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sprites!
Former-commit-id: 099c7d1b27988830f6c2d876684d4675078170e9 Former-commit-id: eea5b0ff2a04142e1a19505a98c252a6ca5aa666
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140
src/net/torvald/aa/KDHeapifiedTree.kt
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140
src/net/torvald/aa/KDHeapifiedTree.kt
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package net.torvald.aa
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import net.torvald.point.Point2d
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import net.torvald.terrarum.gameactors.Actor
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import net.torvald.terrarum.gameactors.ActorWithBody
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import net.torvald.terrarum.gameactors.sqr
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import java.util.*
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/**
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* k-d Tree that uses binary heap instead of binary tree to improve data locality
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*
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*
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* -- I couldn't observe any significant boost in performance but this one seems
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* to give 3-4 more frames per second.
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*
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* Created by SKYHi14 on 2017-01-02.
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*
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*
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* Remarks:
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* - NOT using the fullCodePage with 2x2 mode makes it slower... skewed tree generation?
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*/
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class KDHeapifiedTree() {
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private val dimension = 2
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private val initialSize = 128
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private val nodes = Array<ActorWithBody?>(initialSize, { null })
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private val root: Int = 0
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fun findNearest(query: Point2d) =
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getNearest(root, query, 0).get()!!
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private fun Int.get() = nodes[this]?.feetPosPoint
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private fun Int.getActor() = nodes[this]
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private fun Int.getLeft() = this * 2 + 1
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private fun Int.getRight() = this * 2 + 2
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private fun Int.set(value: ActorWithBody?) { nodes[this] = value }
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private fun Int.setLeftChild(value: ActorWithBody?) { nodes[this.getLeft()] = value }
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private fun Int.setRightChild(value: ActorWithBody?) { nodes[this.getRight()] = value }
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private val zeroPoint = Point2d(0.0, 0.0)
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private fun create(points: List<ActorWithBody?>, depth: Int, index: Int): ActorWithBody? {
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if (points.isEmpty()) {
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index.set(null)
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return null
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}
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else {
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val items = points.sortedBy {
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if (it != null) it.feetPosPoint[depth % dimension]
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else Double.POSITIVE_INFINITY
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}
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val halfItems = items.size shr 1
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index.setLeftChild(create(items.subList(0, halfItems), depth + 1, index.getLeft()))
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index.setRightChild(create(items.subList(halfItems + 1, items.size), depth + 1, index.getRight()))
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index.set(items[halfItems])
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return index.getActor()
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}
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}
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private fun getNearest(currentNode: Int, query: Point2d, depth: Int): Int {
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//println("depth, $depth")
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val direction = currentNode.compare(query, depth % dimension)
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val next = if (direction < 0) currentNode.getLeft() else currentNode.getRight()
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val other = if (direction < 0) currentNode.getRight() else currentNode.getLeft()
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var best = if (next.get() == null)
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currentNode
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else
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getNearest(next, query, depth + 1) // traverse to leaf
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if (currentNode.get()!!.distSqr(query) < best.get()!!.distSqr(query)) {
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best = currentNode
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}
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if (other.get() != null) {
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if (currentNode.get()!!.dimDistSqr(query, depth % dimension) < best.get()!!.distSqr(query)) {
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val bestCandidate = getNearest(other, query, depth + 1)
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if (bestCandidate.get()!!.distSqr(query) < best.get()!!.distSqr(query)) {
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best = bestCandidate
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}
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}
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}
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return best // work back up
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}
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private fun expandArray() {
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val prevNodes = nodes.copyOf()
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Array<ActorWithBody?>(prevNodes.size * 2, { null })
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create(prevNodes.toList(), 0, 0)
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}
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fun Int.compare(other: Point2d, dimension: Int) =
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other[dimension] - this.get()!![dimension]
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private fun Point2d.dimDistSqr(other: Point2d, dimension: Int) =
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other[dimension].minus(this[dimension]).sqr()
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private operator fun Point2d.get(index: Int) = if (index == 0) this.x else this.y
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}
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fun intLog2(number: Int): Int {
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var number = number
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if (number == 0) return 0
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var log = 0
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if (number and 0xffff0000.toInt() != 0) {
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number = number ushr 16
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log = 16
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}
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if (number >= 256) {
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number = number ushr 8
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log += 8
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}
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if (number >= 16) {
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number = number ushr 4
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log += 4
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}
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if (number >= 4) {
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number = number ushr 2
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log += 2
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}
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return log + number.ushr(1)
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}
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fun nextPowerOfTwo(number: Int): Int {
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var number = number - 1
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number = number or (number shr 1)
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number = number or (number shr 2)
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number = number or (number shr 4)
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number = number or (number shr 8)
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number = number or (number shr 16)
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number++
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number += if (number == 0) 1 else 0
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return number
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}
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