g2chromatic2. written with 0 ai just to see if I could. uses grid22.hpp.
This commit is contained in:
439
util/grid/grid22.hpp
Normal file
439
util/grid/grid22.hpp
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@@ -0,0 +1,439 @@
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#include <unordered_map>
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#include "../vectorlogic/vec2.hpp"
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#include "../vectorlogic/vec4.hpp"
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#include "../timing_decorator.hpp"
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#include <vector>
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#ifndef GRID2_HPP
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#define GRID2_HPP
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class Grid2 {
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private:
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//all positions
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std::unordered_map<size_t, Vec2> Positions;
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//all colors
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std::unordered_map<size_t, Vec4> Colors;
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//all sizes
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std::unordered_map<size_t, float> Sizes;
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std::vector<size_t> unassignedIDs;
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//grid min
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Vec2 gridMin;
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//grid max
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Vec2 gridMax;
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//next id
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size_t next_id;
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//TODO: neighbor map
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std::unordered_map<size_t, std::vector<size_t>> neighborMap;
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float neighborRadius = 1.0f; // Default neighbor search radius
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//TODO: spatial map
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public:
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//get position from id
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Vec2 getPositionID(size_t id) const {
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auto it = Positions.find(id);
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return it != Positions.end() ? it->second : Vec2();
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}
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//get id from position (optional radius, picks first found. radius of 0 becomes epsilon if none are found)
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size_t getPositionVec(Vec2 pos, float radius = 0.0f) {
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float searchRadius = (radius == 0.0f) ? std::numeric_limits<float>::epsilon() : radius;
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float radiusSq = searchRadius*searchRadius;
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for (const auto& pair : Positions) {
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if (pair.second.distanceSquared(pos) <= radiusSq) {
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return pair.first;
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}
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}
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return -1;
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}
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size_t getPositionVec(float x, float y, float radius = 0.0f) {
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return getPositionVec(Vec2(x,y), radius);
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}
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//get all id in region
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std::vector<size_t> getPositionVecRegion(Vec2 pos, float radius = 1.0f) {
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float searchRadius = (radius == 0.0f) ? std::numeric_limits<float>::epsilon() : radius;
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float radiusSq = searchRadius*searchRadius;
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std::vector<size_t> posvec;
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for (const auto& pair : Positions) {
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if (pair.second.distanceSquared(pos) <= radiusSq) {
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posvec.push_back(pair.first);
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}
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}
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return posvec;
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}
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//get color from id
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Vec4 getColor(size_t id) {
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return Colors.at(id);
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}
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//get color from position (use get id from position and then get color from id)
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Vec4 getColor(float x, float y) {
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size_t id = getPositionVec(Vec2(x,y),0.0);
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return getColor(id);
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}
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//get size from id
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Vec4 getSize(size_t id) {
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return Colors.at(id);
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}
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//get size from position (use get id from position and then get size from id)
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Vec4 getSize(float x, float y) {
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size_t id = getPositionVec(Vec2(x,y),0.0);
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return getSize(id);
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}
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//add pixel (default color and default size provided)
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size_t addObject(const Vec2& pos, const Vec4& color, float size = 1.0f) {
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size_t id = next_id++;
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Positions[id] = pos;
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Colors[id] = color;
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Sizes[id] = size;
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return id;
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}
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//set position by id
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void setPosition(size_t id, const Vec2& position) {
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Positions.at(id).move(position);
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}
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void setPosition(size_t id, float x, float y) {
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Positions.at(id).move(Vec2(x,y));
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}
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//set color by id (by pos same as get color)
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void setColor(size_t id, const Vec4 color) {
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Colors.at(id).recolor(color);
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}
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void setColor(size_t id, float r, float g, float b, float a=1.0f) {
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Colors.at(id).recolor(Vec4(r,g,b,a));
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}
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void setColor(float x, float y, const Vec4 color) {
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size_t id = getPositionVec(Vec2(x,y));
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Colors.at(id).recolor(color);
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}
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void setColor(float x, float y, float r, float g, float b, float a=1.0f) {
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size_t id = getPositionVec(Vec2(x,y));
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Colors.at(id).recolor(Vec4(r,g,b,a));
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}
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void setColor(const Vec2& pos, const Vec4 color) {
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size_t id = getPositionVec(pos);
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Colors.at(id).recolor(color);
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}
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void setColor(const Vec2& pos, float r, float g, float b, float a=1.0f) {
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size_t id = getPositionVec(pos);
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Colors.at(id).recolor(Vec4(r,g,b,a));
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}
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//set size by id (by pos same as get size)
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void setSize(size_t id, float size) {
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Sizes.at(id) = size;
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}
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void setSize(float x, float y, float size) {
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size_t id = getPositionVec(Vec2(x,y));
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Sizes.at(id) = size;
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}
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void setSize(const Vec2& pos, float size) {
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size_t id = getPositionVec(pos);
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Sizes.at(id) = size;
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}
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//remove object (should remove the id, the color, the position, and the size)
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size_t removeID(size_t id) {
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Positions.erase(id);
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Colors.erase(id);
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Sizes.erase(id);
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unassignedIDs.push_back(id);
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return id;
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}
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size_t removeID(Vec2 pos) {
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size_t id = getPositionVec(pos);
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Positions.erase(id);
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Colors.erase(id);
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Sizes.erase(id);
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unassignedIDs.push_back(id);
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return id;
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}
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//bulk update positions
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void bulkUpdatePositions(const std::unordered_map<size_t, Vec2>& newPositions) {
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TIME_FUNCTION;
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for (const auto& [id, newPos] : newPositions) {
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auto it = Positions.find(id);
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if (it != Positions.end()) {
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it->second = newPos;
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}
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}
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}
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// Bulk update colors
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void bulkUpdateColors(const std::unordered_map<size_t, Vec4>& newColors) {
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TIME_FUNCTION;
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for (const auto& [id, newColor] : newColors) {
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auto it = Colors.find(id);
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if (it != Colors.end()) {
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it->second = newColor;
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}
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}
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}
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// Bulk update sizes
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void bulkUpdateSizes(const std::unordered_map<size_t, float>& newSizes) {
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TIME_FUNCTION;
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for (const auto& [id, newSize] : newSizes) {
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auto it = Sizes.find(id);
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if (it != Sizes.end()) {
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it->second = newSize;
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}
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}
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}
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//bulk add
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std::vector<size_t> bulkAddObjects(const std::vector<std::tuple<Vec2, Vec4, float>>& objects) {
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TIME_FUNCTION;
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std::vector<size_t> ids;
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ids.reserve(objects.size());
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// Reserve space in maps to avoid rehashing
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if (Positions.bucket_count() < Positions.size() + objects.size()) {
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Positions.reserve(Positions.size() + objects.size());
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Colors.reserve(Colors.size() + objects.size());
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Sizes.reserve(Sizes.size() + objects.size());
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}
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// Batch insertion
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#pragma omp parallel for
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for (size_t i = 0; i < objects.size(); ++i) {
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size_t id = next_id + i;
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const auto& [pos, color, size] = objects[i];
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Positions[id] = pos;
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Colors[id] = color;
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Sizes[id] = size;
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}
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// Update next_id atomically
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next_id += objects.size();
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return getAllIDs(); // Or generate ID range
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}
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std::vector<size_t> bulkAddObjects(const std::vector<Vec2> poses, std::vector<Vec4> colors, std::vector<float>& sizes) {
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TIME_FUNCTION;
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std::vector<size_t> ids;
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ids.reserve(poses.size());
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// Reserve space in maps to avoid rehashing
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if (Positions.bucket_count() < Positions.size() + poses.size()) {
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Positions.reserve(Positions.size() + poses.size());
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Colors.reserve(Colors.size() + colors.size());
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Sizes.reserve(Sizes.size() + sizes.size());
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}
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// Batch insertion
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#pragma omp parallel for
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for (size_t i = 0; i < poses.size(); ++i) {
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size_t id = next_id + i;
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Positions[id] = poses[i];
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Colors[id] = colors[i];
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Sizes[id] = sizes[i];
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}
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// Update next_id atomically
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next_id += poses.size();
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return getAllIDs(); // Or generate ID range
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}
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//get all ids
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std::vector<size_t> getAllIDs() const {
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TIME_FUNCTION;
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std::vector<size_t> ids;
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ids.reserve(Positions.size());
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for (const auto& pair : Positions) {
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ids.push_back(pair.first);
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}
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return ids;
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}
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// no return because it passes back a 1d vector of ints between 0 and 255 with a width and height
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//get region as rgb
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void getGridRegionAsRGB(const Vec2& minCorner, const Vec2& maxCorner,
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int& width, int& height, std::vector<uint8_t>& rgbData) const {
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TIME_FUNCTION;
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// Calculate dimensions
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width = static_cast<int>(maxCorner.x - minCorner.x);
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height = static_cast<int>(maxCorner.y - minCorner.y);
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if (width <= 0 || height <= 0) {
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width = height = 0;
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rgbData.clear();
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return;
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}
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// Initialize RGB data (3 bytes per pixel: R, G, B)
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rgbData.resize(width * height * 3, 0);
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// For each position in the grid, find the corresponding pixel
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for (const auto& [id, pos] : Positions) {
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if (pos.x >= minCorner.x && pos.x < maxCorner.x &&
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pos.y >= minCorner.y && pos.y < maxCorner.y) {
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// Calculate pixel coordinates
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int pixelX = static_cast<int>(pos.x - minCorner.x);
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int pixelY = static_cast<int>(pos.y - minCorner.y);
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// Ensure within bounds
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if (pixelX >= 0 && pixelX < width && pixelY >= 0 && pixelY < height) {
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// Get color and convert to RGB
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const Vec4& color = Colors.at(id);
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int index = (pixelY * width + pixelX) * 3;
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// Convert from [0,1] to [0,255] and store as RGB
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rgbData[index] = static_cast<unsigned char>(color.r * 255);
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rgbData[index + 1] = static_cast<unsigned char>(color.g * 255);
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rgbData[index + 2] = static_cast<unsigned char>(color.b * 255);
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}
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}
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}
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}
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// Get region as BGR
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void getGridRegionAsBGR(const Vec2& minCorner, const Vec2& maxCorner,
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int& width, int& height, std::vector<uint8_t>& bgrData) const {
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TIME_FUNCTION;
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// Calculate dimensions
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width = static_cast<int>(maxCorner.x - minCorner.x);
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height = static_cast<int>(maxCorner.y - minCorner.y);
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if (width <= 0 || height <= 0) {
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width = height = 0;
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bgrData.clear();
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return;
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}
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// Initialize BGR data (3 bytes per pixel: B, G, R)
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bgrData.resize(width * height * 3, 0);
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// For each position in the grid, find the corresponding pixel
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for (const auto& [id, pos] : Positions) {
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if (pos.x >= minCorner.x && pos.x < maxCorner.x &&
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pos.y >= minCorner.y && pos.y < maxCorner.y) {
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// Calculate pixel coordinates
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int pixelX = static_cast<int>(pos.x - minCorner.x);
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int pixelY = static_cast<int>(pos.y - minCorner.y);
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// Ensure within bounds
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if (pixelX >= 0 && pixelX < width && pixelY >= 0 && pixelY < height) {
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// Get color and convert to BGR
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const Vec4& color = Colors.at(id);
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int index = (pixelY * width + pixelX) * 3;
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// Convert from [0,1] to [0,255] and store as BGR
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bgrData[index] = static_cast<unsigned char>(color.b * 255); // Blue
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bgrData[index + 1] = static_cast<unsigned char>(color.g * 255); // Green
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bgrData[index + 2] = static_cast<unsigned char>(color.r * 255); // Red
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}
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}
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}
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}
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//get full as rgb/bgr
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void getGridAsRGB(int& width, int& height, std::vector<uint8_t>& rgbData) const {
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Vec2 minCorner, maxCorner;
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getBoundingBox(minCorner, maxCorner);
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getGridRegionAsRGB(minCorner, maxCorner, width, height, rgbData);
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}
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void getGridAsBGR(int& width, int& height, std::vector<uint8_t>& bgrData) const {
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Vec2 minCorner, maxCorner;
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getBoundingBox(minCorner, maxCorner);
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getGridRegionAsBGR(minCorner, maxCorner, width, height, bgrData);
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}
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//get bounding box
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void getBoundingBox(Vec2& minCorner, Vec2& maxCorner) const {
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TIME_FUNCTION;
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if (Positions.empty()) {
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minCorner = Vec2(0, 0);
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maxCorner = Vec2(0, 0);
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return;
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}
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// Initialize with first position
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auto it = Positions.begin();
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minCorner = it->second;
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maxCorner = it->second;
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// Find min and max coordinates
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for (const auto& [id, pos] : Positions) {
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minCorner.x = std::min(minCorner.x, pos.x);
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minCorner.y = std::min(minCorner.y, pos.y);
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maxCorner.x = std::max(maxCorner.x, pos.x);
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maxCorner.y = std::max(maxCorner.y, pos.y);
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}
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// Add a small margin to avoid edge cases
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float margin = 1.0f;
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minCorner.x -= margin;
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minCorner.y -= margin;
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maxCorner.x += margin;
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maxCorner.y += margin;
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}
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//clear
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void clear() {
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Positions.clear();
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Colors.clear();
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Sizes.clear();
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next_id = 0;
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}
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// neighbor map
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void updateNeighborMap() {
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TIME_FUNCTION;
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neighborMap.clear();
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// For each object, find nearby neighbors
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for (const auto& [id1, pos1] : Positions) {
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std::vector<size_t> neighbors;
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float radiusSq = neighborRadius * neighborRadius;
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for (const auto& [id2, pos2] : Positions) {
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if (id1 != id2 && pos1.distanceSquared(pos2) <= radiusSq) {
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neighbors.push_back(id2);
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}
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}
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neighborMap[id1] = std::move(neighbors);
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}
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}
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// Update neighbor map for a single object (more efficient)
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void updateNeighborForID(size_t id) {
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TIME_FUNCTION;
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auto pos_it = Positions.find(id);
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if (pos_it == Positions.end()) return;
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Vec2 pos1 = pos_it->second;
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std::vector<size_t> neighbors;
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float radiusSq = neighborRadius * neighborRadius;
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for (const auto& [id2, pos2] : Positions) {
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if (id != id2 && pos1.distanceSquared(pos2) <= radiusSq) {
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neighbors.push_back(id2);
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}
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}
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neighborMap[id] = std::move(neighbors);
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}
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// Get neighbors for an ID
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const std::vector<size_t>& getNeighbors(size_t id) const {
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static const std::vector<size_t> empty;
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auto it = neighborMap.find(id);
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return it != neighborMap.end() ? it->second : empty;
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}
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// Set neighbor search radius
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void setNeighborRadius(float radius) {
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neighborRadius = radius;
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updateNeighborMap(); // Recompute all neighbors
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}
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// spatial map
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};
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#endif
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@@ -1,316 +0,0 @@
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#ifndef FIXED_SPATIAL_GRID_2_HPP
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#define FIXED_SPATIAL_GRID_2_HPP
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#include "../vectorlogic/vec2.hpp"
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#include <vector>
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#include <unordered_map>
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#include <array>
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#include <algorithm>
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#include <cmath>
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class Grid2Fast {
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private:
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struct Cell {
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std::vector<size_t> objectIds;
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void add(size_t id) {
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objectIds.push_back(id);
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}
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void remove(size_t id) {
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auto it = std::find(objectIds.begin(), objectIds.end(), id);
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if (it != objectIds.end()) {
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objectIds.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
bool contains(size_t id) const {
|
||||
return std::find(objectIds.begin(), objectIds.end(), id) != objectIds.end();
|
||||
}
|
||||
|
||||
void clear() {
|
||||
objectIds.clear();
|
||||
}
|
||||
|
||||
size_t size() const {
|
||||
return objectIds.size();
|
||||
}
|
||||
|
||||
bool empty() const {
|
||||
return objectIds.empty();
|
||||
}
|
||||
};
|
||||
|
||||
// Fixed grid dimensions
|
||||
int gridWidth, gridHeight;
|
||||
float cellSize;
|
||||
Vec2 worldMin, worldMax;
|
||||
|
||||
// 2D grid storage
|
||||
std::vector<Cell> grid;
|
||||
std::unordered_map<size_t, std::pair<int, int>> objectToCell;
|
||||
|
||||
// Helper methods
|
||||
inline int toIndex(int x, int y) const {
|
||||
return y * gridWidth + x;
|
||||
}
|
||||
|
||||
inline bool isValidCell(int x, int y) const {
|
||||
return x >= 0 && x < gridWidth && y >= 0 && y < gridHeight;
|
||||
}
|
||||
|
||||
public:
|
||||
Grid2Fast(const Vec2& minCorner, const Vec2& maxCorner, float cellSize)
|
||||
: cellSize(cellSize), worldMin(minCorner), worldMax(maxCorner) {
|
||||
|
||||
// Calculate grid dimensions
|
||||
float worldWidth = maxCorner.x - minCorner.x;
|
||||
float worldHeight = maxCorner.y - minCorner.y;
|
||||
|
||||
gridWidth = static_cast<int>(std::ceil(worldWidth / cellSize));
|
||||
gridHeight = static_cast<int>(std::ceil(worldHeight / cellSize));
|
||||
|
||||
// Initialize grid with empty cells
|
||||
grid.resize(gridWidth * gridHeight);
|
||||
}
|
||||
|
||||
Grid2Fast(float minX, float minY, float maxX, float maxY, float cellSize)
|
||||
: Grid2Fast(Vec2(minX, minY), Vec2(maxX, maxY), cellSize) {}
|
||||
|
||||
// Convert world position to grid coordinates
|
||||
std::pair<int, int> worldToGrid(const Vec2& pos) const {
|
||||
int x = static_cast<int>((pos.x - worldMin.x) / cellSize);
|
||||
int y = static_cast<int>((pos.y - worldMin.y) / cellSize);
|
||||
|
||||
// Clamp to grid boundaries
|
||||
x = std::clamp(x, 0, gridWidth - 1);
|
||||
y = std::clamp(y, 0, gridHeight - 1);
|
||||
|
||||
return {x, y};
|
||||
}
|
||||
|
||||
// Convert grid coordinates to world position (center of cell)
|
||||
Vec2 gridToWorld(int gridX, int gridY) const {
|
||||
float x = worldMin.x + (gridX + 0.5f) * cellSize;
|
||||
float y = worldMin.y + (gridY + 0.5f) * cellSize;
|
||||
return Vec2(x, y);
|
||||
}
|
||||
|
||||
// Add object to spatial grid
|
||||
bool addObject(size_t id, const Vec2& position) {
|
||||
auto [gridX, gridY] = worldToGrid(position);
|
||||
|
||||
if (!isValidCell(gridX, gridY)) {
|
||||
return false; // Object outside grid bounds
|
||||
}
|
||||
|
||||
int index = toIndex(gridX, gridY);
|
||||
grid[index].add(id);
|
||||
objectToCell[id] = {gridX, gridY};
|
||||
return true;
|
||||
}
|
||||
|
||||
// Remove object from spatial grid
|
||||
bool removeObject(size_t id) {
|
||||
auto it = objectToCell.find(id);
|
||||
if (it == objectToCell.end()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
auto [gridX, gridY] = it->second;
|
||||
if (isValidCell(gridX, gridY)) {
|
||||
int index = toIndex(gridX, gridY);
|
||||
grid[index].remove(id);
|
||||
}
|
||||
|
||||
objectToCell.erase(it);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Update object position
|
||||
bool updateObject(size_t id, const Vec2& oldPos, const Vec2& newPos) {
|
||||
auto oldCell = worldToGrid(oldPos);
|
||||
auto newCell = worldToGrid(newPos);
|
||||
|
||||
if (oldCell == newCell) {
|
||||
// Same cell, no update needed
|
||||
objectToCell[id] = newCell;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Remove from old cell
|
||||
auto [oldX, oldY] = oldCell;
|
||||
if (isValidCell(oldX, oldY)) {
|
||||
int oldIndex = toIndex(oldX, oldY);
|
||||
grid[oldIndex].remove(id);
|
||||
}
|
||||
|
||||
// Add to new cell
|
||||
auto [newX, newY] = newCell;
|
||||
if (!isValidCell(newX, newY)) {
|
||||
// Object moved outside grid, remove completely
|
||||
objectToCell.erase(id);
|
||||
return false;
|
||||
}
|
||||
|
||||
int newIndex = toIndex(newX, newY);
|
||||
grid[newIndex].add(id);
|
||||
objectToCell[id] = newCell;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Get objects in radius (optimized using grid)
|
||||
std::vector<size_t> getObjectsInRadius(const Vec2& position, float radius) const {
|
||||
std::vector<size_t> result;
|
||||
|
||||
if (radius <= 0.0f) {
|
||||
return getObjectsAt(position);
|
||||
}
|
||||
|
||||
Vec2 minPos(position.x - radius, position.y - radius);
|
||||
Vec2 maxPos(position.x + radius, position.y + radius);
|
||||
|
||||
auto minCell = worldToGrid(minPos);
|
||||
auto maxCell = worldToGrid(maxPos);
|
||||
|
||||
float radiusSq = radius * radius;
|
||||
|
||||
// Check only relevant cells
|
||||
for (int y = minCell.second; y <= maxCell.second; ++y) {
|
||||
for (int x = minCell.first; x <= maxCell.first; ++x) {
|
||||
if (!isValidCell(x, y)) continue;
|
||||
|
||||
int index = toIndex(x, y);
|
||||
const Cell& cell = grid[index];
|
||||
|
||||
for (size_t id : cell.objectIds) {
|
||||
// We need external position data for distance check
|
||||
// This assumes the caller will filter results based on actual positions
|
||||
result.push_back(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Get objects at exact position
|
||||
std::vector<size_t> getObjectsAt(const Vec2& position) const {
|
||||
auto [gridX, gridY] = worldToGrid(position);
|
||||
|
||||
if (!isValidCell(gridX, gridY)) {
|
||||
return {};
|
||||
}
|
||||
|
||||
int index = toIndex(gridX, gridY);
|
||||
return grid[index].objectIds; // Return copy
|
||||
}
|
||||
|
||||
// Get objects in rectangular region
|
||||
std::vector<size_t> getObjectsInRegion(const Vec2& minCorner, const Vec2& maxCorner) const {
|
||||
std::vector<size_t> result;
|
||||
|
||||
auto minCell = worldToGrid(minCorner);
|
||||
auto maxCell = worldToGrid(maxCorner);
|
||||
|
||||
for (int y = minCell.second; y <= maxCell.second; ++y) {
|
||||
for (int x = minCell.first; x <= maxCell.first; ++x) {
|
||||
if (!isValidCell(x, y)) continue;
|
||||
|
||||
int index = toIndex(x, y);
|
||||
const Cell& cell = grid[index];
|
||||
|
||||
// Add all objects from these cells
|
||||
// Note: This may include objects outside the exact region due to cell granularity
|
||||
// Caller should filter based on actual positions if precise region is needed
|
||||
result.insert(result.end(), cell.objectIds.begin(), cell.objectIds.end());
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Get all objects in the grid
|
||||
std::vector<size_t> getAllObjects() const {
|
||||
std::vector<size_t> result;
|
||||
|
||||
for (const auto& pair : objectToCell) {
|
||||
result.push_back(pair.first);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Get cell information
|
||||
const Cell& getCell(int x, int y) const {
|
||||
static Cell emptyCell;
|
||||
if (!isValidCell(x, y)) {
|
||||
return emptyCell;
|
||||
}
|
||||
return grid[toIndex(x, y)];
|
||||
}
|
||||
|
||||
const Cell& getCellAtWorldPos(const Vec2& pos) const {
|
||||
auto [x, y] = worldToGrid(pos);
|
||||
return getCell(x, y);
|
||||
}
|
||||
|
||||
// Statistics
|
||||
size_t getTotalObjectCount() const {
|
||||
return objectToCell.size();
|
||||
}
|
||||
|
||||
size_t getNonEmptyCellCount() const {
|
||||
size_t count = 0;
|
||||
for (const auto& cell : grid) {
|
||||
if (!cell.empty()) {
|
||||
++count;
|
||||
}
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
size_t getMaxObjectsPerCell() const {
|
||||
size_t maxCount = 0;
|
||||
for (const auto& cell : grid) {
|
||||
maxCount = std::max(maxCount, cell.size());
|
||||
}
|
||||
return maxCount;
|
||||
}
|
||||
|
||||
float getAverageObjectsPerCell() const {
|
||||
if (grid.empty()) return 0.0f;
|
||||
return static_cast<float>(objectToCell.size()) / grid.size();
|
||||
}
|
||||
|
||||
// Grid properties
|
||||
int getGridWidth() const { return gridWidth; }
|
||||
int getGridHeight() const { return gridHeight; }
|
||||
float getCellSize() const { return cellSize; }
|
||||
Vec2 getWorldMin() const { return worldMin; }
|
||||
Vec2 getWorldMax() const { return worldMax; }
|
||||
|
||||
// Clear all objects
|
||||
void clear() {
|
||||
for (auto& cell : grid) {
|
||||
cell.clear();
|
||||
}
|
||||
objectToCell.clear();
|
||||
}
|
||||
|
||||
// Check if object exists in grid
|
||||
bool contains(size_t id) const {
|
||||
return objectToCell.find(id) != objectToCell.end();
|
||||
}
|
||||
|
||||
// Get cell coordinates for object
|
||||
std::pair<int, int> getObjectCell(size_t id) const {
|
||||
auto it = objectToCell.find(id);
|
||||
if (it != objectToCell.end()) {
|
||||
return it->second;
|
||||
}
|
||||
return {-1, -1};
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,486 +0,0 @@
|
||||
#ifndef GRID3_HPP
|
||||
#define GRID3_HPP
|
||||
|
||||
#include "../vectorlogic/vec3.hpp"
|
||||
#include "../vectorlogic/vec4.hpp"
|
||||
#include "grid2.hpp"
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
#include <string>
|
||||
#include <algorithm>
|
||||
#include <map>
|
||||
#include <unordered_set>
|
||||
#include <cmath>
|
||||
|
||||
class Grid3 {
|
||||
private:
|
||||
std::multimap<size_t, Vec3> positions;
|
||||
std::multimap<size_t, Vec4> colors;
|
||||
std::multimap<size_t, float> sizes;
|
||||
size_t next_id;
|
||||
|
||||
std::unordered_map<size_t, std::tuple<int, int, int>> cellIndices;
|
||||
std::unordered_map<std::tuple<int, int, int>, std::unordered_set<size_t>> spatialGrid;
|
||||
float cellSize;
|
||||
|
||||
public:
|
||||
Grid3() : next_id(0), cellSize(1.0f) {}
|
||||
Grid3(float cellSize) : next_id(0), cellSize(cellSize) {}
|
||||
|
||||
size_t addObject(const Vec3& position, const Vec4& color, float size = 1.0f) {
|
||||
size_t id = next_id++;
|
||||
positions.insert({id, position});
|
||||
colors.insert({id, color});
|
||||
sizes.insert({id, size});
|
||||
auto cell = worldToGrid(position);
|
||||
spatialGrid[cell].insert(id);
|
||||
cellIndices[id] = cell;
|
||||
return id;
|
||||
}
|
||||
|
||||
// Get operations
|
||||
Vec3 getPosition(size_t id) const {
|
||||
auto it = positions.find(id);
|
||||
if (it != positions.end()) return it->second;
|
||||
return Vec3();
|
||||
}
|
||||
|
||||
Vec4 getColor(size_t id) const {
|
||||
auto it = colors.find(id);
|
||||
if (it != colors.end()) return it->second;
|
||||
return Vec4();
|
||||
}
|
||||
|
||||
float getSize(size_t id) const {
|
||||
auto it = sizes.find(id);
|
||||
if (it != sizes.end()) return it->second;
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
// Set operations
|
||||
void setPosition(size_t id, const Vec3& position) {
|
||||
if (!hasObject(id)) return;
|
||||
|
||||
Vec3 oldPos = getPosition(id);
|
||||
positions.erase(id);
|
||||
positions.insert({id, position});
|
||||
updateSpatialIndex(id, oldPos, position);
|
||||
}
|
||||
|
||||
void setColor(size_t id, const Vec4& color) {
|
||||
colors.erase(id);
|
||||
colors.insert({id, color});
|
||||
}
|
||||
|
||||
void setSize(size_t id, float size) {
|
||||
sizes.erase(id);
|
||||
sizes.insert({id, size});
|
||||
}
|
||||
|
||||
// Batch operations
|
||||
void addObjects(const std::vector<std::tuple<Vec3, Vec4, float>>& objects) {
|
||||
for (const auto& obj : objects) {
|
||||
addObject(std::get<0>(obj), std::get<1>(obj), std::get<2>(obj));
|
||||
}
|
||||
}
|
||||
|
||||
void removeObjects(const std::vector<size_t>& ids) {
|
||||
for (size_t id : ids) {
|
||||
removeObject(id);
|
||||
}
|
||||
}
|
||||
|
||||
void updatePositions(const std::unordered_map<size_t, Vec3>& newPositions) {
|
||||
std::vector<std::tuple<size_t, Vec3, Vec3>> spatialUpdates;
|
||||
|
||||
for (const auto& pair : newPositions) {
|
||||
if (hasObject(pair.first)) {
|
||||
Vec3 oldPos = getPosition(pair.first);
|
||||
positions.erase(pair.first);
|
||||
positions.insert({pair.first, pair.second});
|
||||
spatialUpdates.emplace_back(pair.first, oldPos, pair.second);
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto& update : spatialUpdates) {
|
||||
updateSpatialIndex(std::get<0>(update), std::get<1>(update), std::get<2>(update));
|
||||
}
|
||||
}
|
||||
|
||||
// Object management
|
||||
bool hasObject(size_t id) const {
|
||||
return positions.find(id) != positions.end();
|
||||
}
|
||||
|
||||
void removeObject(size_t id) {
|
||||
// Remove from spatial grid
|
||||
auto cellIt = cellIndices.find(id);
|
||||
if (cellIt != cellIndices.end()) {
|
||||
auto& cellObjects = spatialGrid[cellIt->second];
|
||||
cellObjects.erase(id);
|
||||
if (cellObjects.empty()) {
|
||||
spatialGrid.erase(cellIt->second);
|
||||
}
|
||||
cellIndices.erase(id);
|
||||
}
|
||||
|
||||
// Remove from data maps
|
||||
positions.erase(id);
|
||||
colors.erase(id);
|
||||
sizes.erase(id);
|
||||
}
|
||||
|
||||
// Spatial queries
|
||||
std::vector<size_t> getIndicesAt(float x, float y, float z, float radius = 0.0f) const {
|
||||
return getIndicesAt(Vec3(x, y, z), radius);
|
||||
}
|
||||
|
||||
std::vector<size_t> getIndicesAt(const Vec3& position, float radius = 0.0f) const {
|
||||
std::vector<size_t> result;
|
||||
|
||||
if (radius <= 0.0f) {
|
||||
// Exact position match
|
||||
for (const auto& pair : positions) {
|
||||
if (pair.second == position) {
|
||||
result.push_back(pair.first);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Radius-based search
|
||||
float radius_sq = radius * radius;
|
||||
for (const auto& pair : positions) {
|
||||
float dx = pair.second.x - position.x;
|
||||
float dy = pair.second.y - position.y;
|
||||
float dz = pair.second.z - position.z;
|
||||
if (dx * dx + dy * dy + dz * dz <= radius_sq) {
|
||||
result.push_back(pair.first);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Bounding box
|
||||
void getBoundingBox(Vec3& minCorner, Vec3& maxCorner) const {
|
||||
if (positions.empty()) {
|
||||
minCorner = Vec3(0.0f, 0.0f, 0.0f);
|
||||
maxCorner = Vec3(0.0f, 0.0f, 0.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
auto it = positions.begin();
|
||||
minCorner = it->second;
|
||||
maxCorner = it->second;
|
||||
|
||||
for (const auto& pair : positions) {
|
||||
const Vec3& pos = pair.second;
|
||||
float size = getSize(pair.first);
|
||||
float halfSize = size * 0.5f;
|
||||
|
||||
minCorner.x = std::min(minCorner.x, pos.x - halfSize);
|
||||
minCorner.y = std::min(minCorner.y, pos.y - halfSize);
|
||||
minCorner.z = std::min(minCorner.z, pos.z - halfSize);
|
||||
maxCorner.x = std::max(maxCorner.x, pos.x + halfSize);
|
||||
maxCorner.y = std::max(maxCorner.y, pos.y + halfSize);
|
||||
maxCorner.z = std::max(maxCorner.z, pos.z + halfSize);
|
||||
}
|
||||
}
|
||||
|
||||
// Grid2 slice generation
|
||||
Grid2 getSliceXY(float z, float thickness = 0.1f) const {
|
||||
Grid2 slice;
|
||||
Vec3 minCorner, maxCorner;
|
||||
getBoundingBox(minCorner, maxCorner);
|
||||
|
||||
float halfThickness = thickness * 0.5f;
|
||||
float minZ = z - halfThickness;
|
||||
float maxZ = z + halfThickness;
|
||||
|
||||
for (const auto& posPair : positions) {
|
||||
size_t id = posPair.first;
|
||||
const Vec3& pos = posPair.second;
|
||||
|
||||
if (pos.z >= minZ && pos.z <= maxZ) {
|
||||
// Project to XY plane
|
||||
Vec2 slicePos(pos.x, pos.y);
|
||||
slice.addObject(slicePos, getColor(id), getSize(id));
|
||||
}
|
||||
}
|
||||
|
||||
return slice;
|
||||
}
|
||||
|
||||
Grid2 getSliceXZ(float y, float thickness = 0.1f) const {
|
||||
Grid2 slice;
|
||||
Vec3 minCorner, maxCorner;
|
||||
getBoundingBox(minCorner, maxCorner);
|
||||
|
||||
float halfThickness = thickness * 0.5f;
|
||||
float minY = y - halfThickness;
|
||||
float maxY = y + halfThickness;
|
||||
|
||||
for (const auto& posPair : positions) {
|
||||
size_t id = posPair.first;
|
||||
const Vec3& pos = posPair.second;
|
||||
|
||||
if (pos.y >= minY && pos.y <= maxY) {
|
||||
// Project to XZ plane
|
||||
Vec2 slicePos(pos.x, pos.z);
|
||||
slice.addObject(slicePos, getColor(id), getSize(id));
|
||||
}
|
||||
}
|
||||
|
||||
return slice;
|
||||
}
|
||||
|
||||
Grid2 getSliceYZ(float x, float thickness = 0.1f) const {
|
||||
Grid2 slice;
|
||||
Vec3 minCorner, maxCorner;
|
||||
getBoundingBox(minCorner, maxCorner);
|
||||
|
||||
float halfThickness = thickness * 0.5f;
|
||||
float minX = x - halfThickness;
|
||||
float maxX = x + halfThickness;
|
||||
|
||||
for (const auto& posPair : positions) {
|
||||
size_t id = posPair.first;
|
||||
const Vec3& pos = posPair.second;
|
||||
|
||||
if (pos.x >= minX && pos.x <= maxX) {
|
||||
// Project to YZ plane
|
||||
Vec2 slicePos(pos.y, pos.z);
|
||||
slice.addObject(slicePos, getColor(id), getSize(id));
|
||||
}
|
||||
}
|
||||
|
||||
return slice;
|
||||
}
|
||||
|
||||
// Amanatides and Woo ray-grid intersection
|
||||
struct RayHit {
|
||||
size_t objectId;
|
||||
Vec3 position;
|
||||
Vec3 normal;
|
||||
float distance;
|
||||
Vec4 color;
|
||||
|
||||
RayHit() : objectId(-1), distance(std::numeric_limits<float>::max()) {}
|
||||
};
|
||||
|
||||
RayHit amanatidesWooRaycast(const Vec3& rayOrigin, const Vec3& rayDirection, float maxDistance = 1000.0f) const {
|
||||
RayHit hit;
|
||||
|
||||
if (positions.empty()) return hit;
|
||||
|
||||
// Normalize direction
|
||||
Vec3 dir = rayDirection.normalized();
|
||||
|
||||
// Initialize grid traversal
|
||||
auto startCell = worldToGrid(rayOrigin);
|
||||
int cellX = std::get<0>(startCell);
|
||||
int cellY = std::get<1>(startCell);
|
||||
int cellZ = std::get<2>(startCell);
|
||||
|
||||
// Step directions
|
||||
int stepX = (dir.x > 0) ? 1 : -1;
|
||||
int stepY = (dir.y > 0) ? 1 : -1;
|
||||
int stepZ = (dir.z > 0) ? 1 : -1;
|
||||
|
||||
// Calculate cell boundaries
|
||||
float cellMinX = cellX * cellSize;
|
||||
float cellMinY = cellY * cellSize;
|
||||
float cellMinZ = cellZ * cellSize;
|
||||
float cellMaxX = cellMinX + cellSize;
|
||||
float cellMaxY = cellMinY + cellSize;
|
||||
float cellMaxZ = cellMinZ + cellSize;
|
||||
|
||||
// Calculate t values for cell boundaries
|
||||
float tMaxX, tMaxY, tMaxZ;
|
||||
if (dir.x != 0) {
|
||||
tMaxX = ((dir.x > 0 ? cellMaxX : cellMinX) - rayOrigin.x) / dir.x;
|
||||
} else {
|
||||
tMaxX = std::numeric_limits<float>::max();
|
||||
}
|
||||
|
||||
if (dir.y != 0) {
|
||||
tMaxY = ((dir.y > 0 ? cellMaxY : cellMinY) - rayOrigin.y) / dir.y;
|
||||
} else {
|
||||
tMaxY = std::numeric_limits<float>::max();
|
||||
}
|
||||
|
||||
if (dir.z != 0) {
|
||||
tMaxZ = ((dir.z > 0 ? cellMaxZ : cellMinZ) - rayOrigin.z) / dir.z;
|
||||
} else {
|
||||
tMaxZ = std::numeric_limits<float>::max();
|
||||
}
|
||||
|
||||
// Calculate t delta
|
||||
float tDeltaX = (cellSize / std::abs(dir.x)) * (dir.x != 0 ? 1 : 0);
|
||||
float tDeltaY = (cellSize / std::abs(dir.y)) * (dir.y != 0 ? 1 : 0);
|
||||
float tDeltaZ = (cellSize / std::abs(dir.z)) * (dir.z != 0 ? 1 : 0);
|
||||
|
||||
// Traverse grid
|
||||
float t = 0.0f;
|
||||
while (t < maxDistance) {
|
||||
// Check current cell for intersections
|
||||
auto cell = std::make_tuple(cellX, cellY, cellZ);
|
||||
auto cellIt = spatialGrid.find(cell);
|
||||
if (cellIt != spatialGrid.end()) {
|
||||
// Check all objects in this cell
|
||||
for (size_t id : cellIt->second) {
|
||||
const Vec3& objPos = getPosition(id);
|
||||
float objSize = getSize(id);
|
||||
|
||||
// Simple sphere intersection test
|
||||
Vec3 toObj = objPos - rayOrigin;
|
||||
float b = toObj.dot(dir);
|
||||
float c = toObj.dot(toObj) - objSize * objSize;
|
||||
float discriminant = b * b - c;
|
||||
|
||||
if (discriminant >= 0) {
|
||||
float sqrtDisc = std::sqrt(discriminant);
|
||||
float t1 = b - sqrtDisc;
|
||||
float t2 = b + sqrtDisc;
|
||||
|
||||
if (t1 >= 0 && t1 < hit.distance) {
|
||||
hit.objectId = id;
|
||||
hit.position = rayOrigin + dir * t1;
|
||||
hit.normal = (hit.position - objPos).normalized();
|
||||
hit.distance = t1;
|
||||
hit.color = getColor(id);
|
||||
} else if (t2 >= 0 && t2 < hit.distance) {
|
||||
hit.objectId = id;
|
||||
hit.position = rayOrigin + dir * t2;
|
||||
hit.normal = (hit.position - objPos).normalized();
|
||||
hit.distance = t2;
|
||||
hit.color = getColor(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If we found a hit, return it
|
||||
if (hit.objectId != static_cast<size_t>(-1)) {
|
||||
return hit;
|
||||
}
|
||||
}
|
||||
|
||||
// Move to next cell
|
||||
if (tMaxX < tMaxY && tMaxX < tMaxZ) {
|
||||
cellX += stepX;
|
||||
t = tMaxX;
|
||||
tMaxX += tDeltaX;
|
||||
} else if (tMaxY < tMaxZ) {
|
||||
cellY += stepY;
|
||||
t = tMaxY;
|
||||
tMaxY += tDeltaY;
|
||||
} else {
|
||||
cellZ += stepZ;
|
||||
t = tMaxZ;
|
||||
tMaxZ += tDeltaZ;
|
||||
}
|
||||
}
|
||||
|
||||
return hit;
|
||||
}
|
||||
|
||||
// Spatial indexing
|
||||
std::tuple<int, int, int> worldToGrid(const Vec3& pos) const {
|
||||
return {
|
||||
static_cast<int>(std::floor(pos.x / cellSize)),
|
||||
static_cast<int>(std::floor(pos.y / cellSize)),
|
||||
static_cast<int>(std::floor(pos.z / cellSize))
|
||||
};
|
||||
}
|
||||
|
||||
void updateSpatialIndex(size_t id, const Vec3& oldPos, const Vec3& newPos) {
|
||||
auto oldCell = worldToGrid(oldPos);
|
||||
auto newCell = worldToGrid(newPos);
|
||||
|
||||
if (oldCell != newCell) {
|
||||
// Remove from old cell
|
||||
auto oldIt = spatialGrid.find(oldCell);
|
||||
if (oldIt != spatialGrid.end()) {
|
||||
oldIt->second.erase(id);
|
||||
if (oldIt->second.empty()) {
|
||||
spatialGrid.erase(oldIt);
|
||||
}
|
||||
}
|
||||
|
||||
// Add to new cell
|
||||
spatialGrid[newCell].insert(id);
|
||||
cellIndices[id] = newCell;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<size_t> getIndicesInRadius(const Vec3& position, float radius) const {
|
||||
std::vector<size_t> result;
|
||||
|
||||
Vec3 minPos(position.x - radius, position.y - radius, position.z - radius);
|
||||
Vec3 maxPos(position.x + radius, position.y + radius, position.z + radius);
|
||||
|
||||
auto minCell = worldToGrid(minPos);
|
||||
auto maxCell = worldToGrid(maxPos);
|
||||
|
||||
float radiusSq = radius * radius;
|
||||
|
||||
// Check relevant cells
|
||||
for (int x = std::get<0>(minCell); x <= std::get<0>(maxCell); ++x) {
|
||||
for (int y = std::get<1>(minCell); y <= std::get<1>(maxCell); ++y) {
|
||||
for (int z = std::get<2>(minCell); z <= std::get<2>(maxCell); ++z) {
|
||||
auto cell = std::make_tuple(x, y, z);
|
||||
auto it = spatialGrid.find(cell);
|
||||
if (it != spatialGrid.end()) {
|
||||
for (size_t id : it->second) {
|
||||
const Vec3& objPos = getPosition(id);
|
||||
float dx = objPos.x - position.x;
|
||||
float dy = objPos.y - position.y;
|
||||
float dz = objPos.z - position.z;
|
||||
if (dx * dx + dy * dy + dz * dz <= radiusSq) {
|
||||
result.push_back(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
std::vector<size_t> getIndicesInRegion(const Vec3& minCorner, const Vec3& maxCorner) const {
|
||||
std::vector<size_t> result;
|
||||
|
||||
auto minCell = worldToGrid(minCorner);
|
||||
auto maxCell = worldToGrid(maxCorner);
|
||||
|
||||
for (int x = std::get<0>(minCell); x <= std::get<0>(maxCell); ++x) {
|
||||
for (int y = std::get<1>(minCell); y <= std::get<1>(maxCell); ++y) {
|
||||
for (int z = std::get<2>(minCell); z <= std::get<2>(maxCell); ++z) {
|
||||
auto cell = std::make_tuple(x, y, z);
|
||||
auto it = spatialGrid.find(cell);
|
||||
if (it != spatialGrid.end()) {
|
||||
for (size_t id : it->second) {
|
||||
const Vec3& pos = getPosition(id);
|
||||
if (pos.x >= minCorner.x && pos.x <= maxCorner.x &&
|
||||
pos.y >= minCorner.y && pos.y <= maxCorner.y &&
|
||||
pos.z >= minCorner.z && pos.z <= maxCorner.z) {
|
||||
result.push_back(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Statistics
|
||||
size_t getObjectCount() const { return positions.size(); }
|
||||
size_t getSpatialGridCellCount() const { return spatialGrid.size(); }
|
||||
size_t getSpatialGridObjectCount() const { return cellIndices.size(); }
|
||||
float getCellSize() const { return cellSize; }
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -1,233 +0,0 @@
|
||||
#ifndef SPATIAL_CELL_16X16_HPP
|
||||
#define SPATIAL_CELL_16X16_HPP
|
||||
|
||||
#include "../vectorlogic/vec2.hpp"
|
||||
#include "../vectorlogic/vec4.hpp"
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
#include <unordered_set>
|
||||
#include <algorithm>
|
||||
#include <memory>
|
||||
|
||||
class SpatialCell16x16 {
|
||||
private:
|
||||
static constexpr int CELL_SIZE = 16;
|
||||
static constexpr int TOTAL_CELLS = CELL_SIZE * CELL_SIZE;
|
||||
|
||||
// Store objects in the cell
|
||||
std::unordered_map<size_t, Vec2> positions;
|
||||
std::unordered_map<size_t, Vec4> colors;
|
||||
std::unordered_map<size_t, float> sizes;
|
||||
|
||||
// Bounds of this cell in world coordinates
|
||||
Vec2 worldMin, worldMax;
|
||||
float worldCellSize; // Size of each pixel in world coordinates
|
||||
|
||||
public:
|
||||
SpatialCell16x16(const Vec2& minCorner, const Vec2& maxCorner)
|
||||
: worldMin(minCorner), worldMax(maxCorner) {
|
||||
|
||||
// Calculate world size per cell pixel
|
||||
worldCellSize = std::max(
|
||||
(worldMax.x - worldMin.x) / CELL_SIZE,
|
||||
(worldMax.y - worldMin.y) / CELL_SIZE
|
||||
);
|
||||
}
|
||||
|
||||
// Convert world position to cell coordinates [0,15]
|
||||
std::pair<int, int> worldToCell(const Vec2& worldPos) const {
|
||||
float localX = (worldPos.x - worldMin.x) / (worldMax.x - worldMin.x);
|
||||
float localY = (worldPos.y - worldMin.y) / (worldMax.y - worldMin.y);
|
||||
|
||||
int cellX = static_cast<int>(localX * CELL_SIZE);
|
||||
int cellY = static_cast<int>(localY * CELL_SIZE);
|
||||
|
||||
// Clamp to valid range
|
||||
cellX = std::clamp(cellX, 0, CELL_SIZE - 1);
|
||||
cellY = std::clamp(cellY, 0, CELL_SIZE - 1);
|
||||
|
||||
return {cellX, cellY};
|
||||
}
|
||||
|
||||
// Convert cell coordinates to linear index
|
||||
int cellToIndex(int x, int y) const {
|
||||
return y * CELL_SIZE + x;
|
||||
}
|
||||
|
||||
// Convert linear index to cell coordinates
|
||||
std::pair<int, int> indexToCell(int index) const {
|
||||
return {index % CELL_SIZE, index / CELL_SIZE};
|
||||
}
|
||||
|
||||
// Convert cell coordinates to world position (center of cell)
|
||||
Vec2 cellToWorld(int x, int y) const {
|
||||
float worldX = worldMin.x + (x + 0.5f) * worldCellSize;
|
||||
float worldY = worldMin.y + (y + 0.5f) * worldCellSize;
|
||||
return Vec2(worldX, worldY);
|
||||
}
|
||||
|
||||
// Add object to the spatial cell
|
||||
bool addObject(size_t id, const Vec2& position, const Vec4& color, float size = 1.0f) {
|
||||
if (!contains(position)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
positions[id] = position;
|
||||
colors[id] = color;
|
||||
sizes[id] = size;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Check if world position is within this cell's bounds
|
||||
bool contains(const Vec2& worldPos) const {
|
||||
return worldPos.x >= worldMin.x && worldPos.x <= worldMax.x &&
|
||||
worldPos.y >= worldMin.y && worldPos.y <= worldMax.y;
|
||||
}
|
||||
|
||||
// Update object position
|
||||
void updateObject(size_t id, const Vec2& oldPos, const Vec2& newPos) {
|
||||
if (!hasObject(id)) return;
|
||||
|
||||
positions[id] = newPos;
|
||||
}
|
||||
|
||||
// Remove object
|
||||
void removeObject(size_t id) {
|
||||
if (!hasObject(id)) return;
|
||||
|
||||
positions.erase(id);
|
||||
colors.erase(id);
|
||||
sizes.erase(id);
|
||||
}
|
||||
|
||||
// Check if object exists
|
||||
bool hasObject(size_t id) const {
|
||||
return positions.find(id) != positions.end();
|
||||
}
|
||||
|
||||
// Get object data
|
||||
Vec2 getPosition(size_t id) const {
|
||||
auto it = positions.find(id);
|
||||
return it != positions.end() ? it->second : Vec2();
|
||||
}
|
||||
|
||||
Vec4 getColor(size_t id) const {
|
||||
auto it = colors.find(id);
|
||||
return it != colors.end() ? it->second : Vec4();
|
||||
}
|
||||
|
||||
float getSize(size_t id) const {
|
||||
auto it = sizes.find(id);
|
||||
return it != sizes.end() ? it->second : 1.0f;
|
||||
}
|
||||
|
||||
// Set object data
|
||||
void setPosition(size_t id, const Vec2& position) {
|
||||
if (hasObject(id)) {
|
||||
positions[id] = position;
|
||||
}
|
||||
}
|
||||
|
||||
void setColor(size_t id, const Vec4& color) {
|
||||
colors[id] = color;
|
||||
}
|
||||
|
||||
void setSize(size_t id, float size) {
|
||||
if (hasObject(id)) {
|
||||
sizes[id] = size;
|
||||
}
|
||||
}
|
||||
|
||||
// Spatial queries
|
||||
std::vector<size_t> getObjectsAt(const Vec2& position) const {
|
||||
std::vector<size_t> result;
|
||||
|
||||
// Check all objects since we don't have spatial indexing
|
||||
for (const auto& pair : positions) {
|
||||
size_t id = pair.first;
|
||||
const Vec2& objPos = pair.second;
|
||||
float size = sizes.at(id);
|
||||
|
||||
// Check if position is within object bounds
|
||||
if (position.x >= objPos.x - size * 0.5f && position.x <= objPos.x + size * 0.5f &&
|
||||
position.y >= objPos.y - size * 0.5f && position.y <= objPos.y + size * 0.5f) {
|
||||
result.push_back(id);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
std::vector<size_t> getObjectsInRadius(const Vec2& center, float radius) const {
|
||||
std::vector<size_t> result;
|
||||
float radius_sq = radius * radius;
|
||||
|
||||
// Check all objects since we don't have spatial indexing
|
||||
for (const auto& pair : positions) {
|
||||
size_t id = pair.first;
|
||||
const Vec2& pos = pair.second;
|
||||
|
||||
float dx = pos.x - center.x;
|
||||
float dy = pos.y - center.y;
|
||||
if (dx * dx + dy * dy <= radius_sq) {
|
||||
result.push_back(id);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
std::vector<size_t> getObjectsInRegion(const Vec2& minCorner, const Vec2& maxCorner) const {
|
||||
std::vector<size_t> result;
|
||||
|
||||
// Check all objects since we don't have spatial indexing
|
||||
for (const auto& pair : positions) {
|
||||
size_t id = pair.first;
|
||||
const Vec2& pos = pair.second;
|
||||
|
||||
if (pos.x >= minCorner.x && pos.x <= maxCorner.x &&
|
||||
pos.y >= minCorner.y && pos.y <= maxCorner.y) {
|
||||
result.push_back(id);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Get all object IDs
|
||||
std::vector<size_t> getAllObjectIds() const {
|
||||
std::vector<size_t> ids;
|
||||
ids.reserve(positions.size());
|
||||
for (const auto& pair : positions) {
|
||||
ids.push_back(pair.first);
|
||||
}
|
||||
return ids;
|
||||
}
|
||||
|
||||
// Get cell statistics
|
||||
size_t getObjectCount() const { return positions.size(); }
|
||||
size_t getNonEmptyCellCount() const {
|
||||
// Since we removed cellBuckets, return 1 if there are objects, 0 otherwise
|
||||
return positions.empty() ? 0 : 1;
|
||||
}
|
||||
|
||||
// Get bounds
|
||||
Vec2 getMinCorner() const { return worldMin; }
|
||||
Vec2 getMaxCorner() const { return worldMax; }
|
||||
|
||||
// Clear all objects
|
||||
void clear() {
|
||||
positions.clear();
|
||||
colors.clear();
|
||||
sizes.clear();
|
||||
}
|
||||
|
||||
private:
|
||||
// Spatial indexing is no longer used
|
||||
void updateSpatialIndex(size_t id, const Vec2& oldPos, const Vec2& newPos) {
|
||||
// Empty implementation since we removed spatial indexing
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user