0ad/source/simulation2/helpers/Spatial.h

570 lines
16 KiB
C++

/* Copyright (C) 2016 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/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).
*/
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) const
{
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 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)
{
delete[] m_Divisions;
m_Divisions = new SubDivisionGrid[count];
}
/**
* Equivalence test (ignoring order of items within each subdivision)
*/
bool operator==(const SpatialSubdivision& rhs) const
{
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) const
{
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) const
{
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) const
{
// 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) const
{
return Clamp((x / m_DivisionSize).ToInt_RoundToInfinity()-1, 0, (int)m_DivisionsW-1);
}
uint32_t GetJ0(entity_pos_t z) const
{
return Clamp((z / m_DivisionSize).ToInt_RoundToInfinity()-1, 0, (int)m_DivisionsH-1);
}
uint32_t GetI1(entity_pos_t x) const
{
return Clamp((x / m_DivisionSize).ToInt_RoundToNegInfinity(), 0, (int)m_DivisionsW-1);
}
uint32_t GetJ1(entity_pos_t z) const
{
return Clamp((z / m_DivisionSize).ToInt_RoundToNegInfinity(), 0, (int)m_DivisionsH-1);
}
uint32_t GetIndex0(CFixedVector2D pos) const
{
return GetI0(pos.X) + GetJ0(pos.Y)*m_DivisionsW;
}
uint32_t GetIndex1(CFixedVector2D pos) const
{
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);
}
};
/**
* A basic square subdivision scheme for finding entities in range
* More efficient than SpatialSubdivision, but a bit less precise
* (so the querier will get more entities to perform tests on).
*
* Items are stored in vectors in fixed-size divisions.
*
* Items have a size (min/max values of their axis-aligned bounding box).
* If that size is higher than a subdivision's size, they're stored in the "general" vector
* This means that if too many objects have a size that's big, it'll end up being slow
* We want subdivisions to be as small as possible yet contain as many items as possible.
*
* 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: If a unit size were to change, it would need to be updated (that doesn't happen for now)
*/
class FastSpatialSubdivision
{
private:
static const int SUBDIVISION_SIZE = 20; // bigger than most buildings and entities
std::vector<entity_id_t> m_OverSizedData;
std::vector<entity_id_t>* m_SpatialDivisionsData; // fixed size array of subdivisions
size_t m_ArrayWidth; // number of columns in m_SpatialDivisionsData
inline size_t Index(fixed position) const
{
return Clamp((position / SUBDIVISION_SIZE).ToInt_RoundToZero(), 0, (int)m_ArrayWidth-1);
}
inline size_t SubdivisionIdx(CFixedVector2D position) const
{
return Index(position.X) + Index(position.Y)*m_ArrayWidth;
}
/**
* Efficiently erase from a vector by swapping with the last element and popping it.
* Returns true if the element was found and erased, else returns false.
*/
bool EraseFrom(std::vector<entity_id_t>& vector, entity_id_t item)
{
std::vector<entity_id_t>::iterator it = std::find(vector.begin(), vector.end(), item);
if (it == vector.end())
return false;
*it = vector.back();
vector.pop_back();
return true;
}
public:
FastSpatialSubdivision() :
m_SpatialDivisionsData(NULL), m_ArrayWidth(0)
{
}
FastSpatialSubdivision(const FastSpatialSubdivision& other) :
m_SpatialDivisionsData(NULL), m_ArrayWidth(0)
{
Reset(other.m_ArrayWidth);
std::copy(&other.m_SpatialDivisionsData[0], &other.m_SpatialDivisionsData[m_ArrayWidth*m_ArrayWidth], m_SpatialDivisionsData);
}
~FastSpatialSubdivision()
{
delete[] m_SpatialDivisionsData;
}
void Reset(size_t arrayWidth)
{
delete[] m_SpatialDivisionsData;
m_ArrayWidth = arrayWidth;
m_SpatialDivisionsData = new std::vector<entity_id_t>[m_ArrayWidth*m_ArrayWidth];
m_OverSizedData.clear();
}
void Reset(fixed w, fixed h)
{
ENSURE(w >= fixed::Zero() && h >= fixed::Zero());
size_t arrayWidth = std::max((w / SUBDIVISION_SIZE).ToInt_RoundToZero(), (h / SUBDIVISION_SIZE).ToInt_RoundToZero()) + 1;
Reset(arrayWidth);
}
FastSpatialSubdivision& operator=(const FastSpatialSubdivision& other)
{
if (this != &other)
{
Reset(other.m_ArrayWidth);
std::copy(&other.m_SpatialDivisionsData[0], &other.m_SpatialDivisionsData[m_ArrayWidth*m_ArrayWidth], m_SpatialDivisionsData);
}
return *this;
}
bool operator==(const FastSpatialSubdivision& other) const
{
if (m_ArrayWidth != other.m_ArrayWidth)
return false;
if (m_OverSizedData != other.m_OverSizedData)
return false;
for (size_t idx = 0; idx < m_ArrayWidth*m_ArrayWidth; ++idx)
if (m_SpatialDivisionsData[idx] != other.m_SpatialDivisionsData[idx])
return false;
return true;
}
inline bool operator!=(const FastSpatialSubdivision& rhs) const
{
return !(*this == rhs);
}
/**
* Add an item.
*/
void Add(entity_id_t item, CFixedVector2D position, u32 size)
{
if (size > SUBDIVISION_SIZE)
{
if (std::find(m_OverSizedData.begin(), m_OverSizedData.end(), item) == m_OverSizedData.end())
m_OverSizedData.push_back(item);
}
else
{
std::vector<entity_id_t>& subdivision = m_SpatialDivisionsData[SubdivisionIdx(position)];
if (std::find(subdivision.begin(), subdivision.end(), item) == subdivision.end())
subdivision.push_back(item);
}
}
/**
* Remove an item.
* Position must be where we expect to find it, or we won't find it.
*/
void Remove(entity_id_t item, CFixedVector2D position, u32 size)
{
if (size > SUBDIVISION_SIZE)
EraseFrom(m_OverSizedData, item);
else
{
std::vector<entity_id_t>& subdivision = m_SpatialDivisionsData[SubdivisionIdx(position)];
EraseFrom(subdivision, item);
}
}
/**
* Equivalent to Remove() then Add(), but slightly faster.
* In particular for big objects nothing needs to be done.
*/
void Move(entity_id_t item, CFixedVector2D oldPosition, CFixedVector2D newPosition, u32 size)
{
if (size > SUBDIVISION_SIZE)
return;
if (SubdivisionIdx(newPosition) == SubdivisionIdx(oldPosition))
return;
std::vector<entity_id_t>& oldSubdivision = m_SpatialDivisionsData[SubdivisionIdx(oldPosition)];
if (EraseFrom(oldSubdivision, item))
{
std::vector<entity_id_t>& newSubdivision = m_SpatialDivisionsData[SubdivisionIdx(newPosition)];
newSubdivision.push_back(item);
}
}
/**
* Returns a (non sorted) list of items that are either in the square or close to it.
* It's the responsibility of the querier to do proper distance checking and entity sorting.
*/
void GetInRange(std::vector<entity_id_t>& out, CFixedVector2D posMin, CFixedVector2D posMax) const
{
size_t minX = Index(posMin.X);
size_t minY = Index(posMin.Y);
size_t maxX = Index(posMax.X) + 1;
size_t maxY = Index(posMax.Y) + 1;
// Now expand the subdivisions by one so we make sure we've got all elements potentially in range.
// Also make sure min >= 0 and max <= width
minX = minX > 0 ? minX-1 : 0;
minY = minY > 0 ? minY-1 : 0;
maxX = maxX < m_ArrayWidth ? maxX+1 : m_ArrayWidth;
maxY = maxY < m_ArrayWidth ? maxY+1 : m_ArrayWidth;
ENSURE(out.empty() && "GetInRange: out is not clean");
// Add oversized items, they can be anywhere
out.insert(out.end(), m_OverSizedData.begin(), m_OverSizedData.end());
for (size_t Y = minY; Y < maxY; ++Y)
{
for (size_t X = minX; X < maxX; ++X)
{
std::vector<entity_id_t>& subdivision = m_SpatialDivisionsData[X + Y*m_ArrayWidth];
if (!subdivision.empty())
out.insert(out.end(), subdivision.begin(), subdivision.end());
}
}
}
/**
* Returns a (non sorted) list of items that are either in the circle or close to it.
* It's the responsibility of the querier to do proper distance checking and entity sorting.
*/
void GetNear(std::vector<entity_id_t>& out, CFixedVector2D pos, entity_pos_t range) const
{
// Because the subdivision size is rather big wrt typical ranges,
// this square over-approximation is hopefully not too bad.
CFixedVector2D r(range, range);
GetInRange(out, pos - r, pos + r);
}
size_t GetDivisionSize() const
{
return SUBDIVISION_SIZE;
}
size_t GetWidth() const
{
return m_ArrayWidth;
}
};
#endif // INCLUDED_SPATIAL