Positional container WIP
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172
cpp/src/positional_container.hpp
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172
cpp/src/positional_container.hpp
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#pragma once
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#include <vector>
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#include <memory>
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#include <cstdlib>
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#include "math.hpp"
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#include "log.hpp"
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template <typename T>
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concept HasPosition = requires(T t, WorldPos pos) {
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{ t.GetPosition() } -> std::convertible_to<WorldPos>;
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t.SetPosition(pos);
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};
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template <typename T>
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concept HasCollisions = requires(T t) {
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t.Dummy(); // TODO
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};
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template <typename T>
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requires HasPosition<T>
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class IPositionalContainer
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{
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public:
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virtual ~IPositionalContainer() = default;
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virtual bool Add(const T& t) = 0;
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virtual std::vector<std::weak_ptr<T>> Get(const WorldPos& p, float radius) = 0;
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virtual void UpdateAll() = 0;
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virtual void Update(std::shared_ptr<T> item) = 0;
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};
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template <typename T>
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class IColliderContainer : public IPositionalContainer<T>
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{
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public:
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virtual std::vector<std::weak_ptr<T>> GetCollisions() = 0;
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};
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template <typename T>
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class SimpleContainer : IPositionalContainer<T>
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{
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public:
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bool Add(const T& t) override
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{
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m_Items.push_back(std::make_shared<T>(t));
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}
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std::vector<std::weak_ptr<T>> Get(const WorldPos& center, float radius) override
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{
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std::vector<std::weak_ptr<T>> matched_items;
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for (const auto& item : m_Items)
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{
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const auto& A = item->GetPosition();
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if (center.DistanceTo(item->GetPosition()) < radius)
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{
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matched_items.push_back(item);
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}
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}
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return matched_items;
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}
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// no update needed here, as we have no smart lookup scheme
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void UpdateAll() override {}
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void Update(std::shared_ptr<T> item) override {}
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private:
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std::vector<std::shared_ptr<T>> m_Items;
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};
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template <class T>
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class PositionalContainer : IPositionalContainer<T>
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{
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public:
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PositionalContainer(const WorldSize& size, size_t chunks) :
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m_GridSize{size},
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m_GridStep{size / chunks},
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m_ChunksPerAxis{chunks}
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{
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LOG_INFO("Size: ", m_GridSize, " step: ", m_GridStep);
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m_Grid.reserve(chunks);
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for (size_t i = 0; i < chunks; i++)
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{
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//m_Grid.push_back(std::vector<vector_wptr>{chunks});
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m_Grid.emplace_back(chunks);
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for (size_t j = 0; j < chunks; j++)
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{
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// let's try reserving place for 16 items
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m_Grid[i][j].reserve(16);
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}
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}
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}
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// calling Add on object that is already in the container is UB
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bool Add(const T& item) override
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{
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const auto& world_pos = item.GetPosition();
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if (!CheckBounds(world_pos))
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{
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return false;
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}
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auto ptr = std::make_shared<T>(item);
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m_Items.push_back(ptr);
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auto coords = GetCoords(world_pos);
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// here we assume that the object is not already in the grid!
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m_Grid[coords.x()][coords.y()].push_back(ptr);
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// TODO should we call Update instead?
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//Update(ptr);
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}
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std::vector<std::weak_ptr<T>> Get(const WorldPos& center, float radius) override
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{
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return vector_wptr{};
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}
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void Get(std::vector<std::weak_ptr<T>>& output_vec, const WorldPos& center, float radius)
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{
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}
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void UpdateAll() override
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{
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for (auto ptr : m_Items)
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{
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// TODO is this efficient? Maybe use const ref?
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Update(ptr);
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}
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}
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void Update(std::shared_ptr<T> item) override
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{
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auto coords = GetCoords(item->GetPosition());
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// remove the old weak ptr from the map
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// add new weak ptr to the map
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m_Grid[coords.x()][coords.y()].push_back(item);
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}
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private:
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using coord_type = vec<size_t, 2>;
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using vector_wptr = std::vector<std::weak_ptr<T>>;
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using grid_type = std::vector<std::vector<vector_wptr>>;
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coord_type GetCoords(const WorldPos &wp)
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{
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auto coord_float = wp / m_ChunksPerAxis;
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return coord_type{
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static_cast<size_t>(coord_float.x()),
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static_cast<size_t>(coord_float.y())
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};
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}
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bool CheckBounds(const WorldPos& pos)
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{
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auto [x,y] = pos;
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bool x_in_bounds = 0.0f < x && x < m_GridSize.x();
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bool y_in_bounds = 0.0f < y && y < m_GridSize.y();
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return x_in_bounds && y_in_bounds;
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}
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WorldSize m_GridSize;
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WorldSize m_GridStep;
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size_t m_ChunksPerAxis;
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std::vector<std::shared_ptr<T>> m_Items;
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grid_type m_Grid;
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};
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