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https://github.com/minetest/minetest.git
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Merge 743199f6a4b88f3355e66eb84ac57152dde5a374 into 9a1501ae89ffe79c38dbd6756c9e7ed647dd7dc1
This commit is contained in:
commit
790efb06b5
@ -7,6 +7,7 @@
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#include "irrMath.h"
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#include <functional>
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#include <array>
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namespace irr
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{
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@ -32,6 +33,9 @@ class vector3d
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//! Constructor with the same value for all elements
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explicit constexpr vector3d(T n) :
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X(n), Y(n), Z(n) {}
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//! Array - vector conversion
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constexpr vector3d(const std::array<T, 3> &arr) :
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X(arr[0]), Y(arr[1]), Z(arr[2]) {}
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// operators
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@ -181,6 +185,26 @@ class vector3d
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return *this;
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}
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std::array<T, 3> toArray() const {
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return {X, Y, Z};
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}
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vector3d<T> min(const T min_component) const {
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return vector3d<T>(
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std::min(X, min_component),
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std::min(Y, min_component),
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std::min(Z, min_component)
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);
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}
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vector3d<T> max(const T max_component) const {
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return vector3d<T>(
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std::max(X, max_component),
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std::max(Y, max_component),
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std::max(Z, max_component)
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);
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}
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//! Get length of the vector.
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T getLength() const { return core::squareroot(X * X + Y * Y + Z * Z); }
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@ -55,7 +55,7 @@ class ActiveObjectMgr
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for (auto &it : m_active_objects.iter()) {
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if (!it.second)
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continue;
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m_active_objects.remove(it.first);
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removeObject(it.first);
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}
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} while (!m_active_objects.empty());
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}
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@ -105,7 +105,11 @@ void benchGetObjectsInArea(Catch::Benchmark::Chronometer &meter)
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TEST_CASE("ActiveObjectMgr") {
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BENCH_INSIDE_RADIUS(200)
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BENCH_INSIDE_RADIUS(1450)
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BENCH_INSIDE_RADIUS(10000)
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BENCH_IN_AREA(200)
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BENCH_IN_AREA(1450)
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BENCH_IN_AREA(10000)
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}
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// TODO benchmark active object manager update costs
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@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "collision.h"
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#include <cmath>
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#include "irr_aabb3d.h"
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#include "mapblock.h"
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#include "map.h"
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#include "nodedef.h"
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@ -281,13 +282,14 @@ static void add_object_boxes(Environment *env,
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}
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};
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// Calculate distance by speed, add own extent and 1.5m of tolerance
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const f32 distance = speed_f.getLength() * dtime +
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box_0.getExtent().getLength() + 1.5f * BS;
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const f32 tolerance = 1.5f * BS; // TODO increase tolerance
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#ifndef SERVER
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ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
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if (c_env) {
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// Calculate distance by speed, add own extent and tolerance
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const f32 distance = speed_f.getLength() * dtime +
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box_0.getExtent().getLength() + tolerance;
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std::vector<DistanceSortedActiveObject> clientobjects;
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c_env->getActiveObjects(pos_f, distance, clientobjects);
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@ -326,9 +328,14 @@ static void add_object_boxes(Environment *env,
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return false;
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};
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// Calculate distance by speed, add own extent and tolerance
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const v3f movement = speed_f * dtime;
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const v3f min = pos_f + box_0.MinEdge - v3f(tolerance) + movement.min(0);
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const v3f max = pos_f + box_0.MaxEdge + v3f(tolerance) + movement.max(0);
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// nothing is put into this vector
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std::vector<ServerActiveObject*> s_objects;
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s_env->getObjectsInsideRadius(s_objects, pos_f, distance, include_obj_cb);
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s_env->getObjectsInArea(s_objects, aabb3f(min, max), include_obj_cb);
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}
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}
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}
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@ -41,7 +41,7 @@ void ActiveObjectMgr::clearIf(const std::function<bool(ServerActiveObject *, u16
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continue;
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if (cb(it.second.get(), it.first)) {
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// Remove reference from m_active_objects
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m_active_objects.remove(it.first);
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removeObject(it.first);
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}
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}
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}
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@ -83,16 +83,18 @@ bool ActiveObjectMgr::registerObject(std::unique_ptr<ServerActiveObject> obj)
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return false;
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}
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if (objectpos_over_limit(obj->getBasePosition())) {
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v3f p = obj->getBasePosition();
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const v3f pos = obj->getBasePosition();
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if (objectpos_over_limit(pos)) {
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warningstream << "Server::ActiveObjectMgr::addActiveObjectRaw(): "
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<< "object position (" << p.X << "," << p.Y << "," << p.Z
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<< "object position (" << pos.X << "," << pos.Y << "," << pos.Z
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<< ") outside maximum range" << std::endl;
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return false;
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}
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auto obj_id = obj->getId();
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m_active_objects.put(obj_id, std::move(obj));
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m_spatial_index.insert(pos.toArray(), obj_id);
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assert(m_spatial_index.size() == m_active_objects.size());
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auto new_size = m_active_objects.size();
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verbosestream << "Server::ActiveObjectMgr::addActiveObjectRaw(): "
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@ -115,42 +117,45 @@ void ActiveObjectMgr::removeObject(u16 id)
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if (!ok) {
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infostream << "Server::ActiveObjectMgr::removeObject(): "
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<< "id=" << id << " not found" << std::endl;
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} else {
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m_spatial_index.remove(id);
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}
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}
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void ActiveObjectMgr::updatePos(const v3f &pos, u16 id) {
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// laziggy solution: only update if we already know the object
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if (m_active_objects.get(id) != nullptr)
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m_spatial_index.update(pos.toArray(), id);
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}
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void ActiveObjectMgr::getObjectsInsideRadius(const v3f &pos, float radius,
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std::vector<ServerActiveObject *> &result,
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std::function<bool(ServerActiveObject *obj)> include_obj_cb)
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{
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float r2 = radius * radius;
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for (auto &activeObject : m_active_objects.iter()) {
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ServerActiveObject *obj = activeObject.second.get();
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if (!obj)
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continue;
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const v3f &objectpos = obj->getBasePosition();
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if (objectpos.getDistanceFromSQ(pos) > r2)
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continue;
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float r_squared = radius * radius;
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m_spatial_index.rangeQuery((pos - v3f(radius)).toArray(), (pos + v3f(radius)).toArray(), [&](auto objPos, u16 id) {
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if (v3f(objPos).getDistanceFromSQ(pos) > r_squared)
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return;
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auto obj = m_active_objects.get(id).get();
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if (!obj)
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return;
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if (!include_obj_cb || include_obj_cb(obj))
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result.push_back(obj);
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}
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});
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}
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void ActiveObjectMgr::getObjectsInArea(const aabb3f &box,
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std::vector<ServerActiveObject *> &result,
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std::function<bool(ServerActiveObject *obj)> include_obj_cb)
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{
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for (auto &activeObject : m_active_objects.iter()) {
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ServerActiveObject *obj = activeObject.second.get();
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m_spatial_index.rangeQuery(box.MinEdge.toArray(), box.MaxEdge.toArray(), [&](auto _, u16 id) {
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auto obj = m_active_objects.get(id).get();
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if (!obj)
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continue;
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const v3f &objectpos = obj->getBasePosition();
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if (!box.isPointInside(objectpos))
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continue;
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return;
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if (!include_obj_cb || include_obj_cb(obj))
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result.push_back(obj);
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}
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});
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}
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void ActiveObjectMgr::getAddedActiveObjectsAroundPos(v3f player_pos, f32 radius,
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@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <vector>
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#include "../activeobjectmgr.h"
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#include "serveractiveobject.h"
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#include "util/k_d_tree.h"
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namespace server
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{
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@ -38,6 +39,8 @@ class ActiveObjectMgr final : public ::ActiveObjectMgr<ServerActiveObject>
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bool registerObject(std::unique_ptr<ServerActiveObject> obj) override;
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void removeObject(u16 id) override;
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void updatePos(const v3f &pos, u16 id);
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void getObjectsInsideRadius(const v3f &pos, float radius,
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std::vector<ServerActiveObject *> &result,
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std::function<bool(ServerActiveObject *obj)> include_obj_cb);
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@ -48,5 +51,7 @@ class ActiveObjectMgr final : public ::ActiveObjectMgr<ServerActiveObject>
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void getAddedActiveObjectsAroundPos(v3f player_pos, f32 radius,
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f32 player_radius, const std::set<u16> ¤t_objects,
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std::vector<u16> &added_objects);
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private:
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DynamicKdTrees<3, f32, u16> m_spatial_index;
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};
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} // namespace server
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@ -162,7 +162,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
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// If the object gets detached this comes into effect automatically from the last known origin
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if (auto *parent = getParent()) {
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m_base_position = parent->getBasePosition();
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setBasePosition(parent->getBasePosition());
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m_velocity = v3f(0,0,0);
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m_acceleration = v3f(0,0,0);
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} else {
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@ -171,7 +171,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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box.MinEdge *= BS;
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box.MaxEdge *= BS;
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f32 pos_max_d = BS*0.25; // Distance per iteration
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v3f p_pos = m_base_position;
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v3f p_pos = getBasePosition();
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v3f p_velocity = m_velocity;
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v3f p_acceleration = m_acceleration;
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moveresult = collisionMoveSimple(m_env, m_env->getGameDef(),
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@ -181,11 +181,11 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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moveresult_p = &moveresult;
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// Apply results
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m_base_position = p_pos;
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setBasePosition(p_pos);
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m_velocity = p_velocity;
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m_acceleration = p_acceleration;
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} else {
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m_base_position += (m_velocity + m_acceleration * 0.5f * dtime) * dtime;
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addPos((m_velocity + m_acceleration * 0.5f * dtime) * dtime);
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m_velocity += dtime * m_acceleration;
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}
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@ -228,7 +228,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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} else if(m_last_sent_position_timer > 0.2){
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minchange = 0.05*BS;
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}
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float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
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float move_d = getBasePosition().getDistanceFrom(m_last_sent_position);
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move_d += m_last_sent_move_precision;
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float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
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if (move_d > minchange || vel_d > minchange ||
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@ -252,7 +252,7 @@ std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
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os << serializeString16(m_init_name); // name
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writeU8(os, 0); // is_player
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writeU16(os, getId()); //id
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writeV3F32(os, m_base_position);
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writeV3F32(os, getBasePosition());
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writeV3F32(os, m_rotation);
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writeU16(os, m_hp);
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@ -381,7 +381,7 @@ void LuaEntitySAO::setPos(const v3f &pos)
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{
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if(isAttached())
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return;
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m_base_position = pos;
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setBasePosition(pos);
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sendPosition(false, true);
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}
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@ -389,7 +389,7 @@ void LuaEntitySAO::moveTo(v3f pos, bool continuous)
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{
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if(isAttached())
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return;
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m_base_position = pos;
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setBasePosition(pos);
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if(!continuous)
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sendPosition(true, true);
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}
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@ -403,7 +403,7 @@ std::string LuaEntitySAO::getDescription()
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{
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std::ostringstream oss;
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oss << "LuaEntitySAO \"" << m_init_name << "\" ";
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auto pos = floatToInt(m_base_position, BS);
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auto pos = floatToInt(getBasePosition(), BS);
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oss << "at " << pos;
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return oss.str();
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}
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@ -521,10 +521,10 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
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// Send attachment updates instantly to the client prior updating position
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sendOutdatedData();
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m_last_sent_move_precision = m_base_position.getDistanceFrom(
|
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m_last_sent_move_precision = getBasePosition().getDistanceFrom(
|
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m_last_sent_position);
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m_last_sent_position_timer = 0;
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m_last_sent_position = m_base_position;
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m_last_sent_position = getBasePosition();
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m_last_sent_velocity = m_velocity;
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//m_last_sent_acceleration = m_acceleration;
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m_last_sent_rotation = m_rotation;
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@ -532,7 +532,7 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
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float update_interval = m_env->getSendRecommendedInterval();
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std::string str = generateUpdatePositionCommand(
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m_base_position,
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getBasePosition(),
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m_velocity,
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m_acceleration,
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m_rotation,
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@ -552,8 +552,8 @@ bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
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toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
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toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
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toset->MinEdge += m_base_position;
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toset->MaxEdge += m_base_position;
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toset->MinEdge += getBasePosition();
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toset->MaxEdge += getBasePosition();
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return true;
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}
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|
@ -86,11 +86,10 @@ std::string PlayerSAO::getDescription()
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void PlayerSAO::addedToEnvironment(u32 dtime_s)
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{
|
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ServerActiveObject::addedToEnvironment(dtime_s);
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ServerActiveObject::setBasePosition(m_base_position);
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m_player->setPlayerSAO(this);
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m_player->setPeerId(m_peer_id_initial);
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m_peer_id_initial = PEER_ID_INEXISTENT; // don't try to use it again.
|
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m_last_good_position = m_base_position;
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m_last_good_position = getBasePosition();
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}
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// Called before removing from environment
|
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@ -116,7 +115,7 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
|
||||
os << serializeString16(m_player->getName()); // name
|
||||
writeU8(os, 1); // is_player
|
||||
writeS16(os, getId()); // id
|
||||
writeV3F32(os, m_base_position);
|
||||
writeV3F32(os, getBasePosition());
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writeV3F32(os, m_rotation);
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writeU16(os, getHP());
|
||||
|
||||
@ -195,7 +194,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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// Sequence of damage points, starting 0.1 above feet and progressing
|
||||
// upwards in 1 node intervals, stopping below top damage point.
|
||||
for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
|
||||
v3s16 p = floatToInt(m_base_position +
|
||||
v3s16 p = floatToInt(getBasePosition() +
|
||||
v3f(0.0f, dam_height * BS, 0.0f), BS);
|
||||
MapNode n = m_env->getMap().getNode(p);
|
||||
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
|
||||
@ -207,7 +206,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
|
||||
}
|
||||
|
||||
// Top damage point
|
||||
v3s16 ptop = floatToInt(m_base_position +
|
||||
v3s16 ptop = floatToInt(getBasePosition() +
|
||||
v3f(0.0f, dam_top * BS, 0.0f), BS);
|
||||
MapNode ntop = m_env->getMap().getNode(ptop);
|
||||
const ContentFeatures &c = m_env->getGameDef()->ndef()->get(ntop);
|
||||
@ -285,7 +284,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
|
||||
if (isAttached())
|
||||
pos = m_last_good_position;
|
||||
else
|
||||
pos = m_base_position;
|
||||
pos = getBasePosition();
|
||||
|
||||
std::string str = generateUpdatePositionCommand(
|
||||
pos,
|
||||
@ -344,7 +343,7 @@ std::string PlayerSAO::generateUpdatePhysicsOverrideCommand() const
|
||||
|
||||
void PlayerSAO::setBasePosition(v3f position)
|
||||
{
|
||||
if (m_player && position != m_base_position)
|
||||
if (m_player && position != getBasePosition())
|
||||
m_player->setDirty(true);
|
||||
|
||||
// This needs to be ran for attachments too
|
||||
@ -629,7 +628,7 @@ bool PlayerSAO::checkMovementCheat()
|
||||
if (m_is_singleplayer ||
|
||||
isAttached() ||
|
||||
g_settings->getBool("disable_anticheat")) {
|
||||
m_last_good_position = m_base_position;
|
||||
m_last_good_position = getBasePosition();
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -694,7 +693,7 @@ bool PlayerSAO::checkMovementCheat()
|
||||
if (player_max_jump < 0.0001f)
|
||||
player_max_jump = 0.0001f;
|
||||
|
||||
v3f diff = (m_base_position - m_last_good_position);
|
||||
v3f diff = (getBasePosition() - m_last_good_position);
|
||||
float d_vert = diff.Y;
|
||||
diff.Y = 0;
|
||||
float d_horiz = diff.getLength();
|
||||
@ -710,7 +709,7 @@ bool PlayerSAO::checkMovementCheat()
|
||||
}
|
||||
|
||||
if (m_move_pool.grab(required_time)) {
|
||||
m_last_good_position = m_base_position;
|
||||
m_last_good_position = getBasePosition();
|
||||
} else {
|
||||
const float LAG_POOL_MIN = 5.0;
|
||||
float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
|
||||
@ -732,8 +731,8 @@ bool PlayerSAO::getCollisionBox(aabb3f *toset) const
|
||||
toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
|
||||
toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
|
||||
|
||||
toset->MinEdge += m_base_position;
|
||||
toset->MaxEdge += m_base_position;
|
||||
toset->MinEdge += getBasePosition();
|
||||
toset->MaxEdge += getBasePosition();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -182,7 +182,7 @@ class PlayerSAO : public UnitSAO
|
||||
|
||||
void finalize(RemotePlayer *player, const std::set<std::string> &privs);
|
||||
|
||||
v3f getEyePosition() const { return m_base_position + getEyeOffset(); }
|
||||
v3f getEyePosition() const { return getBasePosition() + getEyeOffset(); }
|
||||
v3f getEyeOffset() const;
|
||||
float getZoomFOV() const;
|
||||
|
||||
|
@ -31,6 +31,13 @@ ServerActiveObject::ServerActiveObject(ServerEnvironment *env, v3f pos):
|
||||
{
|
||||
}
|
||||
|
||||
void ServerActiveObject::setBasePosition(v3f pos) {
|
||||
bool changed = m_base_position != pos;
|
||||
m_base_position = pos;
|
||||
if (changed && m_env) // HACK this doesn't feel right; *when* is m_env null?
|
||||
ServerEnvironment_updatePos(m_env, pos, getId());
|
||||
}
|
||||
|
||||
float ServerActiveObject::getMinimumSavedMovement()
|
||||
{
|
||||
return 2.0*BS;
|
||||
|
@ -44,6 +44,7 @@ Some planning
|
||||
*/
|
||||
|
||||
class ServerEnvironment;
|
||||
void ServerEnvironment_updatePos(ServerEnvironment *senv, const v3f &pos, u16 id);
|
||||
struct ItemStack;
|
||||
struct ToolCapabilities;
|
||||
struct ObjectProperties;
|
||||
@ -77,7 +78,7 @@ class ServerActiveObject : public ActiveObject
|
||||
Some simple getters/setters
|
||||
*/
|
||||
v3f getBasePosition() const { return m_base_position; }
|
||||
void setBasePosition(v3f pos){ m_base_position = pos; }
|
||||
void setBasePosition(v3f pos);
|
||||
ServerEnvironment* getEnv(){ return m_env; }
|
||||
|
||||
/*
|
||||
@ -244,7 +245,6 @@ class ServerActiveObject : public ActiveObject
|
||||
virtual void onDetach(int parent_id) {}
|
||||
|
||||
ServerEnvironment *m_env;
|
||||
v3f m_base_position;
|
||||
std::unordered_set<u32> m_attached_particle_spawners;
|
||||
|
||||
/*
|
||||
@ -272,4 +272,6 @@ class ServerActiveObject : public ActiveObject
|
||||
Queue of messages to be sent to the client
|
||||
*/
|
||||
std::queue<ActiveObjectMessage> m_messages_out;
|
||||
private:
|
||||
v3f m_base_position; // setBasePosition updates index and MUST be called
|
||||
};
|
||||
|
@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include <stack>
|
||||
#include <utility>
|
||||
#include "serverenvironment.h"
|
||||
#include "irr_aabb3d.h"
|
||||
#include "settings.h"
|
||||
#include "log.h"
|
||||
#include "mapblock.h"
|
||||
@ -1871,10 +1872,12 @@ void ServerEnvironment::getSelectedActiveObjects(
|
||||
return false;
|
||||
};
|
||||
|
||||
aabb3f search_area(shootline_on_map.start - 5 * BS, shootline_on_map.end + 5 * BS);
|
||||
search_area.repair();
|
||||
|
||||
// Use "logic in callback" pattern to avoid useless vector filling
|
||||
std::vector<ServerActiveObject*> tmp;
|
||||
getObjectsInsideRadius(tmp, shootline_on_map.getMiddle(),
|
||||
0.5 * shootline_on_map.getLength() + 5 * BS, process);
|
||||
getObjectsInArea(tmp, search_area, process);
|
||||
}
|
||||
|
||||
/*
|
||||
@ -2528,3 +2531,8 @@ bool ServerEnvironment::migrateAuthDatabase(
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// HACK
|
||||
void ServerEnvironment_updatePos(ServerEnvironment *senv, const v3f &pos, u16 id) {
|
||||
senv->updatePos(pos, id);
|
||||
}
|
@ -334,6 +334,10 @@ class ServerEnvironment final : public Environment
|
||||
// Find the daylight value at pos with a Depth First Search
|
||||
u8 findSunlight(v3s16 pos) const;
|
||||
|
||||
void updatePos(const v3f &pos, u16 id) {
|
||||
return m_ao_manager.updatePos(pos, id);
|
||||
}
|
||||
|
||||
// Find all active objects inside a radius around a point
|
||||
void getObjectsInsideRadius(std::vector<ServerActiveObject *> &objects, const v3f &pos, float radius,
|
||||
std::function<bool(ServerActiveObject *obj)> include_obj_cb)
|
||||
@ -513,3 +517,6 @@ class ServerEnvironment final : public Environment
|
||||
std::unique_ptr<ServerActiveObject> createSAO(ActiveObjectType type, v3f pos,
|
||||
const std::string &data);
|
||||
};
|
||||
|
||||
// HACK
|
||||
void ServerEnvironment_updatePos(ServerEnvironment *senv, const v3f &pos, u16 id);
|
@ -10,6 +10,7 @@ set (UNITTEST_SRCS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/test_connection.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/test_craft.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/test_datastructures.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/test_k_d_tree.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/test_filesys.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/test_inventory.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/test_irrptr.cpp
|
||||
|
145
src/unittest/test_k_d_tree.cpp
Normal file
145
src/unittest/test_k_d_tree.cpp
Normal file
@ -0,0 +1,145 @@
|
||||
// Copyright (C) 2024 Lars Müller
|
||||
// SPDX-License-Identifier: LGPL-2.1-or-later
|
||||
|
||||
#include "noise.h"
|
||||
#include "test.h"
|
||||
|
||||
#include "util/k_d_tree.h"
|
||||
#include <algorithm>
|
||||
#include <unordered_set>
|
||||
|
||||
class TestKdTree : public TestBase
|
||||
{
|
||||
public:
|
||||
TestKdTree() { TestManager::registerTestModule(this); }
|
||||
const char *getName() { return "TestKdTree"; }
|
||||
|
||||
void runTests(IGameDef *gamedef);
|
||||
|
||||
// TODO basic small cube test
|
||||
void singleUpdate();
|
||||
void randomOps();
|
||||
};
|
||||
|
||||
template<uint8_t Dim, typename Component, typename Id>
|
||||
class ObjectVector {
|
||||
public:
|
||||
using Point = std::array<Component, Dim>;
|
||||
void insert(const Point &p, Id id) {
|
||||
entries.push_back(Entry{p, id});
|
||||
}
|
||||
void remove(Id id) {
|
||||
const auto it = std::find_if(entries.begin(), entries.end(), [&](const auto &e) {
|
||||
return e.id == id;
|
||||
});
|
||||
assert(it != entries.end());
|
||||
entries.erase(it);
|
||||
}
|
||||
void update(const Point &p, Id id) {
|
||||
remove(id);
|
||||
insert(p, id);
|
||||
}
|
||||
template<typename F>
|
||||
void rangeQuery(const Point &min, const Point &max, const F &cb) {
|
||||
for (const auto &e : entries) {
|
||||
for (uint8_t d = 0; d < Dim; ++d)
|
||||
if (e.point[d] < min[d] || e.point[d] > max[d])
|
||||
goto next;
|
||||
cb(e.point, e.id); // TODO check
|
||||
next: {}
|
||||
}
|
||||
}
|
||||
private:
|
||||
struct Entry {
|
||||
Point point;
|
||||
Id id;
|
||||
};
|
||||
std::vector<Entry> entries;
|
||||
};
|
||||
|
||||
static TestKdTree g_test_instance;
|
||||
|
||||
void TestKdTree::runTests(IGameDef *gamedef)
|
||||
{
|
||||
rawstream << "-------- k-d-tree" << std::endl;
|
||||
TEST(singleUpdate);
|
||||
TEST(randomOps);
|
||||
}
|
||||
|
||||
void TestKdTree::singleUpdate() {
|
||||
DynamicKdTrees<3, u16, u16> kds;
|
||||
for (u16 i = 1; i <= 5; ++i)
|
||||
kds.insert({i, i, i}, i);
|
||||
for (u16 i = 1; i <= 5; ++i) {
|
||||
u16 j = i - 1;
|
||||
kds.update({j, j, j}, i);
|
||||
}
|
||||
}
|
||||
|
||||
void TestKdTree::randomOps() {
|
||||
PseudoRandom pr(814538);
|
||||
|
||||
ObjectVector<3, f32, u16> objvec;
|
||||
DynamicKdTrees<3, f32, u16> kds;
|
||||
|
||||
const auto randPos = [&]() {
|
||||
std::array<f32, 3> point;
|
||||
for (uint8_t d = 0; d < 3; ++d)
|
||||
point[d] = pr.range(-1000, 1000);
|
||||
return point;
|
||||
};
|
||||
|
||||
for (u16 id = 1; id < 1000; ++id) {
|
||||
const auto point = randPos();
|
||||
objvec.insert(point, id);
|
||||
kds.insert(point, id);
|
||||
}
|
||||
|
||||
const auto testRandomQuery = [&]() {
|
||||
std::array<f32, 3> min, max;
|
||||
for (uint8_t d = 0; d < 3; ++d) {
|
||||
min[d] = pr.range(-1500, 1500);
|
||||
max[d] = min[d] + pr.range(1, 2500);
|
||||
}
|
||||
std::unordered_set<u16> expected_ids;
|
||||
objvec.rangeQuery(min, max, [&](auto _, u16 id) {
|
||||
UASSERT(expected_ids.count(id) == 0);
|
||||
expected_ids.insert(id);
|
||||
});
|
||||
kds.rangeQuery(min, max, [&](auto point, u16 id) {
|
||||
UASSERT(expected_ids.count(id) == 1);
|
||||
expected_ids.erase(id);
|
||||
});
|
||||
UASSERT(expected_ids.empty());
|
||||
};
|
||||
|
||||
const auto testRandomQueries = [&]() {
|
||||
for (int i = 0; i < 1000; ++i) {
|
||||
testRandomQuery();
|
||||
}
|
||||
};
|
||||
|
||||
testRandomQueries();
|
||||
|
||||
for (u16 id = 1; id < 800; ++id) {
|
||||
objvec.remove(id);
|
||||
kds.remove(id);
|
||||
}
|
||||
|
||||
testRandomQueries();
|
||||
|
||||
for (u16 id = 800; id < 1000; ++id) {
|
||||
const auto point = randPos();
|
||||
objvec.update(point, id);
|
||||
kds.update(point, id);
|
||||
}
|
||||
|
||||
testRandomQueries();
|
||||
|
||||
// Finally, empty the structure(s)
|
||||
for (u16 id = 800; id < 1000; ++id) {
|
||||
objvec.remove(id);
|
||||
kds.remove(id);
|
||||
testRandomQuery();
|
||||
}
|
||||
}
|
499
src/util/k_d_tree.h
Normal file
499
src/util/k_d_tree.h
Normal file
@ -0,0 +1,499 @@
|
||||
// Copyright (C) 2024 Lars Müller
|
||||
// SPDX-License-Identifier: LGPL-2.1-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <algorithm>
|
||||
#include <cassert>
|
||||
#include <cstdint>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
|
||||
/*
|
||||
This implements a dynamic forest of static k-d-trees.
|
||||
|
||||
A k-d-tree is a k-dimensional binary search tree.
|
||||
On the i-th level of the tree, you split by the (i mod k)-th coordinate.
|
||||
|
||||
Building a balanced k-d-tree for n points is done in O(n log n) time:
|
||||
Points are stored in a matrix, identified by indices.
|
||||
These indices are presorted by all k axes.
|
||||
To split, you simply pick the pivot index in the appropriate index array,
|
||||
and mark all points left to it by index in a bitset.
|
||||
This lets you then split the indices sorted by the other axes,
|
||||
while preserving the sorted order.
|
||||
|
||||
This however only gives us a static spatial index.
|
||||
To make it dynamic, we keep a "forest" of k-d-trees of sizes of successive powers of two.
|
||||
When we insert a new tree, we check whether there already is a k-d-tree of the same size.
|
||||
If this is the case, we merge with that tree, giving us a tree of twice the size,
|
||||
and so on, until we find a free size.
|
||||
|
||||
This means our "forest" corresponds to a bit pattern,
|
||||
where a set bit means a non-empty tree.
|
||||
Inserting a point is equivalent to incrementing this bit pattern.
|
||||
|
||||
To handle deletions, we simply mark the appropriate point as deleted using another bitset.
|
||||
When more than half the points have been deleted,
|
||||
we shrink the structure by removing all deleted points.
|
||||
This is equivalent to shifting down the "bit pattern" by one.
|
||||
|
||||
There are plenty variations that could be explored:
|
||||
|
||||
* Keeping a small amount of points in a small pool to make updates faster -
|
||||
avoid building and querying small k-d-trees.
|
||||
This might be useful if the overhead for small sizes hurts performance.
|
||||
* Keeping fewer trees to make queries faster, at the expense of updates.
|
||||
* More eagerly removing entries marked as deleted (for example, on merge).
|
||||
* Replacing the array-backed structure with a structure of dynamically allocated nodes.
|
||||
This would make it possible to "let trees get out of shape".
|
||||
* Shrinking the structure currently sorts the live points by all axes,
|
||||
not leveraging the existing presorting of the subsets.
|
||||
Cleverly done filtering followed by sorted merges should enable linear time.
|
||||
*/
|
||||
|
||||
using Idx = uint16_t; // TODO unify with Id
|
||||
// Use a separate, larger type for sizes than for indices
|
||||
// to make sure there are no wraparounds when we approach the limit.
|
||||
// This hardly affects performance or memory usage;
|
||||
// the core arrays still only store indices.
|
||||
using Size = uint32_t;
|
||||
|
||||
// TODO more doc comments
|
||||
|
||||
// TODO profile and tweak knobs
|
||||
|
||||
// TODO cleanup (split up in header and impl among other things)
|
||||
|
||||
template<uint8_t Dim, typename Component>
|
||||
class Points {
|
||||
public:
|
||||
using Point = std::array<Component, Dim>;
|
||||
//! Empty
|
||||
Points() : n(0), coords(nullptr) {}
|
||||
//! Allocating constructor; leaves coords uninitialized!
|
||||
Points(Size n) : n(n), coords(new Component[Dim * n]) {}
|
||||
//! Copying constructor
|
||||
Points(Size n, const std::array<Component const *, Dim> &coords) : Points(n) {
|
||||
for (uint8_t d = 0; d < Dim; ++d)
|
||||
std::copy(coords[d], coords[d] + n, begin(d));
|
||||
}
|
||||
Size size() const {
|
||||
return n;
|
||||
}
|
||||
void assign(Idx start, const Points &from) {
|
||||
for (uint8_t d = 0; d < Dim; ++d)
|
||||
std::copy(from.begin(d), from.end(d), begin(d) + start);
|
||||
}
|
||||
Point getPoint(Idx i) const {
|
||||
Point point;
|
||||
for (uint8_t d = 0; d < Dim; ++d)
|
||||
point[d] = begin(d)[i];
|
||||
return point;
|
||||
}
|
||||
void setPoint(Idx i, const Point &point) {
|
||||
for (uint8_t d = 0; d < Dim; ++d)
|
||||
begin(d)[i] = point[d];
|
||||
}
|
||||
Component *begin(uint8_t d) {
|
||||
return coords.get() + d * static_cast<std::size_t>(n);
|
||||
}
|
||||
Component *end(uint8_t d) {
|
||||
return begin(d) + n;
|
||||
}
|
||||
const Component *begin(uint8_t d) const {
|
||||
return coords.get() + d * static_cast<std::size_t>(n);
|
||||
}
|
||||
const Component *end(uint8_t d) const {
|
||||
return begin(d) + n;
|
||||
}
|
||||
private:
|
||||
Size n;
|
||||
std::unique_ptr<Component[]> coords;
|
||||
};
|
||||
|
||||
template<uint8_t Dim>
|
||||
class SortedIndices {
|
||||
public:
|
||||
//! empty
|
||||
SortedIndices() : indices() {}
|
||||
|
||||
//! uninitialized indices
|
||||
static SortedIndices newUninitialized(Size n) {
|
||||
return SortedIndices(Points<Dim, Idx>(n));
|
||||
}
|
||||
|
||||
//! Identity permutation on all axes
|
||||
SortedIndices(Size n) : indices(n) {
|
||||
for (uint8_t d = 0; d < Dim; ++d)
|
||||
for (Idx i = 0; i < n; ++i)
|
||||
indices.begin(d)[i] = i;
|
||||
}
|
||||
|
||||
Size size() const {
|
||||
return indices.size();
|
||||
}
|
||||
|
||||
bool empty() const {
|
||||
return size() == 0;
|
||||
}
|
||||
|
||||
struct SplitResult {
|
||||
SortedIndices left, right;
|
||||
Idx pivot;
|
||||
};
|
||||
|
||||
//! Splits the sorted indices in the middle along the specified axis,
|
||||
//! partitioning them into left (<=), the pivot, and right (>=).
|
||||
SplitResult split(uint8_t axis, std::vector<bool> &markers) const {
|
||||
const auto begin = indices.begin(axis);
|
||||
Idx left_n = indices.size() / 2;
|
||||
const auto mid = begin + left_n;
|
||||
|
||||
// Mark all points to be partitioned left
|
||||
for (auto it = begin; it != mid; ++it)
|
||||
markers[*it] = true;
|
||||
|
||||
SortedIndices left(left_n);
|
||||
std::copy(begin, mid, left.indices.begin(axis));
|
||||
SortedIndices right(indices.size() - left_n - 1);
|
||||
std::copy(mid + 1, indices.end(axis), right.indices.begin(axis));
|
||||
|
||||
for (uint8_t d = 0; d < Dim; ++d) {
|
||||
if (d == axis)
|
||||
continue;
|
||||
auto left_ptr = left.indices.begin(d);
|
||||
auto right_ptr = right.indices.begin(d);
|
||||
for (auto it = indices.begin(d); it != indices.end(d); ++it) {
|
||||
if (*it != *mid) { // ignore pivot
|
||||
if (markers[*it])
|
||||
*(left_ptr++) = *it;
|
||||
else
|
||||
*(right_ptr++) = *it;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Unmark points, since we want to reuse the storage for markers
|
||||
for (auto it = begin; it != mid; ++it)
|
||||
markers[*it] = false;
|
||||
|
||||
return SplitResult{std::move(left), std::move(right), *mid};
|
||||
}
|
||||
|
||||
Idx *begin(uint8_t d) {
|
||||
return indices.begin(d);
|
||||
}
|
||||
Idx *end(uint8_t d) {
|
||||
return indices.end(d);
|
||||
}
|
||||
const Idx *begin(uint8_t d) const {
|
||||
return indices.begin(d);
|
||||
}
|
||||
const Idx *end(uint8_t d) const {
|
||||
return indices.end(d);
|
||||
}
|
||||
private:
|
||||
SortedIndices(Points<Dim, Idx> &&indices) : indices(std::move(indices)) {}
|
||||
Points<Dim, Idx> indices;
|
||||
};
|
||||
|
||||
template<uint8_t Dim, class Component>
|
||||
class SortedPoints {
|
||||
public:
|
||||
SortedPoints() : points(), indices() {}
|
||||
|
||||
//! Single point
|
||||
SortedPoints(const std::array<Component, Dim> &point) : points(1), indices(1) {
|
||||
points.setPoint(0, point);
|
||||
}
|
||||
|
||||
//! Sort points
|
||||
SortedPoints(Size n, const std::array<Component const *, Dim> ptrs)
|
||||
: points(n, ptrs), indices(n)
|
||||
{
|
||||
for (uint8_t d = 0; d < Dim; ++d) {
|
||||
const auto coord = points.begin(d);
|
||||
std::sort(indices.begin(d), indices.end(d), [&](auto i, auto j) {
|
||||
return coord[i] < coord[j];
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
//! Merge two sets of sorted points
|
||||
SortedPoints(const SortedPoints &a, const SortedPoints &b)
|
||||
: points(a.size() + b.size())
|
||||
{
|
||||
const auto n = points.size();
|
||||
indices = SortedIndices<Dim>::newUninitialized(n);
|
||||
for (uint8_t d = 0; d < Dim; ++d) {
|
||||
points.assign(0, a.points);
|
||||
points.assign(a.points.size(), b.points);
|
||||
const auto coord = points.begin(d);
|
||||
auto a_ptr = a.indices.begin(d);
|
||||
auto b_ptr = b.indices.begin(d);
|
||||
auto dst_ptr = indices.begin(d);
|
||||
while (a_ptr != a.indices.end(d) && b_ptr != b.indices.end(d)) {
|
||||
const auto i = *a_ptr;
|
||||
const auto j = *b_ptr + a.size();
|
||||
if (coord[i] <= coord[j]) {
|
||||
*(dst_ptr++) = i;
|
||||
++a_ptr;
|
||||
} else {
|
||||
*(dst_ptr++) = j;
|
||||
++b_ptr;
|
||||
}
|
||||
}
|
||||
while (a_ptr != a.indices.end(d))
|
||||
*(dst_ptr++) = *(a_ptr++);
|
||||
while (b_ptr != b.indices.end(d))
|
||||
*(dst_ptr++) = a.size() + *(b_ptr++);
|
||||
}
|
||||
}
|
||||
|
||||
Size size() const {
|
||||
// technically redundant with indices.size(),
|
||||
// but that is irrelevant
|
||||
return points.size();
|
||||
}
|
||||
|
||||
Points<Dim, Component> points;
|
||||
SortedIndices<Dim> indices;
|
||||
};
|
||||
|
||||
template<uint8_t Dim, class Component, class Id>
|
||||
class KdTree {
|
||||
public:
|
||||
using Point = std::array<Component, Dim>;
|
||||
|
||||
//! Empty tree
|
||||
KdTree()
|
||||
: items()
|
||||
, ids(nullptr)
|
||||
, tree(nullptr)
|
||||
, deleted()
|
||||
{}
|
||||
|
||||
//! Build a tree containing just a single point
|
||||
KdTree(const Point &point, const Id &id)
|
||||
: items(point)
|
||||
, ids(std::make_unique<Id[]>(1))
|
||||
, tree(std::make_unique<Idx[]>(1))
|
||||
, deleted(1)
|
||||
{
|
||||
tree[0] = 0;
|
||||
ids[0] = id;
|
||||
}
|
||||
|
||||
//! Build a tree
|
||||
KdTree(Size n, Id const *ids, std::array<Component const *, Dim> pts)
|
||||
: items(n, pts)
|
||||
, ids(std::make_unique<Id[]>(n))
|
||||
, tree(std::make_unique<Idx[]>(n))
|
||||
, deleted(n)
|
||||
{
|
||||
std::copy(ids, ids + n, this->ids.get());
|
||||
init(0, 0, items.indices);
|
||||
}
|
||||
|
||||
//! Merge two trees. Both trees are assumed to have a power of two size.
|
||||
KdTree(const KdTree &a, const KdTree &b)
|
||||
: items(a.items, b.items)
|
||||
{
|
||||
tree = std::make_unique<Idx[]>(cap());
|
||||
ids = std::make_unique<Id[]>(cap());
|
||||
std::copy(a.ids.get(), a.ids.get() + a.cap(), ids.get());
|
||||
std::copy(b.ids.get(), b.ids.get() + b.cap(), ids.get() + a.cap());
|
||||
// Note: Initialize `deleted` *before* calling `init`,
|
||||
// since `init` abuses the `deleted` marks as left/right marks.
|
||||
deleted = std::vector<bool>(cap());
|
||||
init(0, 0, items.indices);
|
||||
std::copy(a.deleted.begin(), a.deleted.end(), deleted.begin());
|
||||
std::copy(b.deleted.begin(), b.deleted.end(), deleted.begin() + a.items.size());
|
||||
}
|
||||
|
||||
// TODO ray proximity query
|
||||
|
||||
template<typename F>
|
||||
void rangeQuery(const Point &min, const Point &max,
|
||||
const F &cb) const {
|
||||
rangeQuery(0, 0, min, max, cb);
|
||||
}
|
||||
|
||||
void remove(Idx internalIdx) {
|
||||
assert(!deleted[internalIdx]);
|
||||
deleted[internalIdx] = true;
|
||||
}
|
||||
|
||||
template<class F>
|
||||
void foreach(F cb) const {
|
||||
for (Idx i = 0; i < cap(); ++i)
|
||||
if (!deleted[i])
|
||||
cb(i, items.points.getPoint(i), ids[i]);
|
||||
}
|
||||
|
||||
//! Capacity, not size, since some items may be marked as deleted
|
||||
Size cap() const {
|
||||
return items.size();
|
||||
}
|
||||
|
||||
//! "Empty" as in "never had anything"
|
||||
bool empty() const {
|
||||
return cap() == 0;
|
||||
}
|
||||
|
||||
private:
|
||||
void init(Idx root, uint8_t axis, const SortedIndices<Dim> &sorted) {
|
||||
// Temporarily abuse "deleted" marks as left/right marks
|
||||
const auto split = sorted.split(axis, deleted);
|
||||
tree[root] = split.pivot;
|
||||
const auto next_axis = (axis + 1) % Dim;
|
||||
if (!split.left.empty())
|
||||
init(2 * root + 1, next_axis, split.left);
|
||||
if (!split.right.empty())
|
||||
init(2 * root + 2, next_axis, split.right);
|
||||
}
|
||||
|
||||
template<typename F>
|
||||
// Note: root is of type std::size_t to avoid issues with wraparound
|
||||
void rangeQuery(std::size_t root, uint8_t split,
|
||||
const Point &min, const Point &max,
|
||||
const F &cb) const {
|
||||
if (root >= cap())
|
||||
return;
|
||||
const auto ptid = tree[root];
|
||||
const auto coord = items.points.begin(split)[ptid];
|
||||
const auto leftChild = 2*root + 1;
|
||||
const auto rightChild = 2*root + 2;
|
||||
const auto nextSplit = (split + 1) % Dim;
|
||||
if (min[split] > coord) {
|
||||
rangeQuery(rightChild, nextSplit, min, max, cb);
|
||||
} else if (max[split] < coord) {
|
||||
rangeQuery(leftChild, nextSplit, min, max, cb);
|
||||
} else {
|
||||
rangeQuery(rightChild, nextSplit, min, max, cb);
|
||||
rangeQuery(leftChild, nextSplit, min, max, cb);
|
||||
if (deleted[ptid])
|
||||
return;
|
||||
const auto point = items.points.getPoint(ptid);
|
||||
for (uint8_t d = 0; d < Dim; ++d)
|
||||
if (point[d] < min[d] || point[d] > max[d])
|
||||
return;
|
||||
cb(point, ids[ptid]);
|
||||
}
|
||||
}
|
||||
SortedPoints<Dim, Component> items;
|
||||
std::unique_ptr<Id[]> ids;
|
||||
std::unique_ptr<Idx[]> tree;
|
||||
// vector because this has the template specialization we want
|
||||
// and i'm too lazy to implement bitsets myself right now
|
||||
// just to shave off 16 redundant bytes (len + cap)
|
||||
std::vector<bool> deleted;
|
||||
};
|
||||
|
||||
template<uint8_t Dim, class Component, class Id>
|
||||
class DynamicKdTrees {
|
||||
using Tree = KdTree<Dim, Component, Id>;
|
||||
public:
|
||||
using Point = typename Tree::Point;
|
||||
void insert(const std::array<Component, Dim> &point, Id id) {
|
||||
Tree tree(point, id);
|
||||
for (uint8_t tree_idx = 0;; ++tree_idx) {
|
||||
if (tree_idx == trees.size()) {
|
||||
trees.push_back(std::move(tree));
|
||||
updateDelEntries(tree_idx);
|
||||
break;
|
||||
}
|
||||
if (trees[tree_idx].empty()) {
|
||||
trees[tree_idx] = std::move(tree);
|
||||
updateDelEntries(tree_idx);
|
||||
break;
|
||||
}
|
||||
tree = Tree(tree, trees[tree_idx]);
|
||||
trees[tree_idx] = std::move(Tree());
|
||||
}
|
||||
++n_entries;
|
||||
}
|
||||
void remove(Id id) {
|
||||
const auto it = del_entries.find(id);
|
||||
assert(it != del_entries.end());
|
||||
trees.at(it->second.tree_idx).remove(it->second.in_tree);
|
||||
del_entries.erase(it);
|
||||
++deleted;
|
||||
if (deleted >= (n_entries+1)/2) // "shift out" the last tree
|
||||
shrink_to_half();
|
||||
}
|
||||
void update(const Point &newPos, Id id) {
|
||||
remove(id);
|
||||
insert(newPos, id);
|
||||
}
|
||||
template<typename F>
|
||||
void rangeQuery(const Point &min, const Point &max,
|
||||
const F &cb) const {
|
||||
for (const auto &tree : trees)
|
||||
tree.rangeQuery(min, max, cb);
|
||||
}
|
||||
Size size() const {
|
||||
return n_entries - deleted;
|
||||
}
|
||||
private:
|
||||
void updateDelEntries(uint8_t tree_idx) {
|
||||
trees[tree_idx].foreach([&](Idx in_tree_idx, auto _, Id id) {
|
||||
del_entries[id] = {tree_idx, in_tree_idx};
|
||||
});
|
||||
}
|
||||
// Shrink to half the size, equivalent to shifting down the "bit pattern".
|
||||
void shrink_to_half() {
|
||||
assert(n_entries >= deleted);
|
||||
assert(n_entries - deleted == (n_entries >> 1));
|
||||
n_entries -= deleted;
|
||||
deleted = 0;
|
||||
// Reset map, freeing memory (instead of clearing)
|
||||
del_entries = std::unordered_map<Id, DelEntry>();
|
||||
|
||||
// Collect all live points and corresponding IDs.
|
||||
const auto live_ids = std::make_unique<Id[]>(n_entries);
|
||||
Points<Dim, Component> live_points(n_entries);
|
||||
Size i = 0;
|
||||
for (const auto &tree : trees) {
|
||||
tree.foreach([&](Idx _, auto point, Id id) {
|
||||
assert(i < n_entries);
|
||||
live_points.setPoint(static_cast<Idx>(i), point);
|
||||
live_ids[i] = id;
|
||||
++i;
|
||||
});
|
||||
}
|
||||
assert(i == n_entries);
|
||||
|
||||
// Construct a new forest.
|
||||
// The "tree pattern" will effectively just be shifted down by one.
|
||||
auto id_ptr = live_ids.get();
|
||||
std::array<Component const *, Dim> point_ptrs;
|
||||
Size n = 1;
|
||||
for (uint8_t d = 0; d < Dim; ++d)
|
||||
point_ptrs[d] = live_points.begin(d);
|
||||
for (uint8_t tree_idx = 0; tree_idx < trees.size() - 1; ++tree_idx, n *= 2) {
|
||||
Tree tree;
|
||||
if (!trees[tree_idx+1].empty()) {
|
||||
tree = std::move(Tree(n, id_ptr, point_ptrs));
|
||||
id_ptr += n;
|
||||
for (uint8_t d = 0; d < Dim; ++d)
|
||||
point_ptrs[d] += n;
|
||||
}
|
||||
trees[tree_idx] = std::move(tree);
|
||||
updateDelEntries(tree_idx);
|
||||
}
|
||||
trees.pop_back(); // "shift out" tree with the most elements
|
||||
}
|
||||
// This could even use an array instead of a vector,
|
||||
// since the number of trees is guaranteed to be logarithmic in the max of Idx
|
||||
std::vector<Tree> trees;
|
||||
struct DelEntry {
|
||||
uint8_t tree_idx;
|
||||
Idx in_tree;
|
||||
};
|
||||
std::unordered_map<Id, DelEntry> del_entries;
|
||||
Size n_entries = 0;
|
||||
Size deleted = 0;
|
||||
};
|
Loading…
Reference in New Issue
Block a user