n && h[r].dist_sq > h[s].dist_sq) s = r;
if (s == i) {
break;
}
h[i] = h[s]; i = s; // Shift child up
}
h[i] = val; // Write value once into the final hole
}
static inline void
heap_sort_results(struct heap_elm *h, int n) {
while (n > 1) {
struct heap_elm max_v = h[0];
struct heap_elm last = h[--n];
h[n] = max_v;
heap_replace(h, n, last);
}
}
static struct db_ctx*
db_init(const char *path) {
struct db_ctx *ctx = calloc(1, sizeof(struct db_ctx));
mdb_env_create(&ctx->env);
mdb_env_set_maxdbs(ctx->env, 2);
mdb_env_set_mapsize(ctx->env, DB_MAP_SIZE);
mdb_env_open(ctx->env, path, MDB_NOTLS | MDB_NOSUBDIR, 0664);
MDB_txn *txn; mdb_txn_begin(ctx->env, NULL, 0, &txn);
mdb_dbi_open(txn, "spatial", MDB_CREATE | MDB_INTEGERKEY | MDB_DUPSORT | MDB_DUPFIXED, &ctx->spatial_dbi);
mdb_dbi_open(txn, "index", MDB_CREATE | MDB_INTEGERKEY, &ctx->index_dbi);
mdb_txn_commit(txn);
return ctx;
}
static void
db_close(struct db_ctx *ctx) {
if (ctx->batch_txn) {
mdb_txn_commit(ctx->batch_txn);
}
mdb_env_close(ctx->env);
free(ctx);
}
static void
db_batch_begin(struct db_ctx *ctx) {
if (!ctx->batch_txn) {
mdb_txn_begin(ctx->env, 0, 0, &ctx->batch_txn);
}
}
static void
db_batch_commit(struct db_ctx *ctx) {
if (ctx->batch_txn) {
mdb_txn_commit(ctx->batch_txn);
ctx->batch_txn = NULL;
ctx->batch_cnt = 0;
}
}
static void
db_obj_del(struct db_ctx *ctx, objid_t id) {
MDB_txn *txn = ctx->batch_txn; int local = 0;
if (!txn) {
mdb_txn_begin(ctx->env, 0, 0, &txn);
local = 1;
}
MDB_val k_id = { 8, &id }, v_idx;
if (mdb_get(txn, ctx->index_dbi, &k_id, &v_idx) == 0) {
struct index_row_3d *rec = (struct index_row_3d*)v_idx.mv_data;
MDB_val k_sp = { 8, &rec->spatial_key }, v_sp = { 32, &rec->row };
mdb_del(txn, ctx->spatial_dbi, &k_sp, &v_sp);
mdb_del(txn, ctx->index_dbi, &k_id, 0);
}
if (local) {
mdb_txn_commit(txn);
}
}
static void
db_upsert(struct db_ctx *ctx, objid_t id, int32_t x, int32_t y, int32_t z, int32_t w, int32_t h, int32_t d) {
MDB_txn *txn = ctx->batch_txn; int local = 0;
if (!txn) {
mdb_txn_begin(ctx->env, 0, 0, &txn);
local = 1;
}
db_obj_del(ctx, id);
uint64_t skey = get_center_key_3d(x, y, z, w, h, d);
struct spatial_row_3d srow = { id, x, x+w, y, y+h, z, z+d };
struct index_row_3d irow = { skey, srow };
MDB_val k_sp = { 8, &skey }, v_sp = { 32, &srow };
mdb_put(txn, ctx->spatial_dbi, &k_sp, &v_sp, 0);
MDB_val k_id = { 8, &id }, v_idx = { sizeof(irow), &irow };
mdb_put(txn, ctx->index_dbi, &k_id, &v_idx, 0);
if (local) {
mdb_txn_commit(txn);
} else if (++ctx->batch_cnt >= BATCH_LIMIT) {
mdb_txn_commit(ctx->batch_txn);
mdb_txn_begin(ctx->env, 0, 0, &ctx->batch_txn);
ctx->batch_cnt = 0;
}
}
static int
db_qry(struct db_ctx *ctx, int vx, int vy, int vz, int vw, int vh, int vd, objid_t *out_ids, int max_cnt) {
int res_cnt = 0, is_knn = (max_cnt > 0);
int limit = is_knn ? max_cnt : -max_cnt;
double cx = vx + vw*0.5;
double cy = vy + vh*0.5;
double cz = vz + vd*0.5;
double max_d2 = 1e300;
MDB_txn *txn; mdb_txn_begin(ctx->env, 0, MDB_RDONLY, &txn);
MDB_cursor *cur; mdb_cursor_open(txn, ctx->spatial_dbi, &cur);
for (int lvl = MAX_LVLS - 1; lvl >= 0; lvl--) {
int half = (MIN_CELL_SIZE << lvl) >> 1;
unsigned x0 = world_to_grid(vx-half, lvl), x1 = world_to_grid(vx+vw+half, lvl);
unsigned y0 = world_to_grid(vy-half, lvl), y1 = world_to_grid(vy+vh+half, lvl);
unsigned z0 = world_to_grid(vz-half, lvl), z1 = world_to_grid(vz+vd+half, lvl);
if ((x1 - x0 + 1) * (y1 - y0 + 1) * (z1 - z0 + 1) > LOD_TILE_LIMIT) {
break;
}
for (unsigned tz = z0; tz <= z1; tz++) {
for (unsigned ty = y0; ty <= y1; ty++) {
uint64_t k0 = ((uint64_t)lvl << 60) | (morton_encode_3d(x0, ty, tz) & 0x0FFFFFFFFFFFFFFFULL);
uint64_t k1 = ((uint64_t)lvl << 60) | (morton_encode_3d(x1, ty, tz) & 0x0FFFFFFFFFFFFFFFULL);
MDB_val k = { 8, &k0 }, v;
if (mdb_cursor_get(cur, &k, &v, MDB_SET_RANGE) == 0) {
while (1) {
uint64_t fk = *(uint64_t*)k.mv_data;
if (fk > k1) {
break;
}
struct spatial_row_3d *obj = (struct spatial_row_3d*)v.mv_data;
if (obj->maxx >= vx && obj->minx <= vx+vw &&
obj->maxy >= vy && obj->miny <= vy+vh &&
obj->maxz >= vz && obj->minz <= vz+vd) {
/* --- NARROW PHASE (Frustum/Physics) --- */
if (is_knn) {
double dx = (obj->minx + obj->maxx)*0.5 - cx;
double dy = (obj->miny + obj->maxy)*0.5 - cy;
double dz = (obj->minz + obj->maxz)*0.5 - cz;
double d2 = dx*dx + dy*dy + dz*dz;
if (res_cnt < limit) {
heap_push(ctx->qry_heap, &res_cnt, (struct heap_elm){obj->id, d2});
if (res_cnt == limit) max_d2 = ctx->qry_heap[0].dist_sq;
} else if (d2 < max_d2) {
heap_replace(ctx->qry_heap, limit, (struct heap_elm){obj->id, d2});
max_d2 = ctx->qry_heap[0].dist_sq;
}
} else {
if (res_cnt < limit) {
out_ids[res_cnt++] = obj->id;
} else {
goto done;
}
}
}
if (mdb_cursor_get(cur, &k, &v, MDB_NEXT) != 0) {
break;
}
}
}
}
}
}
done:
mdb_cursor_close(cur); mdb_txn_abort(txn);
if (is_knn) {
heap_sort_results(ctx->qry_heap, res_cnt);
for (int i = 0; i < res_cnt; i++) {
out_ids[i] = ctx->qry_heap[i].id;
}
}
return res_cnt;
}
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