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stupidsimcpp/util/grid/grid22.hpp
2025-11-12 20:00:14 -05:00

443 lines
15 KiB
C++

#include <unordered_map>
#include "../vectorlogic/vec2.hpp"
#include "../vectorlogic/vec4.hpp"
#include "../timing_decorator.hpp"
#include <vector>
#ifndef GRID2_HPP
#define GRID2_HPP
class Grid2 {
private:
//all positions
std::unordered_map<size_t, Vec2> Positions;
//all colors
std::unordered_map<size_t, Vec4> Colors;
//all sizes
std::unordered_map<size_t, float> Sizes;
std::vector<size_t> unassignedIDs;
//grid min
Vec2 gridMin;
//grid max
Vec2 gridMax;
//next id
size_t next_id;
//TODO: neighbor map
std::unordered_map<size_t, std::vector<size_t>> neighborMap;
float neighborRadius = 1.0f; // Default neighbor search radius
//TODO: spatial map
public:
//get position from id
Vec2 getPositionID(size_t id) const {
auto it = Positions.find(id);
return it != Positions.end() ? it->second : Vec2();
}
//get id from position (optional radius, picks first found. radius of 0 becomes epsilon if none are found)
size_t getPositionVec(Vec2 pos, float radius = 0.0f) {
float searchRadius = (radius == 0.0f) ? std::numeric_limits<float>::epsilon() : radius;
float radiusSq = searchRadius*searchRadius;
for (const auto& pair : Positions) {
if (pair.second.distanceSquared(pos) <= radiusSq) {
return pair.first;
}
}
return -1;
}
size_t getPositionVec(float x, float y, float radius = 0.0f) {
return getPositionVec(Vec2(x,y), radius);
}
//get all id in region
std::vector<size_t> getPositionVecRegion(Vec2 pos, float radius = 1.0f) {
float searchRadius = (radius == 0.0f) ? std::numeric_limits<float>::epsilon() : radius;
float radiusSq = searchRadius*searchRadius;
std::vector<size_t> posvec;
for (const auto& pair : Positions) {
if (pair.second.distanceSquared(pos) <= radiusSq) {
posvec.push_back(pair.first);
}
}
return posvec;
}
//get color from id
Vec4 getColor(size_t id) {
return Colors.at(id);
}
//get color from position (use get id from position and then get color from id)
Vec4 getColor(float x, float y) {
size_t id = getPositionVec(Vec2(x,y),0.0);
return getColor(id);
}
//get size from id
Vec4 getSize(size_t id) {
return Colors.at(id);
}
//get size from position (use get id from position and then get size from id)
Vec4 getSize(float x, float y) {
size_t id = getPositionVec(Vec2(x,y),0.0);
return getSize(id);
}
//add pixel (default color and default size provided)
size_t addObject(const Vec2& pos, const Vec4& color, float size = 1.0f) {
size_t id = next_id++;
Positions[id] = pos;
Colors[id] = color;
Sizes[id] = size;
return id;
updateNeighborForID(id);
}
//set position by id
void setPosition(size_t id, const Vec2& position) {
Positions.at(id).move(position);
updateNeighborForID(id);
}
void setPosition(size_t id, float x, float y) {
Positions.at(id).move(Vec2(x,y));
updateNeighborForID(id);
}
//set color by id (by pos same as get color)
void setColor(size_t id, const Vec4 color) {
Colors.at(id).recolor(color);
}
void setColor(size_t id, float r, float g, float b, float a=1.0f) {
Colors.at(id).recolor(Vec4(r,g,b,a));
}
void setColor(float x, float y, const Vec4 color) {
size_t id = getPositionVec(Vec2(x,y));
Colors.at(id).recolor(color);
}
void setColor(float x, float y, float r, float g, float b, float a=1.0f) {
size_t id = getPositionVec(Vec2(x,y));
Colors.at(id).recolor(Vec4(r,g,b,a));
}
void setColor(const Vec2& pos, const Vec4 color) {
size_t id = getPositionVec(pos);
Colors.at(id).recolor(color);
}
void setColor(const Vec2& pos, float r, float g, float b, float a=1.0f) {
size_t id = getPositionVec(pos);
Colors.at(id).recolor(Vec4(r,g,b,a));
}
//set size by id (by pos same as get size)
void setSize(size_t id, float size) {
Sizes.at(id) = size;
}
void setSize(float x, float y, float size) {
size_t id = getPositionVec(Vec2(x,y));
Sizes.at(id) = size;
}
void setSize(const Vec2& pos, float size) {
size_t id = getPositionVec(pos);
Sizes.at(id) = size;
}
//remove object (should remove the id, the color, the position, and the size)
size_t removeID(size_t id) {
Positions.erase(id);
Colors.erase(id);
Sizes.erase(id);
unassignedIDs.push_back(id);
updateNeighborForID(id);
return id;
}
size_t removeID(Vec2 pos) {
size_t id = getPositionVec(pos);
Positions.erase(id);
Colors.erase(id);
Sizes.erase(id);
unassignedIDs.push_back(id);
updateNeighborForID(id);
return id;
}
//bulk update positions
void bulkUpdatePositions(const std::unordered_map<size_t, Vec2>& newPositions) {
TIME_FUNCTION;
for (const auto& [id, newPos] : newPositions) {
auto it = Positions.find(id);
if (it != Positions.end()) {
it->second = newPos;
}
}
updateNeighborMap();
}
// Bulk update colors
void bulkUpdateColors(const std::unordered_map<size_t, Vec4>& newColors) {
TIME_FUNCTION;
for (const auto& [id, newColor] : newColors) {
auto it = Colors.find(id);
if (it != Colors.end()) {
it->second = newColor;
}
}
}
// Bulk update sizes
void bulkUpdateSizes(const std::unordered_map<size_t, float>& newSizes) {
TIME_FUNCTION;
for (const auto& [id, newSize] : newSizes) {
auto it = Sizes.find(id);
if (it != Sizes.end()) {
it->second = newSize;
}
}
}
//bulk add
std::vector<size_t> bulkAddObjects(const std::vector<std::tuple<Vec2, Vec4, float>>& objects) {
TIME_FUNCTION;
std::vector<size_t> ids;
ids.reserve(objects.size());
// Reserve space in maps to avoid rehashing
if (Positions.bucket_count() < Positions.size() + objects.size()) {
Positions.reserve(Positions.size() + objects.size());
Colors.reserve(Colors.size() + objects.size());
Sizes.reserve(Sizes.size() + objects.size());
}
// Batch insertion
#pragma omp parallel for
for (size_t i = 0; i < objects.size(); ++i) {
size_t id = next_id + i;
const auto& [pos, color, size] = objects[i];
Positions[id] = pos;
Colors[id] = color;
Sizes[id] = size;
}
// Update next_id atomically
next_id += objects.size();
return getAllIDs(); // Or generate ID range
}
std::vector<size_t> bulkAddObjects(const std::vector<Vec2> poses, std::vector<Vec4> colors, std::vector<float>& sizes) {
TIME_FUNCTION;
std::vector<size_t> ids;
ids.reserve(poses.size());
// Reserve space in maps to avoid rehashing
if (Positions.bucket_count() < Positions.size() + poses.size()) {
Positions.reserve(Positions.size() + poses.size());
Colors.reserve(Colors.size() + colors.size());
Sizes.reserve(Sizes.size() + sizes.size());
}
// Batch insertion
#pragma omp parallel for
for (size_t i = 0; i < poses.size(); ++i) {
size_t id = next_id + i;
Positions[id] = poses[i];
Colors[id] = colors[i];
Sizes[id] = sizes[i];
}
// Update next_id atomically
next_id += poses.size();
return getAllIDs(); // Or generate ID range
}
//get all ids
std::vector<size_t> getAllIDs() const {
TIME_FUNCTION;
std::vector<size_t> ids;
ids.reserve(Positions.size());
for (const auto& pair : Positions) {
ids.push_back(pair.first);
}
return ids;
}
// no return because it passes back a 1d vector of ints between 0 and 255 with a width and height
//get region as rgb
void getGridRegionAsRGB(const Vec2& minCorner, const Vec2& maxCorner,
int& width, int& height, std::vector<uint8_t>& rgbData) const {
TIME_FUNCTION;
// Calculate dimensions
width = static_cast<int>(maxCorner.x - minCorner.x);
height = static_cast<int>(maxCorner.y - minCorner.y);
if (width <= 0 || height <= 0) {
width = height = 0;
rgbData.clear();
return;
}
// Initialize RGB data (3 bytes per pixel: R, G, B)
rgbData.resize(width * height * 3, 0);
// For each position in the grid, find the corresponding pixel
for (const auto& [id, pos] : Positions) {
if (pos.x >= minCorner.x && pos.x < maxCorner.x &&
pos.y >= minCorner.y && pos.y < maxCorner.y) {
// Calculate pixel coordinates
int pixelX = static_cast<int>(pos.x - minCorner.x);
int pixelY = static_cast<int>(pos.y - minCorner.y);
// Ensure within bounds
if (pixelX >= 0 && pixelX < width && pixelY >= 0 && pixelY < height) {
// Get color and convert to RGB
const Vec4& color = Colors.at(id);
int index = (pixelY * width + pixelX) * 3;
// Convert from [0,1] to [0,255] and store as RGB
rgbData[index] = static_cast<unsigned char>(color.r * 255);
rgbData[index + 1] = static_cast<unsigned char>(color.g * 255);
rgbData[index + 2] = static_cast<unsigned char>(color.b * 255);
}
}
}
}
// Get region as BGR
void getGridRegionAsBGR(const Vec2& minCorner, const Vec2& maxCorner,
int& width, int& height, std::vector<uint8_t>& bgrData) const {
TIME_FUNCTION;
// Calculate dimensions
width = static_cast<int>(maxCorner.x - minCorner.x);
height = static_cast<int>(maxCorner.y - minCorner.y);
if (width <= 0 || height <= 0) {
width = height = 0;
bgrData.clear();
return;
}
// Initialize BGR data (3 bytes per pixel: B, G, R)
bgrData.resize(width * height * 3, 0);
// For each position in the grid, find the corresponding pixel
for (const auto& [id, pos] : Positions) {
if (pos.x >= minCorner.x && pos.x < maxCorner.x &&
pos.y >= minCorner.y && pos.y < maxCorner.y) {
// Calculate pixel coordinates
int pixelX = static_cast<int>(pos.x - minCorner.x);
int pixelY = static_cast<int>(pos.y - minCorner.y);
// Ensure within bounds
if (pixelX >= 0 && pixelX < width && pixelY >= 0 && pixelY < height) {
// Get color and convert to BGR
const Vec4& color = Colors.at(id);
int index = (pixelY * width + pixelX) * 3;
// Convert from [0,1] to [0,255] and store as BGR
bgrData[index] = static_cast<unsigned char>(color.b * 255); // Blue
bgrData[index + 1] = static_cast<unsigned char>(color.g * 255); // Green
bgrData[index + 2] = static_cast<unsigned char>(color.r * 255); // Red
}
}
}
}
//get full as rgb/bgr
void getGridAsRGB(int& width, int& height, std::vector<uint8_t>& rgbData) const {
Vec2 minCorner, maxCorner;
getBoundingBox(minCorner, maxCorner);
getGridRegionAsRGB(minCorner, maxCorner, width, height, rgbData);
}
void getGridAsBGR(int& width, int& height, std::vector<uint8_t>& bgrData) const {
Vec2 minCorner, maxCorner;
getBoundingBox(minCorner, maxCorner);
getGridRegionAsBGR(minCorner, maxCorner, width, height, bgrData);
}
//get bounding box
void getBoundingBox(Vec2& minCorner, Vec2& maxCorner) const {
TIME_FUNCTION;
if (Positions.empty()) {
minCorner = Vec2(0, 0);
maxCorner = Vec2(0, 0);
return;
}
// Initialize with first position
auto it = Positions.begin();
minCorner = it->second;
maxCorner = it->second;
// Find min and max coordinates
for (const auto& [id, pos] : Positions) {
minCorner.x = std::min(minCorner.x, pos.x);
minCorner.y = std::min(minCorner.y, pos.y);
maxCorner.x = std::max(maxCorner.x, pos.x);
maxCorner.y = std::max(maxCorner.y, pos.y);
}
// Add a small margin to avoid edge cases
float margin = 1.0f;
minCorner.x -= margin;
minCorner.y -= margin;
maxCorner.x += margin;
maxCorner.y += margin;
}
//clear
void clear() {
Positions.clear();
Colors.clear();
Sizes.clear();
next_id = 0;
}
// neighbor map
void updateNeighborMap() {
TIME_FUNCTION;
neighborMap.clear();
// For each object, find nearby neighbors
for (const auto& [id1, pos1] : Positions) {
std::vector<size_t> neighbors;
float radiusSq = neighborRadius * neighborRadius;
for (const auto& [id2, pos2] : Positions) {
if (id1 != id2 && pos1.distanceSquared(pos2) <= radiusSq) {
neighbors.push_back(id2);
}
}
neighborMap[id1] = std::move(neighbors);
}
}
// Update neighbor map for a single object (more efficient)
void updateNeighborForID(size_t id) {
TIME_FUNCTION;
auto pos_it = Positions.find(id);
if (pos_it == Positions.end()) return;
Vec2 pos1 = pos_it->second;
std::vector<size_t> neighbors;
float radiusSq = neighborRadius * neighborRadius;
for (const auto& [id2, pos2] : Positions) {
if (id != id2 && pos1.distanceSquared(pos2) <= radiusSq) {
neighbors.push_back(id2);
}
}
neighborMap[id] = std::move(neighbors);
}
// Get neighbors for an ID
const std::vector<size_t>& getNeighbors(size_t id) const {
static const std::vector<size_t> empty;
auto it = neighborMap.find(id);
return it != neighborMap.end() ? it->second : empty;
}
// Set neighbor search radius
void setNeighborRadius(float radius) {
neighborRadius = radius;
updateNeighborMap(); // Recompute all neighbors
}
// spatial map
};
#endif