spatc16 (16x16 spatial subgrid for fixed size optimizations)
This commit is contained in:
@@ -8,9 +8,9 @@
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#include "../util/timing_decorator.cpp"
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struct AnimationConfig {
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int width = 512;
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int height = 512;
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int totalFrames = 240;
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int width = 1024;
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int height = 1024;
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int totalFrames = 480;
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float fps = 30.0f;
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int numSeeds = 1;
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};
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@@ -99,7 +99,7 @@ std::vector<uint8_t> convertFrameToBGR(Grid2& grid, const AnimationConfig& confi
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TIME_FUNCTION;
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int frameWidth, frameHeight;
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std::vector<int> bgrData;
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grid.getGridRegionAsBGR(Vec2(0,0),Vec2(512,512), frameWidth, frameHeight, bgrData);
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grid.getGridRegionAsBGR(Vec2(0,0),Vec2(config.width,config.height), frameWidth, frameHeight, bgrData);
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//grid.getGridRegionAsRGB(0.0f,0.0f,512.0f,512.0f,frameWidth,frameHeight,rgbData);
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std::vector<uint8_t> bgrFrame(frameWidth * frameHeight * 3);
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@@ -9,8 +9,8 @@
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#include "../util/timing_decorator.cpp"
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struct AnimationConfig {
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int width = 512;
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int height = 512;
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int width = 1024;
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int height = 1024;
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int totalFrames = 240;
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float fps = 30.0f;
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int numSeeds = 1;
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@@ -223,9 +223,7 @@ std::vector<uint8_t> convertFrameToBGR(Grid2& grid, const AnimationConfig& confi
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}
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std::vector<std::vector<uint8_t>> createAnimationFrames(Grid2& grid,
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const SeedDataSoA& seeds,
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const AnimationConfig& config) {
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std::vector<std::vector<uint8_t>> createAnimationFrames(Grid2& grid, const SeedDataSoA& seeds, const AnimationConfig& config) {
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TIME_FUNCTION;
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std::vector<std::vector<uint8_t>> frames;
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@@ -241,10 +239,9 @@ std::vector<std::vector<uint8_t>> createAnimationFrames(Grid2& grid,
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return frames;
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}
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void printSuccessMessage(const std::string& filename,
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const std::vector<Vec2>& seedPoints,
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const std::vector<Vec4>& seedColors,
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const AnimationConfig& config) {
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void printSuccessMessage(const std::string& filename, const std::vector<Vec2>& seedPoints,
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const std::vector<Vec4>& seedColors, const AnimationConfig& config) {
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std::cout << "\nSuccessfully saved chromatic transformation animation to: " << filename << std::endl;
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std::cout << "Video details:" << std::endl;
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std::cout << " - Dimensions: " << config.width << " x " << config.height << std::endl;
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1032
util/grid/grid2.hpp
1032
util/grid/grid2.hpp
File diff suppressed because it is too large
Load Diff
316
util/grid/grid2fast.hpp
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316
util/grid/grid2fast.hpp
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@@ -0,0 +1,316 @@
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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);
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}
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}
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bool contains(size_t id) const {
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return std::find(objectIds.begin(), objectIds.end(), id) != objectIds.end();
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}
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void clear() {
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objectIds.clear();
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}
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size_t size() const {
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return objectIds.size();
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}
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bool empty() const {
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return objectIds.empty();
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}
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};
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// Fixed grid dimensions
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int gridWidth, gridHeight;
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float cellSize;
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Vec2 worldMin, worldMax;
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// 2D grid storage
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std::vector<Cell> grid;
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std::unordered_map<size_t, std::pair<int, int>> objectToCell;
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// Helper methods
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inline int toIndex(int x, int y) const {
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return y * gridWidth + x;
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}
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inline bool isValidCell(int x, int y) const {
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return x >= 0 && x < gridWidth && y >= 0 && y < gridHeight;
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}
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public:
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Grid2Fast(const Vec2& minCorner, const Vec2& maxCorner, float cellSize)
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: cellSize(cellSize), worldMin(minCorner), worldMax(maxCorner) {
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// Calculate grid dimensions
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float worldWidth = maxCorner.x - minCorner.x;
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float worldHeight = maxCorner.y - minCorner.y;
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gridWidth = static_cast<int>(std::ceil(worldWidth / cellSize));
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gridHeight = static_cast<int>(std::ceil(worldHeight / cellSize));
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// Initialize grid with empty cells
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grid.resize(gridWidth * gridHeight);
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}
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Grid2Fast(float minX, float minY, float maxX, float maxY, float cellSize)
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: Grid2Fast(Vec2(minX, minY), Vec2(maxX, maxY), cellSize) {}
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// Convert world position to grid coordinates
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std::pair<int, int> worldToGrid(const Vec2& pos) const {
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int x = static_cast<int>((pos.x - worldMin.x) / cellSize);
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int y = static_cast<int>((pos.y - worldMin.y) / cellSize);
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// Clamp to grid boundaries
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x = std::clamp(x, 0, gridWidth - 1);
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y = std::clamp(y, 0, gridHeight - 1);
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return {x, y};
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}
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// Convert grid coordinates to world position (center of cell)
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Vec2 gridToWorld(int gridX, int gridY) const {
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float x = worldMin.x + (gridX + 0.5f) * cellSize;
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float y = worldMin.y + (gridY + 0.5f) * cellSize;
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return Vec2(x, y);
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}
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// Add object to spatial grid
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bool addObject(size_t id, const Vec2& position) {
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auto [gridX, gridY] = worldToGrid(position);
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if (!isValidCell(gridX, gridY)) {
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return false; // Object outside grid bounds
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}
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int index = toIndex(gridX, gridY);
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grid[index].add(id);
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objectToCell[id] = {gridX, gridY};
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return true;
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}
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// Remove object from spatial grid
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bool removeObject(size_t id) {
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auto it = objectToCell.find(id);
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if (it == objectToCell.end()) {
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return false;
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}
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auto [gridX, gridY] = it->second;
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if (isValidCell(gridX, gridY)) {
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int index = toIndex(gridX, gridY);
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grid[index].remove(id);
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}
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objectToCell.erase(it);
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return true;
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}
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// Update object position
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bool updateObject(size_t id, const Vec2& oldPos, const Vec2& newPos) {
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auto oldCell = worldToGrid(oldPos);
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auto newCell = worldToGrid(newPos);
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if (oldCell == newCell) {
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// Same cell, no update needed
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objectToCell[id] = newCell;
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return true;
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}
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// Remove from old cell
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auto [oldX, oldY] = oldCell;
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if (isValidCell(oldX, oldY)) {
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int oldIndex = toIndex(oldX, oldY);
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grid[oldIndex].remove(id);
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}
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// Add to new cell
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auto [newX, newY] = newCell;
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if (!isValidCell(newX, newY)) {
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// Object moved outside grid, remove completely
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objectToCell.erase(id);
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return false;
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}
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int newIndex = toIndex(newX, newY);
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grid[newIndex].add(id);
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objectToCell[id] = newCell;
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return true;
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}
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// Get objects in radius (optimized using grid)
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std::vector<size_t> getObjectsInRadius(const Vec2& position, float radius) const {
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std::vector<size_t> result;
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if (radius <= 0.0f) {
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return getObjectsAt(position);
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}
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Vec2 minPos(position.x - radius, position.y - radius);
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Vec2 maxPos(position.x + radius, position.y + radius);
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auto minCell = worldToGrid(minPos);
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auto maxCell = worldToGrid(maxPos);
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float radiusSq = radius * radius;
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// Check only relevant cells
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for (int y = minCell.second; y <= maxCell.second; ++y) {
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for (int x = minCell.first; x <= maxCell.first; ++x) {
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if (!isValidCell(x, y)) continue;
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int index = toIndex(x, y);
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const Cell& cell = grid[index];
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for (size_t id : cell.objectIds) {
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// We need external position data for distance check
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// This assumes the caller will filter results based on actual positions
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result.push_back(id);
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}
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}
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}
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return result;
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}
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// Get objects at exact position
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std::vector<size_t> getObjectsAt(const Vec2& position) const {
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auto [gridX, gridY] = worldToGrid(position);
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if (!isValidCell(gridX, gridY)) {
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return {};
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}
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int index = toIndex(gridX, gridY);
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return grid[index].objectIds; // Return copy
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}
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// Get objects in rectangular region
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std::vector<size_t> getObjectsInRegion(const Vec2& minCorner, const Vec2& maxCorner) const {
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std::vector<size_t> result;
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auto minCell = worldToGrid(minCorner);
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auto maxCell = worldToGrid(maxCorner);
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for (int y = minCell.second; y <= maxCell.second; ++y) {
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for (int x = minCell.first; x <= maxCell.first; ++x) {
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if (!isValidCell(x, y)) continue;
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int index = toIndex(x, y);
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const Cell& cell = grid[index];
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// Add all objects from these cells
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// Note: This may include objects outside the exact region due to cell granularity
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// Caller should filter based on actual positions if precise region is needed
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result.insert(result.end(), cell.objectIds.begin(), cell.objectIds.end());
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}
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}
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return result;
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}
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// Get all objects in the grid
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std::vector<size_t> getAllObjects() const {
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std::vector<size_t> result;
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for (const auto& pair : objectToCell) {
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result.push_back(pair.first);
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}
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return result;
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}
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// Get cell information
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const Cell& getCell(int x, int y) const {
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static Cell emptyCell;
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if (!isValidCell(x, y)) {
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return emptyCell;
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}
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return grid[toIndex(x, y)];
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}
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const Cell& getCellAtWorldPos(const Vec2& pos) const {
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auto [x, y] = worldToGrid(pos);
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return getCell(x, y);
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}
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// Statistics
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size_t getTotalObjectCount() const {
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return objectToCell.size();
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}
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size_t getNonEmptyCellCount() const {
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size_t count = 0;
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for (const auto& cell : grid) {
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if (!cell.empty()) {
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++count;
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}
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}
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return count;
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}
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size_t getMaxObjectsPerCell() const {
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size_t maxCount = 0;
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for (const auto& cell : grid) {
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maxCount = std::max(maxCount, cell.size());
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}
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return maxCount;
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}
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float getAverageObjectsPerCell() const {
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if (grid.empty()) return 0.0f;
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return static_cast<float>(objectToCell.size()) / grid.size();
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}
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// Grid properties
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int getGridWidth() const { return gridWidth; }
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int getGridHeight() const { return gridHeight; }
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float getCellSize() const { return cellSize; }
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Vec2 getWorldMin() const { return worldMin; }
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Vec2 getWorldMax() const { return worldMax; }
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// Clear all objects
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void clear() {
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for (auto& cell : grid) {
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cell.clear();
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}
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objectToCell.clear();
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}
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// Check if object exists in grid
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bool contains(size_t id) const {
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return objectToCell.find(id) != objectToCell.end();
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}
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// Get cell coordinates for object
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std::pair<int, int> getObjectCell(size_t id) const {
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auto it = objectToCell.find(id);
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if (it != objectToCell.end()) {
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return it->second;
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}
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return {-1, -1};
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}
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};
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#endif
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233
util/grid/spatc16.hpp
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233
util/grid/spatc16.hpp
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@@ -0,0 +1,233 @@
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#ifndef SPATIAL_CELL_16X16_HPP
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#define SPATIAL_CELL_16X16_HPP
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#include "../vectorlogic/vec2.hpp"
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#include "../vectorlogic/vec4.hpp"
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#include <vector>
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#include <unordered_map>
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#include <unordered_set>
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#include <algorithm>
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#include <memory>
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class SpatialCell16x16 {
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private:
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static constexpr int CELL_SIZE = 16;
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static constexpr int TOTAL_CELLS = CELL_SIZE * CELL_SIZE;
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// Store objects in the cell
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std::unordered_map<size_t, Vec2> positions;
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std::unordered_map<size_t, Vec4> colors;
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std::unordered_map<size_t, float> sizes;
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// Bounds of this cell in world coordinates
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Vec2 worldMin, worldMax;
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float worldCellSize; // Size of each pixel in world coordinates
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public:
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SpatialCell16x16(const Vec2& minCorner, const Vec2& maxCorner)
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: worldMin(minCorner), worldMax(maxCorner) {
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// Calculate world size per cell pixel
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worldCellSize = std::max(
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(worldMax.x - worldMin.x) / CELL_SIZE,
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(worldMax.y - worldMin.y) / CELL_SIZE
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);
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}
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// Convert world position to cell coordinates [0,15]
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std::pair<int, int> worldToCell(const Vec2& worldPos) const {
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float localX = (worldPos.x - worldMin.x) / (worldMax.x - worldMin.x);
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float localY = (worldPos.y - worldMin.y) / (worldMax.y - worldMin.y);
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int cellX = static_cast<int>(localX * CELL_SIZE);
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int cellY = static_cast<int>(localY * CELL_SIZE);
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// Clamp to valid range
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cellX = std::clamp(cellX, 0, CELL_SIZE - 1);
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cellY = std::clamp(cellY, 0, CELL_SIZE - 1);
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return {cellX, cellY};
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}
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// Convert cell coordinates to linear index
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int cellToIndex(int x, int y) const {
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return y * CELL_SIZE + x;
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}
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// Convert linear index to cell coordinates
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std::pair<int, int> indexToCell(int index) const {
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return {index % CELL_SIZE, index / CELL_SIZE};
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}
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// Convert cell coordinates to world position (center of cell)
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Vec2 cellToWorld(int x, int y) const {
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float worldX = worldMin.x + (x + 0.5f) * worldCellSize;
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float worldY = worldMin.y + (y + 0.5f) * worldCellSize;
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return Vec2(worldX, worldY);
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}
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// Add object to the spatial cell
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bool addObject(size_t id, const Vec2& position, const Vec4& color, float size = 1.0f) {
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if (!contains(position)) {
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return false;
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}
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positions[id] = position;
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colors[id] = color;
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sizes[id] = size;
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return true;
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}
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// Check if world position is within this cell's bounds
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bool contains(const Vec2& worldPos) const {
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return worldPos.x >= worldMin.x && worldPos.x <= worldMax.x &&
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worldPos.y >= worldMin.y && worldPos.y <= worldMax.y;
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}
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// Update object position
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void updateObject(size_t id, const Vec2& oldPos, const Vec2& newPos) {
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if (!hasObject(id)) return;
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positions[id] = newPos;
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}
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// Remove object
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void removeObject(size_t id) {
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if (!hasObject(id)) return;
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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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}
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// Check if object exists
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bool hasObject(size_t id) const {
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return positions.find(id) != positions.end();
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}
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// Get object data
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Vec2 getPosition(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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Vec4 getColor(size_t id) const {
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||||
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