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/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SPATIAL
#define INCLUDED_SPATIAL
#include "simulation2/system/Component.h"
#include "simulation2/serialization/SerializeTemplates.h"
/**
* A very basic subdivision scheme for finding items in ranges.
* Items are stored in lists in dynamic-sized divisions.
* Items have a size (min/max values of their axis-aligned bounding box)
* and are stored in all divisions overlapping that area.
*
* It is the caller's responsibility to ensure items are only added
* once, aren't removed unless they've been added, etc, and that
* Move/Remove are called with the same coordinates originally passed
* to Add (since this class doesn't remember which divisions an item
* occupies).
*
* (TODO: maybe an adaptive quadtree would be better than fixed sizes?)
*/
class SpatialSubdivision
{
struct SubDivisionGrid
{
std::vector<uint32_t> items;
inline void push_back(uint32_t value)
{
items.push_back(value);
}
inline void erase(int index)
{
// Delete by swapping with the last element then popping
if ((int)items.size() > 1) // but only if we have more than 1 elements
items[index] = items.back();
items.pop_back();
}
void copy_items_at_end(std::vector<uint32_t>& out)
{
out.insert(out.end(), items.begin(), items.end());
}
};
entity_pos_t m_DivisionSize;
SubDivisionGrid* m_Divisions;
uint32_t m_DivisionsW;
uint32_t m_DivisionsH;
friend struct SerializeSubDivisionGrid;
friend struct SerializeSpatialSubdivision;
public:
SpatialSubdivision() : m_Divisions(NULL), m_DivisionsW(0), m_DivisionsH(0)
{
}
~SpatialSubdivision()
{
delete[] m_Divisions;
}
SpatialSubdivision(const SpatialSubdivision& rhs)
{
m_DivisionSize = rhs.m_DivisionSize;
m_DivisionsW = rhs.m_DivisionsW;
m_DivisionsH = rhs.m_DivisionsH;
size_t n = m_DivisionsW * m_DivisionsH;
m_Divisions = new SubDivisionGrid[n];
for (size_t i = 0; i < n; ++i)
m_Divisions[i] = rhs.m_Divisions[i]; // just fall back to piecemeal copy
}
SpatialSubdivision& operator=(const SpatialSubdivision& rhs)
{
if (this != &rhs)
{
m_DivisionSize = rhs.m_DivisionSize;
size_t n = rhs.m_DivisionsW * rhs.m_DivisionsH;
if (m_DivisionsW != rhs.m_DivisionsW || m_DivisionsH != rhs.m_DivisionsH)
Create(n); // size changed, recreate
m_DivisionsW = rhs.m_DivisionsW;
m_DivisionsH = rhs.m_DivisionsH;
for (size_t i = 0; i < n; ++i)
m_Divisions[i] = rhs.m_Divisions[i]; // just fall back to piecemeal copy
}
return *this;
}
inline entity_pos_t GetDivisionSize() const { return m_DivisionSize; }
inline uint32_t GetWidth() const { return m_DivisionsW; }
inline uint32_t GetHeight() const { return m_DivisionsH; }
void Create(size_t count)
{
if (m_Divisions) delete[] m_Divisions;
m_Divisions = new SubDivisionGrid[count];
}
/**
* Equivalence test (ignoring order of items within each subdivision)
*/
bool operator==(const SpatialSubdivision& rhs)
{
if (m_DivisionSize != rhs.m_DivisionSize || m_DivisionsW != rhs.m_DivisionsW || m_DivisionsH != rhs.m_DivisionsH)
return false;
uint32_t n = m_DivisionsH * m_DivisionsW;
for (uint32_t i = 0; i < n; ++i)
{
if (m_Divisions[i].items.size() != rhs.m_Divisions[i].items.size())
return false;
// don't bother optimizing this, this is only used in the TESTING SUITE
std::vector<uint32_t> a = m_Divisions[i].items;
std::vector<uint32_t> b = rhs.m_Divisions[i].items;
std::sort(a.begin(), a.end());
std::sort(b.begin(), b.end());
if (a != b)
return false;
}
return true;
}
inline bool operator!=(const SpatialSubdivision& rhs)
{
return !(*this == rhs);
}
void Reset(entity_pos_t maxX, entity_pos_t maxZ, entity_pos_t divisionSize)
{
m_DivisionSize = divisionSize;
m_DivisionsW = (maxX / m_DivisionSize).ToInt_RoundToInfinity();
m_DivisionsH = (maxZ / m_DivisionSize).ToInt_RoundToInfinity();
Create(m_DivisionsW * m_DivisionsH);
}
/**
* Add an item with the given 'to' size.
* The item must not already be present.
*/
void Add(uint32_t item, CFixedVector2D toMin, CFixedVector2D toMax)
{
ENSURE(toMin.X <= toMax.X && toMin.Y <= toMax.Y);
u32 i0 = GetI0(toMin.X);
u32 j0 = GetJ0(toMin.Y);
u32 i1 = GetI1(toMax.X);
u32 j1 = GetJ1(toMax.Y);
for (u32 j = j0; j <= j1; ++j)
{
for (u32 i = i0; i <= i1; ++i)
{
m_Divisions[i + j*m_DivisionsW].push_back(item);
}
}
}
/**
* Remove an item with the given 'from' size.
* The item should already be present.
* The size must match the size that was last used when adding the item.
*/
void Remove(uint32_t item, CFixedVector2D fromMin, CFixedVector2D fromMax)
{
ENSURE(fromMin.X <= fromMax.X && fromMin.Y <= fromMax.Y);
u32 i0 = GetI0(fromMin.X);
u32 j0 = GetJ0(fromMin.Y);
u32 i1 = GetI1(fromMax.X);
u32 j1 = GetJ1(fromMax.Y);
for (u32 j = j0; j <= j1; ++j)
{
for (u32 i = i0; i <= i1; ++i)
{
SubDivisionGrid& div = m_Divisions[i + j*m_DivisionsW];
int size = div.items.size();
for (int n = 0; n < size; ++n)
{
if (div.items[n] == item)
{
div.erase(n);
break;
}
}
}
}
}
/**
* Equivalent to Remove() then Add(), but potentially faster.
*/
void Move(uint32_t item, CFixedVector2D fromMin, CFixedVector2D fromMax, CFixedVector2D toMin, CFixedVector2D toMax)
{
// Skip the work if we're staying in the same divisions
if (GetIndex0(fromMin) == GetIndex0(toMin) && GetIndex1(fromMax) == GetIndex1(toMax))
return;
Remove(item, fromMin, fromMax);
Add(item, toMin, toMax);
}
/**
* Convenience function for Add() of individual points.
* (Note that points on a boundary may occupy multiple divisions.)
*/
void Add(uint32_t item, CFixedVector2D to)
{
Add(item, to, to);
}
/**
* Convenience function for Remove() of individual points.
*/
void Remove(uint32_t item, CFixedVector2D from)
{
Remove(item, from, from);
}
/**
* Convenience function for Move() of individual points.
*/
void Move(uint32_t item, CFixedVector2D from, CFixedVector2D to)
{
Move(item, from, from, to, to);
}
/**
* Returns a sorted list of unique items that includes all items
* within the given axis-aligned square range.
*/
void GetInRange(std::vector<uint32_t>& out, CFixedVector2D posMin, CFixedVector2D posMax)
{
out.clear();
ENSURE(posMin.X <= posMax.X && posMin.Y <= posMax.Y);
u32 i0 = GetI0(posMin.X);
u32 j0 = GetJ0(posMin.Y);
u32 i1 = GetI1(posMax.X);
u32 j1 = GetJ1(posMax.Y);
for (u32 j = j0; j <= j1; ++j)
{
for (u32 i = i0; i <= i1; ++i)
{
m_Divisions[i + j*m_DivisionsW].copy_items_at_end(out);
}
}
// some buildings span several tiles, so we need to make it unique
std::sort(out.begin(), out.end());
out.erase(std::unique(out.begin(), out.end()), out.end());
}
/**
* Returns a sorted list of unique items that includes all items
* within the given circular distance of the given point.
*/
void GetNear(std::vector<uint32_t>& out, CFixedVector2D pos, entity_pos_t range)
{
// TODO: be cleverer and return a circular pattern of divisions,
// not this square over-approximation
CFixedVector2D r(range, range);
GetInRange(out, pos - r, pos + r);
}
private:
// Helper functions for translating coordinates into division indexes
// (avoiding out-of-bounds accesses, and rounding correctly so that
// points precisely between divisions are counted in both):
uint32_t GetI0(entity_pos_t x)
{
return Clamp((x / m_DivisionSize).ToInt_RoundToInfinity()-1, 0, (int)m_DivisionsW-1);
}
uint32_t GetJ0(entity_pos_t z)
{
return Clamp((z / m_DivisionSize).ToInt_RoundToInfinity()-1, 0, (int)m_DivisionsH-1);
}
uint32_t GetI1(entity_pos_t x)
{
return Clamp((x / m_DivisionSize).ToInt_RoundToNegInfinity(), 0, (int)m_DivisionsW-1);
}
uint32_t GetJ1(entity_pos_t z)
{
return Clamp((z / m_DivisionSize).ToInt_RoundToNegInfinity(), 0, (int)m_DivisionsH-1);
}
uint32_t GetIndex0(CFixedVector2D pos)
{
return GetI0(pos.X) + GetJ0(pos.Y)*m_DivisionsW;
}
uint32_t GetIndex1(CFixedVector2D pos)
{
return GetI1(pos.X) + GetJ1(pos.Y)*m_DivisionsW;
}
};
/**
* Serialization helper template for SpatialSubdivision
*/
struct SerializeSpatialSubdivision
{
void operator()(ISerializer& serialize, const char* UNUSED(name), SpatialSubdivision& value)
{
serialize.NumberFixed_Unbounded("div size", value.m_DivisionSize);
serialize.NumberU32_Unbounded("divs w", value.m_DivisionsW);
serialize.NumberU32_Unbounded("divs h", value.m_DivisionsH);
size_t count = value.m_DivisionsH * value.m_DivisionsW;
for (size_t i = 0; i < count; ++i)
SerializeVector<SerializeU32_Unbounded>()(serialize, "subdiv items", value.m_Divisions[i].items);
}
void operator()(IDeserializer& serialize, const char* UNUSED(name), SpatialSubdivision& value)
{
serialize.NumberFixed_Unbounded("div size", value.m_DivisionSize);
serialize.NumberU32_Unbounded("divs w", value.m_DivisionsW);
serialize.NumberU32_Unbounded("divs h", value.m_DivisionsH);
size_t count = value.m_DivisionsW * value.m_DivisionsH;
value.Create(count);
for (size_t i = 0; i < count; ++i)
SerializeVector<SerializeU32_Unbounded>()(serialize, "subdiv items", value.m_Divisions[i].items);
}
};
#endif // INCLUDED_SPATIAL
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