358 lines
12 KiB
C++
358 lines
12 KiB
C++
#ifndef GRID2_HPP
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#define GRID2_HPP
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#include "../vec2.hpp"
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#include "../vec4.hpp"
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#include <vector>
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#include <unordered_map>
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#include <string>
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#include <algorithm>
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#include <map>
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#include <unordered_set>
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class Grid2 {
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private:
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//size_t is index.
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//vec2 is x,y position of the sparse value
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std::multimap<size_t, Vec2> positions;
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//vec4 is rgba color at the position
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std::multimap<size_t, Vec4> colors;
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//size is a floating size to assign to a "pixel" (or voxel for grid3) to allow larger or smaller assignments in this map
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std::multimap<size_t, float> sizes;
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//others will be added later
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size_t next_id;
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std::unordered_map<size_t, std::pair<int, int>> cellIndices; // object ID -> grid cell
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std::unordered_map<std::pair<int, int>, std::unordered_set<size_t>> spatialGrid; // cell -> object IDs
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float cellSize;
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public:
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Grid2() : next_id(0), cellSize(1.0f) {}
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Grid2(float cellSize = 1.0f) : next_id(0), cellSize(cellSize) {}
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size_t addObject(const Vec2& position, const Vec4& color, float size = 1.0f) {
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size_t id = next_id++;
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positions.insert({id, position});
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colors.insert({id, color});
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sizes.insert({id, size});
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std::pair<int,int> cell = worldToGrid(position);
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spatialGrid[cell].insert(id);
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cellIndices[id] = cell;
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return id;
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}
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//gets
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Vec2 getPosition(size_t id) const {
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auto it = positions.find(id);
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if (it != positions.end()) return it->second;
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return Vec2();
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}
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Vec4 getColor(size_t id) const {
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auto it = colors.find(id);
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if (it != colors.end()) return it->second;
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return Vec4();
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}
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float getSize(size_t id) const {
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auto it = sizes.find(id);
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if (it != sizes.end()) return it->second;
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return 1.0f;
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}
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//sets
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void setPosition(size_t id, const Vec2& position) {
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if (!hasObject(id)) return;
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Vec2 oldPos = getPosition(id);
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positions.erase(id);
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positions.insert({id, position});
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updateSpatialIndex(id, oldPos, position);
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}
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void setColor(size_t id, const Vec4& color) {
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colors.erase(id);
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colors.insert({id, color});
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}
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void setSize(size_t id, float size) {
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sizes.erase(id);
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sizes.insert({id, size});
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}
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// Batch add/remove operations
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void addObjects(const std::vector<std::tuple<Vec2, Vec4, float>>& objects) {
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for (const auto& obj : objects) {
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addObject(std::get<0>(obj), std::get<1>(obj), std::get<2>(obj));
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}
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}
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void removeObjects(const std::vector<size_t>& ids) {
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for (size_t id : ids) {
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removeObject(id);
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}
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}
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// Batch position updates
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void updatePositions(const std::unordered_map<size_t, Vec2>& newPositions) {
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// Bulk update spatial grid - collect all changes first
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std::vector<std::tuple<size_t, Vec2, Vec2>> spatialUpdates;
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for (const auto& pair : newPositions) {
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if (hasObject(pair.first)) {
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Vec2 oldPos = getPosition(pair.first);
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positions.erase(pair.first);
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positions.insert({pair.first, pair.second});
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spatialUpdates.emplace_back(pair.first, oldPos, pair.second);
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}
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}
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// Apply all spatial updates at once
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for (const auto& update : spatialUpdates) {
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updateSpatialIndex(std::get<0>(update), std::get<1>(update), std::get<2>(update));
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}
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}
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//other
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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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void removeObject(size_t id) {
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// Remove from spatial grid first
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auto cellIt = cellIndices.find(id);
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if (cellIt != cellIndices.end()) {
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auto& cellObjects = spatialGrid[cellIt->second];
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cellObjects.erase(id);
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if (cellObjects.empty()) {
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spatialGrid.erase(cellIt->second);
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}
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cellIndices.erase(id);
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}
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// Remove from data maps
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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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std::vector<size_t> getIndicesAt(float x, float y, float radius = 0.0f) const {
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return getIndicesAt(Vec2(x, y), radius);
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}
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std::vector<size_t> getIndicesAt(const Vec2& position, float radius = 0.0f) const {
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std::vector<size_t> result;
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if (radius <= 0.0f) {
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// Exact position match
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for (const auto& pair : positions) {
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if (pair.second == position) {
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result.push_back(pair.first);
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}
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}
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} else {
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// Radius-based search
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float radius_sq = radius * radius;
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for (const auto& pair : positions) {
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float dx = pair.second.x - position.x;
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float dy = pair.second.y - position.y;
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if (dx * dx + dy * dy <= radius_sq) {
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result.push_back(pair.first);
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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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void getBoundingBox(Vec2& minCorner, Vec2& maxCorner) const {
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if (positions.empty()) {
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minCorner = Vec2(0.0f, 0.0f);
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maxCorner = Vec2(0.0f, 0.0f);
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return;
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}
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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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for (const auto& pair : positions) {
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const Vec2& pos = pair.second;
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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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}
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//to picture
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void getGridAsRGB(int& width, int& height, std::vector<int>& rgbData) const {
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Vec2 minCorner, maxCorner;
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getBoundingBox(minCorner, maxCorner);
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// Calculate grid dimensions (adding 1 to include both ends)
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width = static_cast<int>(std::ceil(maxCorner.x - minCorner.x)) + 1;
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height = static_cast<int>(std::ceil(maxCorner.y - minCorner.y)) + 1;
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// Initialize with black (0,0,0)
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rgbData.resize(width * height * 3, 0);
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// Fill the grid with object colors
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for (const auto& posPair : positions) {
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size_t id = posPair.first;
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const Vec2& pos = posPair.second;
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// Convert world position to grid coordinates
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int gridX = static_cast<int>(pos.x - minCorner.x);
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int gridY = static_cast<int>(pos.y - minCorner.y);
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if (gridX >= 0 && gridX < width && gridY >= 0 && gridY < height) {
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const Vec4& color = getColor(id);
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int index = (gridY * width + gridX) * 3;
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// Convert float color [0,1] to int [0,255]
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rgbData[index] = static_cast<int>(color.r * 255);
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rgbData[index + 1] = static_cast<int>(color.g * 255);
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rgbData[index + 2] = static_cast<int>(color.b * 255);
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}
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}
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}
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void getRegionAsRGB(float minX, float minY, float maxX, float maxY,
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int& width, int& height, std::vector<int>& rgbData) const {
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// Ensure valid region
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if (minX >= maxX || minY >= maxY) {
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width = 0;
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height = 0;
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rgbData.clear();
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return;
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}
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// Calculate grid dimensions
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width = static_cast<int>(std::ceil(maxX - minX));
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height = static_cast<int>(std::ceil(maxY - minY));
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// Initialize with black (0,0,0)
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rgbData.resize(width * height * 3, 0);
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// Fill the grid with object colors in the region
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for (const auto& posPair : positions) {
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size_t id = posPair.first;
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const Vec2& pos = posPair.second;
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// Check if position is within the region
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if (pos.x >= minX && pos.x < maxX && pos.y >= minY && pos.y < maxY) {
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// Convert world position to grid coordinates
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int gridX = static_cast<int>(pos.x - minX);
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int gridY = static_cast<int>(pos.y - minY);
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if (gridX >= 0 && gridX < width && gridY >= 0 && gridY < height) {
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const Vec4& color = getColor(id);
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int index = (gridY * width + gridX) * 3;
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// Convert float color [0,1] to int [0,255]
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rgbData[index] = static_cast<int>(color.r * 255);
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rgbData[index + 1] = static_cast<int>(color.g * 255);
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rgbData[index + 2] = static_cast<int>(color.b * 255);
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}
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}
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}
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}
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void getRegionAsRGB(const Vec2& minCorner, const Vec2& maxCorner,
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int& width, int& height, std::vector<int>& rgbData) const {
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getRegionAsRGB(minCorner.x, minCorner.y, maxCorner.x, maxCorner.y,
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width, height, rgbData);
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}
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//spatial map
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std::pair<int, int> worldToGrid(const Vec2& pos) const {
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return {
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static_cast<int>(std::floor(pos.x / cellSize)),
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static_cast<int>(std::floor(pos.y / cellSize))
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};
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}
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void updateSpatialIndex(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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// Remove from old cell
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auto oldIt = spatialGrid.find(oldCell);
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if (oldIt != spatialGrid.end()) {
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oldIt->second.erase(id);
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if (oldIt->second.empty()) {
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spatialGrid.erase(oldIt);
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}
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}
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// Add to new cell
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spatialGrid[newCell].insert(id);
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cellIndices[id] = newCell;
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}
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}
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std::vector<size_t> getIndicesInRadius(const Vec2& position, float radius) const {
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std::vector<size_t> result;
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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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// Only check relevant cells
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for (int x = minCell.first; x <= maxCell.first; ++x) {
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for (int y = minCell.second; y <= maxCell.second; ++y) {
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auto cell = std::make_pair(x, y);
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auto it = spatialGrid.find(cell);
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if (it != spatialGrid.end()) {
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for (size_t id : it->second) {
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const Vec2& objPos = getPosition(id);
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float dx = objPos.x - position.x;
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float dy = objPos.y - position.y;
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if (dx * dx + dy * dy <= radiusSq) {
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result.push_back(id);
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}
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}
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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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std::vector<size_t> getIndicesInRegion(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 x = minCell.first; x <= maxCell.first; ++x) {
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for (int y = minCell.second; y <= maxCell.second; ++y) {
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auto cell = std::make_pair(x, y);
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auto it = spatialGrid.find(cell);
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if (it != spatialGrid.end()) {
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for (size_t id : it->second) {
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const Vec2& pos = getPosition(id);
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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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result.push_back(id);
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}
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}
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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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size_t getSpatialGridCellCount() const { return spatialGrid.size(); }
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size_t getSpatialGridObjectCount() const { return cellIndices.size(); }
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float getCellSize() const { return cellSize; }
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};
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#endif |