Files
OpenRA/OpenRA.Game/Primitives/SpatiallyPartitioned.cs

145 lines
4.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
namespace OpenRA.Primitives
{
public sealed class SpatiallyPartitioned<T>
{
readonly int rows, cols, binSize;
readonly Dictionary<T, Rectangle>[] itemBoundsBins;
readonly Dictionary<T, Rectangle> itemBounds = new Dictionary<T, Rectangle>();
readonly Action<Dictionary<T, Rectangle>, T, Rectangle> addItem = (bin, actor, bounds) => bin.Add(actor, bounds);
readonly Action<Dictionary<T, Rectangle>, T, Rectangle> removeItem = (bin, actor, bounds) => bin.Remove(actor);
public SpatiallyPartitioned(int width, int height, int binSize)
{
this.binSize = binSize;
rows = Exts.IntegerDivisionRoundingAwayFromZero(height, binSize);
cols = Exts.IntegerDivisionRoundingAwayFromZero(width, binSize);
itemBoundsBins = Exts.MakeArray(rows * cols, _ => new Dictionary<T, Rectangle>());
}
void ValidateBounds(T actor, Rectangle bounds)
{
if (bounds.Width == 0 || bounds.Height == 0)
throw new ArgumentException("Bounds of actor {0} are empty.".F(actor), "bounds");
}
public void Add(T item, Rectangle bounds)
{
ValidateBounds(item, bounds);
itemBounds.Add(item, bounds);
MutateBins(item, bounds, addItem);
}
public void Update(T item, Rectangle bounds)
{
ValidateBounds(item, bounds);
MutateBins(item, itemBounds[item], removeItem);
MutateBins(item, itemBounds[item] = bounds, addItem);
}
public bool Remove(T item)
{
Rectangle bounds;
if (!itemBounds.TryGetValue(item, out bounds))
return false;
MutateBins(item, bounds, removeItem);
itemBounds.Remove(item);
return true;
}
public bool Contains(T item)
{
return itemBounds.ContainsKey(item);
}
Dictionary<T, Rectangle> BinAt(int row, int col)
{
return itemBoundsBins[row * cols + col];
}
Rectangle BinBounds(int row, int col)
{
return new Rectangle(col * binSize, row * binSize, binSize, binSize);
}
void BoundsToBinRowsAndCols(Rectangle bounds, out int minRow, out int maxRow, out int minCol, out int maxCol)
{
var top = Math.Min(bounds.Top, bounds.Bottom);
var bottom = Math.Max(bounds.Top, bounds.Bottom);
var left = Math.Min(bounds.Left, bounds.Right);
var right = Math.Max(bounds.Left, bounds.Right);
minRow = Math.Max(0, top / binSize);
minCol = Math.Max(0, left / binSize);
maxRow = Math.Min(rows, Exts.IntegerDivisionRoundingAwayFromZero(bottom, binSize));
maxCol = Math.Min(cols, Exts.IntegerDivisionRoundingAwayFromZero(right, binSize));
}
void MutateBins(T actor, Rectangle bounds, Action<Dictionary<T, Rectangle>, T, Rectangle> action)
{
int minRow, maxRow, minCol, maxCol;
BoundsToBinRowsAndCols(bounds, out minRow, out maxRow, out minCol, out maxCol);
for (var row = minRow; row < maxRow; row++)
for (var col = minCol; col < maxCol; col++)
action(BinAt(row, col), actor, bounds);
}
public IEnumerable<T> At(int2 location)
{
var col = (location.X / binSize).Clamp(0, cols - 1);
var row = (location.Y / binSize).Clamp(0, rows - 1);
foreach (var kvp in BinAt(row, col))
if (kvp.Value.Contains(location))
yield return kvp.Key;
}
public IEnumerable<T> InBox(Rectangle box)
{
int minRow, maxRow, minCol, maxCol;
BoundsToBinRowsAndCols(box, out minRow, out maxRow, out minCol, out maxCol);
// We want to return any items intersecting the box.
// If the box covers multiple bins, we must handle items that are contained in multiple bins and avoid
// returning them more than once. We shall use a set to track these.
// PERF: If we are only looking inside one bin, we can avoid the cost of performing this tracking.
var items = minRow >= maxRow || minCol >= maxCol ? null : new HashSet<T>();
for (var row = minRow; row < maxRow; row++)
for (var col = minCol; col < maxCol; col++)
{
var binBounds = BinBounds(row, col);
foreach (var kvp in BinAt(row, col))
{
var item = kvp.Key;
var bounds = kvp.Value;
// If the item is in the bin, we must check it intersects the box before returning it.
// We shall track it in the set of items seen so far to avoid returning it again if it appears
// in another bin.
// PERF: If the item is wholly contained within the bin, we can avoid the cost of tracking it.
if (bounds.IntersectsWith(box) &&
(items == null || binBounds.Contains(bounds) || items.Add(item)))
yield return item;
}
}
}
public IEnumerable<Rectangle> ItemBounds { get { return itemBounds.Values; } }
}
}