/* 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 . */ #ifndef INCLUDED_SPATIAL #define INCLUDED_SPATIAL #include "simulation2/system/Component.h" #include "simulation2/serialization/SerializeTemplates.h" #include "ps/CLogger.h" /** * A simple fixed-size array that works similar to an std::vector * but is obviously limited in its max items */ struct SpatialQueryArray { enum { MAX_COUNT = 2048 }; int count; uint32_t items[MAX_COUNT]; inline SpatialQueryArray() : count(0) {} inline const uint32_t& operator[](int index) const { return items[index]; } inline uint32_t& operator[](int index) { return items[index]; } inline int size() const { return count; } inline void clear() { count = 0; } void make_unique() // removes any duplicate entries { if (count) { std::sort(items, items + count); // we need a sorted list for std::unique to work count = int(std::unique(items, items + count) - items); } } }; /** * A very basic subdivision scheme for finding items in ranges. * Items are stored in lists in fixed-size 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 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(SpatialQueryArray& out) { if (items.empty()) return; // nothing to copy int dsti = out.count; // the index in [out] where to start copying int count = (int)items.size(); if ((dsti + count) > SpatialQueryArray::MAX_COUNT) { LOGWARNING(L"SpatialSubdivision Query too large. Results truncated."); count = SpatialQueryArray::MAX_COUNT - dsti; // don't copy overflowing items } uint32_t* dst = &out.items[dsti]; uint32_t* src = &items[0]; for (int i = 0; i < count; ++i) // copy all items dst[i] = src[i]; out.count += count; } }; 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 a = m_Divisions[i].items; std::vector 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(SpatialQueryArray& 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(out); } } // some buildings span several tiles, so we need to make it unique out.make_unique(); } /** * Returns a sorted list of unique items that includes all items * within the given circular distance of the given point. */ void GetNear(SpatialQueryArray& 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()(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()(serialize, "subdiv items", value.m_Divisions[i].items); } }; #endif // INCLUDED_SPATIAL