trying to optimize

This commit is contained in:
yggdrasil75
2025-11-11 19:10:56 -05:00
parent da9fe29e79
commit ae8d62963b
3 changed files with 357 additions and 200 deletions

View File

@@ -3,6 +3,7 @@
#include "../vectorlogic/vec2.hpp"
#include "../vectorlogic/vec4.hpp"
#include "../timing_decorator.hpp"
#include <vector>
#include <unordered_map>
#include <string>
@@ -123,6 +124,55 @@ public:
}
}
std::vector<size_t> getAllObjectIds() const {
std::vector<size_t> ids;
for (const auto& pair : positions) {
ids.push_back(pair.first);
}
// Sort by ID to ensure consistent order
std::sort(ids.begin(), ids.end());
return ids;
}
void bulkUpdateColors(const std::function<Vec4(size_t id, const Vec2& pos, const Vec4& currentColor)>& colorFunc) {
TIME_FUNCTION;
// Convert to contiguous storage for better performance
std::vector<std::tuple<size_t, Vec2, Vec4>> objectData;
objectData.reserve(positions.size());
// Single pass to collect all data
for (const auto& posPair : positions) {
size_t id = posPair.first;
auto colorIt = colors.find(id);
if (colorIt != colors.end()) {
objectData.emplace_back(id, posPair.second, colorIt->second);
}
}
// Parallel color computation
std::vector<std::pair<size_t, Vec4>> updates;
updates.resize(objectData.size());
#pragma omp parallel for
for (size_t i = 0; i < objectData.size(); ++i) {
const auto& [id, pos, currentColor] = objectData[i];
Vec4 newColor = colorFunc(id, pos, currentColor);
updates[i] = {id, newColor};
}
// Batch update colors - much more efficient
for (const auto& update : updates) {
// Directly update existing entry instead of erase/insert
auto it = colors.find(update.first);
if (it != colors.end()) {
// If multimap doesn't support direct modification, we need to replace
// For better performance, consider changing data structure
const_cast<Vec4&>(it->second) = update.second;
}
}
}
//other
bool hasObject(size_t id) const {
return positions.find(id) != positions.end();
@@ -151,6 +201,7 @@ public:
}
std::vector<size_t> getIndicesAt(const Vec2& position, float radius = 0.0f) const {
TIME_FUNCTION;
std::vector<size_t> result;
if (radius <= 0.0f) {
@@ -176,6 +227,7 @@ public:
}
void getBoundingBox(Vec2& minCorner, Vec2& maxCorner) const {
TIME_FUNCTION;
if (positions.empty()) {
minCorner = Vec2(0.0f, 0.0f);
maxCorner = Vec2(0.0f, 0.0f);
@@ -199,55 +251,12 @@ public:
}
//to picture
void getGridAsRGB(int& width, int& height, std::vector<int>& rgbData) const {
Vec2 minCorner, maxCorner;
getBoundingBox(minCorner, maxCorner);
void getGridRegionAsRGB(const Vec2& minCorner, const Vec2& maxCorner,
int& width, int& height, std::vector<int>& rgbData) const {
TIME_FUNCTION;
// Calculate grid dimensions (adding 1 to include both ends)
width = static_cast<int>(std::ceil(maxCorner.x - minCorner.x)) ;
height = static_cast<int>(std::ceil(maxCorner.y - minCorner.y)) ;
// Initialize with black (0,0,0)
rgbData.resize(width * height * 3, 0);
// Fill the grid with object colors, accounting for sizes
for (const auto& posPair : positions) {
size_t id = posPair.first;
const Vec2& pos = posPair.second;
float size = getSize(id);
const Vec4& color = getColor(id);
// Calculate the bounding box of this object in grid coordinates
float halfSize = size * 0.5f;
int minGridX = static_cast<int>(std::floor((pos.x - halfSize - minCorner.x)));
int minGridY = static_cast<int>(std::floor((pos.y - halfSize - minCorner.y)));
int maxGridX = static_cast<int>(std::ceil((pos.x + halfSize - minCorner.x)));
int maxGridY = static_cast<int>(std::ceil((pos.y + halfSize - minCorner.y)));
// Clamp to grid boundaries
minGridX = std::max(0, minGridX);
minGridY = std::max(0, minGridY);
maxGridX = std::min(width - 1, maxGridX);
maxGridY = std::min(height - 1, maxGridY);
// Fill all pixels within the object's size
for (int y = minGridY; y <= maxGridY; ++y) {
for (int x = minGridX; x <= maxGridX; ++x) {
int index = (y * width + x) * 3;
// Convert float color [0,1] to int [0,255]
rgbData[index] = static_cast<int>(color.r * 255);
rgbData[index + 1] = static_cast<int>(color.g * 255);
rgbData[index + 2] = static_cast<int>(color.b * 255);
}
}
}
}
void getRegionAsRGB(float minX, float minY, float maxX, float maxY,
int& width, int& height, std::vector<int>& rgbData) const {
// Ensure valid region
if (minX >= maxX || minY >= maxY) {
if (minCorner.x >= maxCorner.x || minCorner.y >= maxCorner.y) {
width = 0;
height = 0;
rgbData.clear();
@@ -255,10 +264,10 @@ public:
}
// Calculate grid dimensions
width = static_cast<int>(std::ceil(maxX - minX));
height = static_cast<int>(std::ceil(maxY - minY));
width = static_cast<int>(std::ceil(maxCorner.x - minCorner.x));
height = static_cast<int>(std::ceil(maxCorner.y - minCorner.y));
// Initialize with black (0,0,0)
// Initialize with black (0,0,0) in BGR format
rgbData.resize(width * height * 3, 0);
// Fill the grid with object colors in the region, accounting for sizes
@@ -276,12 +285,14 @@ public:
float objMaxY = pos.y + halfSize;
// Check if object overlaps with the region
if (objMaxX >= minX && objMinX <= maxX && objMaxY >= minY && objMinY <= maxY) {
if (objMaxX >= minCorner.x && objMinX <= maxCorner.x &&
objMaxY >= minCorner.y && objMinY <= maxCorner.y) {
// Calculate overlapping region in grid coordinates
int minGridX = static_cast<int>(std::floor(std::max(objMinX, minX) - minX));
int minGridY = static_cast<int>(std::floor(std::max(objMinY, minY) - minY));
int maxGridX = static_cast<int>(std::ceil(std::min(objMaxX, maxX) - minX));
int maxGridY = static_cast<int>(std::ceil(std::min(objMaxY, maxY) - minY));
int minGridX = static_cast<int>(std::floor(std::max(objMinX, minCorner.x) - minCorner.x));
int minGridY = static_cast<int>(std::floor(std::max(objMinY, minCorner.y) - minCorner.y));
int maxGridX = static_cast<int>(std::ceil(std::min(objMaxX, maxCorner.x) - minCorner.x));
int maxGridY = static_cast<int>(std::ceil(std::min(objMaxY, maxCorner.y) - minCorner.y));
// Clamp to grid boundaries
minGridX = std::max(0, minGridX);
@@ -289,25 +300,117 @@ public:
maxGridX = std::min(width - 1, maxGridX);
maxGridY = std::min(height - 1, maxGridY);
// Fill all pixels within the object's overlapping region
// Fill all pixels within the object's overlapping region in BGR format
for (int y = minGridY; y <= maxGridY; ++y) {
for (int x = minGridX; x <= maxGridX; ++x) {
int index = (y * width + x) * 3;
// Convert float color [0,1] to int [0,255]
rgbData[index] = static_cast<int>(color.r * 255);
rgbData[index + 1] = static_cast<int>(color.g * 255);
rgbData[index + 2] = static_cast<int>(color.b * 255);
// Convert float color [0,1] to int [0,255] in BGR format
rgbData[index + 2] = static_cast<int>(color.b * 255); // Blue channel
rgbData[index + 1] = static_cast<int>(color.g * 255); // Green channel
rgbData[index] = static_cast<int>(color.r * 255); // Red channel
}
}
}
}
}
void getRegionAsRGB(const Vec2& minCorner, const Vec2& maxCorner,
int& width, int& height, std::vector<int>& rgbData) const {
getRegionAsRGB(minCorner.x, minCorner.y, maxCorner.x, maxCorner.y,
width, height, rgbData);
void getGridRegionAsRGB(float minX, float minY, float maxX, float maxY,
int& width, int& height, std::vector<int>& rgbData) const {
getGridRegionAsRGB(Vec2(minX, minY), Vec2(maxX, maxY), width, height, rgbData);
}
void getGridAsRGB(int& width, int& height, std::vector<int>& rgbData) const {
TIME_FUNCTION;
// Get the bounding box of all objects
Vec2 minCorner, maxCorner;
getBoundingBox(minCorner, maxCorner);
// Use the main function to get BGR data for the entire region
getGridRegionAsRGB(minCorner, maxCorner, width, height, rgbData);
}
void getGridRegionAsBGR(const Vec2& minCorner, const Vec2& maxCorner,
int& width, int& height, std::vector<int>& bgrData) const {
TIME_FUNCTION;
// Ensure valid region
if (minCorner.x >= maxCorner.x || minCorner.y >= maxCorner.y) {
width = 0;
height = 0;
bgrData.clear();
return;
}
// Calculate grid dimensions
width = static_cast<int>(std::ceil(maxCorner.x - minCorner.x));
height = static_cast<int>(std::ceil(maxCorner.y - minCorner.y));
// Initialize with black (0,0,0) in BGR format
bgrData.resize(width * height * 3, 0);
// Fill the grid with object colors in the region, accounting for sizes
for (const auto& posPair : positions) {
size_t id = posPair.first;
const Vec2& pos = posPair.second;
float size = getSize(id);
const Vec4& color = getColor(id);
// Calculate the bounding box of this object in world coordinates
float halfSize = size * 0.5f;
float objMinX = pos.x - halfSize;
float objMinY = pos.y - halfSize;
float objMaxX = pos.x + halfSize;
float objMaxY = pos.y + halfSize;
// Check if object overlaps with the region
if (objMaxX >= minCorner.x && objMinX <= maxCorner.x &&
objMaxY >= minCorner.y && objMinY <= maxCorner.y) {
// Calculate overlapping region in grid coordinates
int minGridX = static_cast<int>(std::floor(std::max(objMinX, minCorner.x) - minCorner.x));
int minGridY = static_cast<int>(std::floor(std::max(objMinY, minCorner.y) - minCorner.y));
int maxGridX = static_cast<int>(std::ceil(std::min(objMaxX, maxCorner.x) - minCorner.x));
int maxGridY = static_cast<int>(std::ceil(std::min(objMaxY, maxCorner.y) - minCorner.y));
// Clamp to grid boundaries
minGridX = std::max(0, minGridX);
minGridY = std::max(0, minGridY);
maxGridX = std::min(width - 1, maxGridX);
maxGridY = std::min(height - 1, maxGridY);
// Fill all pixels within the object's overlapping region in BGR format
for (int y = minGridY; y <= maxGridY; ++y) {
for (int x = minGridX; x <= maxGridX; ++x) {
int index = (y * width + x) * 3;
// Convert float color [0,1] to int [0,255] in BGR format
bgrData[index] = static_cast<int>(color.b * 255); // Blue channel
bgrData[index + 1] = static_cast<int>(color.g * 255); // Green channel
bgrData[index + 2] = static_cast<int>(color.r * 255); // Red channel
}
}
}
}
}
// Helper function that takes individual coordinates instead of Vec2
void getGridRegionAsBGR(float minX, float minY, float maxX, float maxY,
int& width, int& height, std::vector<int>& bgrData) const {
getGridRegionAsBGR(Vec2(minX, minY), Vec2(maxX, maxY), width, height, bgrData);
}
// Helper function that gets the entire grid bounds and returns as BGR
void getGridAsBGR(int& width, int& height, std::vector<int>& bgrData) const {
TIME_FUNCTION;
// Get the bounding box of all objects
Vec2 minCorner, maxCorner;
getBoundingBox(minCorner, maxCorner);
// Use the main function to get BGR data for the entire region
getGridRegionAsBGR(minCorner, maxCorner, width, height, bgrData);
}
//spatial map