g2chromatic2. written with 0 ai just to see if I could. uses grid22.hpp.
This commit is contained in:
439
util/grid/grid22.hpp
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439
util/grid/grid22.hpp
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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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