If a search in a spatial partition is taking place entirely within a single bin, the cost of tracking possible duplicate items with a set can be avoided for a small speedup.
115 lines
3.8 KiB
C#
115 lines
3.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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namespace OpenRA.Primitives
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{
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public sealed class SpatiallyPartitioned<T>
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{
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readonly int rows, cols, binSize;
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readonly Dictionary<T, Rectangle>[] itemBoundsBins;
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readonly Dictionary<T, Rectangle> itemBounds = new Dictionary<T, Rectangle>();
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readonly Action<Dictionary<T, Rectangle>, T, Rectangle> addItem = (bin, actor, bounds) => bin.Add(actor, bounds);
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readonly Action<Dictionary<T, Rectangle>, T, Rectangle> removeItem = (bin, actor, bounds) => bin.Remove(actor);
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public SpatiallyPartitioned(int width, int height, int binSize)
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{
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this.binSize = binSize;
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rows = height / binSize + 1;
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cols = width / binSize + 1;
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itemBoundsBins = Exts.MakeArray(rows * cols, _ => new Dictionary<T, Rectangle>());
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}
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public void Add(T item, Rectangle bounds)
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{
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itemBounds.Add(item, bounds);
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MutateBins(item, bounds, addItem);
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}
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public void Update(T item, Rectangle bounds)
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{
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MutateBins(item, itemBounds[item], removeItem);
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MutateBins(item, itemBounds[item] = bounds, addItem);
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}
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public void Remove(T item)
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{
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MutateBins(item, itemBounds[item], removeItem);
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itemBounds.Remove(item);
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}
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Dictionary<T, Rectangle> BinAt(int row, int col)
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{
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return itemBoundsBins[row * cols + col];
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}
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Rectangle BinBounds(int row, int col)
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{
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return new Rectangle(col * binSize, row * binSize, binSize, binSize);
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}
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void MutateBins(T actor, Rectangle bounds, Action<Dictionary<T, Rectangle>, T, Rectangle> action)
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{
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var top = Math.Max(0, bounds.Top / binSize);
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var left = Math.Max(0, bounds.Left / binSize);
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var bottom = Math.Min(rows - 1, bounds.Bottom / binSize);
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var right = Math.Min(cols - 1, bounds.Right / binSize);
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for (var row = top; row <= bottom; row++)
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for (var col = left; col <= right; col++)
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action(BinAt(row, col), actor, bounds);
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}
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public IEnumerable<T> At(int2 location)
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{
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var col = (location.X / binSize).Clamp(0, cols - 1);
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var row = (location.Y / binSize).Clamp(0, rows - 1);
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foreach (var kvp in BinAt(row, col))
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if (kvp.Value.Contains(location))
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yield return kvp.Key;
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}
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public IEnumerable<T> InBox(Rectangle box)
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{
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var left = (box.Left / binSize).Clamp(0, cols - 1);
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var right = (box.Right / binSize).Clamp(0, cols - 1);
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var top = (box.Top / binSize).Clamp(0, rows - 1);
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var bottom = (box.Bottom / binSize).Clamp(0, rows - 1);
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// We want to return any items intersecting the box.
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// If the box covers multiple bins, we must handle items that are contained in multiple bins and avoid
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// returning them more than once. We shall use a set to track these.
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// PERF: If we are only looking inside one bin, we can avoid the cost of performing this tracking.
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var items = top == bottom && left == right ? null : new HashSet<T>();
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for (var row = top; row <= bottom; row++)
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for (var col = left; col <= right; col++)
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{
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var binBounds = BinBounds(row, col);
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foreach (var kvp in BinAt(row, col))
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{
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var item = kvp.Key;
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var bounds = kvp.Value;
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// If the item is in the bin, we must check it intersects the box before returning it.
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// We shall track it in the set of items seen so far to avoid returning it again if it appears
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// in another bin.
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// PERF: If the item is wholly contained within the bin, we can avoid the cost of tracking it.
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if (bounds.IntersectsWith(box) &&
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(items == null || binBounds.Contains(bounds) || items.Add(item)))
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yield return item;
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}
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}
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}
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}
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}
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