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#include <cassert>
#include <cmath>
#include "SpotFinder.h"
#include "AIClasses.hpp"
#include "Maths.h"
#include "Defines.h"
CSpotFinder::CSpotFinder(AIClasses* ai, int height, int width) {
this->ai = ai;
// from 0-255, the minimum percentage of metal a spot needs to have from
// the maximum to be saved. Prevents crappier spots in between taken spaces.
// They are still perfectly valid and will generate metal mind you!
// MinMetalForSpot = 50;
// metal map has half resolution of normal map
MapHeight = height;
MapWidth = width;
TotalCells = MapHeight * MapWidth;
int cacheHeight = (height + 1) / CACHEFACTOR;
int cacheWidth = (width + 1) / CACHEFACTOR;
int totalCacheCells = cacheHeight * cacheWidth;
cachePoints.resize(totalCacheCells);
for (int i = 0; i < totalCacheCells; i++) {
cachePoints[i].isValid = false;
cachePoints[i].isMasked = false;
}
// MexArrayB = new unsigned char [TotalCells];
// MexArrayC = new unsigned char [TotalCells]; //used for drawing the TGA
TempAverage = new float [TotalCells];
xend = new int[height + width];
haveTheBestSpotReady = false;
isValid = false;
radius = 0;
}
CSpotFinder::~CSpotFinder() {
delete[] TempAverage;
delete[] xend;
}
/*
* Sets a float array as the backing array
* TODO: allow this array to be a 2^x size factor bigger than
*/
void CSpotFinder::SetBackingArray(float* map, int height, int width)
{
assert(height == MapHeight);
assert(width == MapWidth);
MexArrayA = map;
BackingArrayChanged();
}
/*
* Returns an updated SumMap.
* Remember to use BackingArrayChanged(), SetRadius() and UpdateSumMap()
* to get correct data.
*/
float* CSpotFinder::GetSumMap()
{
if (!isValid) {
MakeSumMap();
MakeCachePoints();
} else {
UpdateSumMap();
}
return TempAverage;
}
/*
* Set the working radius for making the SumMap.
* This will trigger a full remake of the SumMap only if the radius changes.
* Radius have the same resolution as the map given to SpotFinder.
*/
void CSpotFinder::SetRadius(int radius)
{
if (this->radius != radius) {
this->radius = radius;
haveTheBestSpotReady = false;
isValid = false;
int DoubleRadius = radius * 2;
int SquareRadius = radius * radius; //used to speed up loops so no recalculation needed
if (MapHeight + MapWidth < DoubleRadius + 1) {
delete[] xend;
xend = new int[DoubleRadius + 1];
}
// TODO: make the edges smooth
for (int a = 0; a < DoubleRadius + 1; a++) {
float z = a - radius;
float floatsqrradius = SquareRadius;
xend[a] = int(sqrtf(floatsqrradius - z * z));
}
}
}
// test only
void CSpotFinder::MakeCachePoints()
{
for (int y = 0; y < MapHeight / CACHEFACTOR; y++) {
for (int x = 0; x < MapWidth / CACHEFACTOR; x++) {
int cacheIndex = y * MapWidth/CACHEFACTOR + x;
cachePoints[cacheIndex].maxValueInBox = MY_FLT_MIN;
cachePoints[cacheIndex].isValid = true;
}
}
for (int y = 0; y < MapHeight; y++) {
// find the cache line
int cacheY = y / CACHEFACTOR;
for (int x = 0; x < MapWidth; x++) {
int cacheX = x / CACHEFACTOR;
float sum = TempAverage[y * MapWidth + x];
int cacheIndex = cacheY * MapWidth/CACHEFACTOR + cacheX;
if (cachePoints[cacheIndex].maxValueInBox < sum) {
// found a better spot for this cache element
cachePoints[cacheIndex].maxValueInBox = sum;
cachePoints[cacheIndex].x = x;
cachePoints[cacheIndex].y = y;
}
}
}
}
CachePoint* CSpotFinder::GetBestCachePoint(int x, int y)
{
int cacheY = y; // / CACHEFACTOR;
int cacheX = x; // / CACHEFACTOR;
int cacheIndex = cacheY * MapWidth / CACHEFACTOR + cacheX;
if (cacheIndex >= 0 && (unsigned int)cacheIndex < cachePoints.size()) {
if (!cachePoints[cacheIndex].isValid) {
MakeCachePoints();
}
return &cachePoints[cacheIndex];
} else {
return 0x0;
}
}
/*
* Makes the array with the sums of all
* points inside the radius of that point.
*/
float* CSpotFinder::MakeSumMap()
{
isValid = true;
int XtractorRadius = radius;
// time stuff
ai->math->TimerStart();
double MaxValue = 0.0;
// Now work out how much metal each spot can make by adding up the metal from nearby spots
for (int y = 0; y < MapHeight; y++) {
for (int x = 0; x < MapWidth; x++) {
float TotalMetal = 0.0f;
if (x == 0 && y == 0) {
// first spot needs full calculation
for (int sy = y - XtractorRadius, a = 0; sy <= y + XtractorRadius; sy++, a++) {
if (sy >= 0 && sy < MapHeight) {
for (int sx = x - xend[a]; sx <= x + xend[a]; sx++) {
if (sx >= 0 && sx < MapWidth) {
// get the metal from all pixels around the extractor radius
TotalMetal += MexArrayA[sy * MapWidth + sx];
}
}
}
}
}
// quick calc test
if (x > 0) {
TotalMetal = TempAverage[y * MapWidth + x - 1];
for (int sy = y - XtractorRadius, a = 0; sy <= y + XtractorRadius; sy++, a++) {
if (sy >= 0 && sy < MapHeight) {
int addX = x + xend[a];
int remX = x - xend[a] - 1;
if (addX < MapWidth)
TotalMetal += MexArrayA[sy * MapWidth + addX];
if (remX >= 0)
TotalMetal -= MexArrayA[sy * MapWidth + remX];
}
}
} else if (y > 0) {
// x == 0 here
TotalMetal = TempAverage[(y - 1) * MapWidth];
int a = XtractorRadius;
// remove the top half
for (int sx = 0; sx <= XtractorRadius; sx++, a++) {
if (sx < MapWidth) {
int remY = y-xend[a] - 1;
if (remY >= 0)
TotalMetal -= MexArrayA[remY * MapWidth + sx];
}
}
// add the bottom half
a = XtractorRadius;
for (int sx = 0; sx <= XtractorRadius; sx++, a++) {
if (sx < MapWidth) {
int addY = y + xend[a];
if (addY < MapHeight)
TotalMetal += MexArrayA[addY * MapWidth + sx];
}
}
}
// set that spots metal making ability (divide by cells to values are small)
TempAverage[y * MapWidth + x] = TotalMetal;
if (MaxValue < TotalMetal) {
MaxValue = TotalMetal;
// find the spot with the highest metal to set as the map's max
// (this is also the best spot on the map, remember it?)
haveTheBestSpotReady = true;
bestSpotX = x;
bestSpotY = y;
}
}
}
return TempAverage;
}
/*
* Invalidates the given spot and all around it.
* Radius has the same resolution as the map given to SpotFinder.
* Does not affect the current radius of SumMap.
* The update is delayed until needed, so that the cost of calling this function is low.
*/
void CSpotFinder::InvalidateSumMap(int coordx, int coordy, int clearRadius)
{
if (!isValid)
return;
int clearRealRadius = clearRadius + radius + 1;
int cacheY_Start = (coordy - clearRealRadius) / CACHEFACTOR;
if (cacheY_Start < 0)
cacheY_Start = 0;
int cacheX_Start = (coordx - clearRealRadius) / CACHEFACTOR;
if (cacheX_Start < 0)
cacheX_Start = 0;
int cacheY_End = (coordy + clearRealRadius) / CACHEFACTOR + 1;
if (cacheY_End >= MapHeight / CACHEFACTOR)
cacheY_End = MapHeight / CACHEFACTOR - 1;
int cacheX_End = (coordx + clearRealRadius) / CACHEFACTOR + 1;
if (cacheX_End >= MapWidth / CACHEFACTOR)
cacheX_End = MapWidth / CACHEFACTOR - 1;
int CacheMapWidth = MapWidth/CACHEFACTOR;
// TODO: make this use the real radius, and not a box
for (int y = cacheY_Start; y <= cacheY_End; y++) {
for (int x = cacheX_Start; x <= cacheX_End; x++) {
cachePoints[y * CacheMapWidth + x].isValid = false;
}
}
}
/*
* Internal function for updating/creating both the
* cachePoint and SumMap at all invalid cachePoints.
*/
void CSpotFinder::UpdateSumMap()
{
int cacheMapHeight = MapHeight / CACHEFACTOR;
int cacheMapWidth = MapWidth / CACHEFACTOR;
for (int y = 0; y < cacheMapHeight; y++) {
for (int x = 0; x < cacheMapWidth; x++) {
int cacheIndex = y * cacheMapWidth + x;
if (!cachePoints[cacheIndex].isValid)
UpdateSumMapArea(x, y);
}
}
}
/*
* Internal function for updating/creating both the cachePoint and SumMap at
* the given cache point.
*
* Note: Currently needs that the SumMap is correct in the one to the left / up.
* (not needed if that point is (0, 0))
*/
void CSpotFinder::UpdateSumMapArea(int cacheX, int cacheY)
{
// Since this point isn't valid, we must use the one to the left / up.
// That point IS valid, or (0, 0).
int Y_Start = cacheY * CACHEFACTOR;
int X_Start = cacheX * CACHEFACTOR;
if (X_Start == 0)
Y_Start -= 1;
else
X_Start -= 1;
if (Y_Start < 0)
Y_Start = 0;
int Y_End = cacheY * CACHEFACTOR + CACHEFACTOR;
if (Y_End >= MapHeight)
Y_End = MapHeight - 1;
int X_End = cacheX * CACHEFACTOR + CACHEFACTOR;
if (X_End >= MapWidth)
X_End = MapWidth - 1;
float currentBest = MY_FLT_MIN;
int currentBestX = 0;
int currentBestY = 0;
int XtractorRadius = radius;
for (int y = Y_Start; y <= Y_End; y++) {
for (int x = X_Start; x <= X_End; x++) {
float TotalMetal = 0;
if (x == 0 && y == 0) {
// Comment out for debug
for (int sy = y - XtractorRadius, a = 0; sy <= y + XtractorRadius; sy++, a++) {
if (sy >= 0 && sy < MapHeight) {
for (int sx = x - xend[a]; sx <= x + xend[a]; sx++) {
if (sx >= 0 && sx < MapWidth) {
// get the metal from all pixels around the extractor radius
TotalMetal += MexArrayA[sy * MapWidth + sx];
}
}
}
}
}
// Quick calc test:
if(x > 0){
TotalMetal = TempAverage[y * MapWidth + x -1];
for (int sy=y-XtractorRadius,a=0;sy<=y+XtractorRadius;sy++,a++){
if (sy >= 0 && sy < MapHeight){
int addX = x+xend[a];
int remX = x-xend[a] -1;
if(addX < MapWidth)
TotalMetal += MexArrayA[sy * MapWidth + addX];
if(remX >= 0)
TotalMetal -= MexArrayA[sy * MapWidth + remX];
}
}
}
else if(y > 0){
// x == 0 here
TotalMetal = TempAverage[(y-1) * MapWidth];
// Remove the top half:
int a = XtractorRadius;
for (int sx=0;sx<=XtractorRadius;sx++,a++){
if (sx < MapWidth){
int remY = y-xend[a] -1;
if(remY >= 0)
TotalMetal -= MexArrayA[remY * MapWidth + sx];
}
}
// Add the bottom half:
a = XtractorRadius;
for (int sx=0;sx<=XtractorRadius;sx++,a++){
if (sx < MapWidth){
int addY = y+xend[a];
if(addY < MapHeight)
TotalMetal += MexArrayA[addY * MapWidth + sx];
}
}
}
TempAverage[y * MapWidth + x] = TotalMetal;
if (currentBest < TotalMetal) {
// found a better spot for this cache element
currentBest = TotalMetal;
currentBestX = x;
currentBestY = y;
}
}
}
int cacheIndex = cacheY * MapWidth/CACHEFACTOR + cacheX;
cachePoints[cacheIndex].maxValueInBox = currentBest;
cachePoints[cacheIndex].x = currentBestX;
cachePoints[cacheIndex].y = currentBestY;
cachePoints[cacheIndex].isValid = true;
}
/*
* updates the given spot, based on the changed values on and around that point
* radius has the same resolution as the map given to SpotFinder
* does not affect the current radius of SumMap
* update is not delayed (so do not call more than needed), unless SumMap is already invalid
*/
void CSpotFinder::UpdateSumMap(int coordx, int coordy, int clearRadius) {
if (!isValid)
return;
// TODO: this is not needed all the time
haveTheBestSpotReady = false;
int XtractorRadius = radius;
int clearRealRadius = clearRadius + radius +1;
// redo the whole averaging process around the picked
// spot so other spots can be found around it
// TODO: fix it so that it does not work as a box update
for (int y = coordy - clearRealRadius; y <= coordy + clearRealRadius; y++) {
if (y >=0 && y < MapHeight) {
for (int x = coordx - clearRealRadius; x <= coordx + clearRealRadius; x++) {
if (x >=0 && x < MapWidth) {
float TotalMetal = 0;
if (x == 0 && y == 0) {
for (int sy = y - XtractorRadius, a = 0; sy <= y + XtractorRadius; sy++, a++) {
if (sy >= 0 && sy < MapHeight) {
for (int sx = x - xend[a]; sx <= x + xend[a]; sx++) {
if (sx >= 0 && sx < MapWidth) {
//get the metal from all pixels around the extractor radius
TotalMetal += MexArrayA[sy * MapWidth + sx];
}
}
}
}
}
if (x > 0) {
TotalMetal = TempAverage[y * MapWidth + x - 1];
for (int sy = y - XtractorRadius, a = 0; sy <= y + XtractorRadius; sy++, a++) {
if (sy >= 0 && sy < MapHeight) {
int addX = x + xend[a];
int remX = x - xend[a] - 1;
if (addX < MapWidth)
TotalMetal += MexArrayA[sy * MapWidth + addX];
if (remX >= 0)
TotalMetal -= MexArrayA[sy * MapWidth + remX];
}
}
}
else if (y > 0) {
// x == 0 here
TotalMetal = TempAverage[(y - 1) * MapWidth];
// remove the top half
int a = XtractorRadius;
for (int sx = 0; sx <= XtractorRadius; sx++, a++) {
if (sx < MapWidth) {
int remY = y - xend[a] - 1;
if (remY >= 0)
TotalMetal -= MexArrayA[remY * MapWidth + sx];
}
}
// add the bottom half
a = XtractorRadius;
for (int sx = 0; sx <= XtractorRadius; sx++, a++) {
if (sx < MapWidth) {
int addY = y + xend[a];
if (addY < MapHeight)
TotalMetal += MexArrayA[addY * MapWidth + sx];
}
}
}
TempAverage[y * MapWidth + x] = TotalMetal;
//set that spot's metal amount
//MexArrayB[y * MapWidth + x] = TotalMetal * 255 / MaxMetal;
}
}
}
}
}
/*
* Call when the backing array have changed, and this
* change has not beed notified with UpdateSumMap().
* This will trigger a full remake of the SumMap, when
* it is requested again. (calling this will not update
* SumMap)
*/
void CSpotFinder::BackingArrayChanged() {
haveTheBestSpotReady = false;
isValid = false;
}
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