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Make base clustering code use the new vector library.

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Viech committed Nov 15, 2015
1 parent e1dd322 commit 326fb8680fa1f74ef89de457b79edc436466f278
Showing with 9 additions and 101 deletions.
  1. +9 −101 src/sgame/Clustering.cpp
@@ -24,105 +24,13 @@ along with Unvanquished. If not, see <http://www.gnu.org/licenses/>.
#include "sg_local.h"

namespace Clustering {
/**
* @brief A point in euclidean space.
* @todo Use engine's vector class once available.
*/
template <int Dim>
class Point {
public:
float coords[Dim];

Point() = default;

Point(const float vec[Dim]) {
for (int i = 0; i < Dim; i++) coords[i] = vec[i];
}

Point(const Point& other) {
for (int i = 0; i < Dim; i++) coords[i] = other.coords[i];
}

void Clear() {
for (int i = 0; i < Dim; i++) coords[i] = 0;
}

float& operator[](int i) {
return coords[i];
}

const float& operator[](int i) const {
return coords[i];
}

Point<Dim> operator+(const Point<Dim>& other) const {
Point<Dim> result;
for (int i = 0; i < Dim; i++) result[i] = coords[i] + other[i];
return result;
}

Point<Dim> operator-(const Point<Dim>& other) const {
Point<Dim> result;
for (int i = 0; i < Dim; i++) result[i] = coords[i] - other[i];
return result;
}

Point<Dim> operator*(float value) const {
Point<Dim> result;
for (int i = 0; i < Dim; i++) result[i] = coords[i] * value;
return result;
}

Point<Dim> operator/(float value) const {
Point<Dim> result;
for (int i = 0; i < Dim; i++) result[i] = coords[i] / value;
return result;
}

void operator+=(const Point<Dim>& other) {
for (int i = 0; i < Dim; i++) coords[i] += other[i];
}

void operator-=(const Point<Dim>& other) {
for (int i = 0; i < Dim; i++) coords[i] -= other[i];
}

void operator*=(float value) {
for (int i = 0; i < Dim; i++) coords[i] *= value;
}

void operator/=(float value) {
for (int i = 0; i < Dim; i++) coords[i] /= value;
}

bool operator==(const Point<Dim>& other) const {
for (int i = 0; i < Dim; i++) if (coords[i] != other[i]) return false;
return true;
}

float Dot(const Point& other) const {
float product = 0;
for (int i = 0; i < Dim; i++) product += coords[i] * other[i];
return product;
}

float Distance(const Point& other) const {
float distanceSquared = 0;
for (int i = 0; i < Dim; i++) {
float delta = coords[i] - other[i];
distanceSquared += delta * delta;
}
return sqrtf(distanceSquared);
}
};

/**
* @brief A cluster of objects located in euclidean space.
*/
template <typename Data, int Dim>
class EuclideanCluster {
public:
typedef Point<Dim> point_type;
typedef Math::Vector<Dim, float> point_type;
typedef std::pair<Data, point_type> record_type;
typedef typename std::unordered_map<Data, point_type>::const_iterator iter_type;

@@ -196,7 +104,7 @@ namespace Clustering {
void UpdateMetadata() {
dirty = false;

center.Clear();

This comment has been minimized.

@Kangz

Kangz Nov 15, 2015

Member

center = Vec3(0.0f); might be more readable, though the compiler will certainly optimize *= 0 to the same code.

This comment has been minimized.

@Viech

Viech Nov 15, 2015

Member

Wouldn't center = Vec3(0.0f); first create a new vector, then copy its content to center? Or does this syntax execute the Vec3 constructor on center directly?

This comment has been minimized.

@mbasaglia

mbasaglia Nov 15, 2015

Member

center = Vec3(0.0f); will indeed create a new object and assign it, though the generated code will be the same as assigning every component.

I doubt center *= 0.0f will be optimized to zero-assignment, since with floats it will still need to check for special values, (ie: NaN, ±Inf)

This comment has been minimized.

@Kangz

Kangz Nov 16, 2015

Member

I thought -ffast-math would disregard that, nvm.

center *= 0.0f;
meanObject = nullptr;
averageDistance = 0;
standardDeviation = 0;
@@ -215,7 +123,7 @@ namespace Clustering {
// Find average distance and mean object
for (auto& record : records) {
point_type& location = record.second;
float distance = location.Distance(center);
float distance = Distance(location, center);
averageDistance += distance;
if (distance < smallestDistance) {
smallestDistance = distance;
@@ -226,7 +134,7 @@ namespace Clustering {

// Find standard deviation
for (auto& record : records) {
float deviation = averageDistance - record.second.Distance(center);
float deviation = averageDistance - Distance(record.second, center);
standardDeviation += deviation * deviation;
}
standardDeviation = sqrtf(standardDeviation / size);
@@ -282,7 +190,7 @@ namespace Clustering {
/**
* @brief Adds or updates the location of objects.
*/
void Update(const Data& data, const Point<Dim>& location) {
void Update(const Data& data, const point_type& location) {
// TODO: Check if the location has actually changed.

// Remove the object first.
@@ -291,7 +199,7 @@ namespace Clustering {
// Iterate over all other objects and save the distance.
for (const vertex_record_type& record : records) {
if (edgeVisCallback == nullptr || edgeVisCallback(data, record.first)) {
float distance = location.Distance(record.second);
float distance = Distance(location, record.second);
edges.insert(std::make_pair(distance, edge_type(data, record.first)));
}
}
@@ -547,7 +455,7 @@ namespace Clustering {
{}

void Update(gentity_t *ent) {
super::Update(ent, point_type(ent->s.origin));
super::Update(ent, point_type::Load(ent->s.origin));
}

/**
@@ -638,7 +546,7 @@ namespace BaseClustering {
// Trace from mean buildable's origin towards cluster center, so that the beacon does
// not spawn inside a wall. Then use MoveTowardsRoom on the trace results.
trace_t tr;
trap_Trace(&tr, mean->s.origin, nullptr, nullptr, center.coords, 0, MASK_SOLID, 0);
trap_Trace(&tr, mean->s.origin, nullptr, nullptr, center.Data(), 0, MASK_SOLID, 0);
Beacon::MoveTowardsRoom(tr.endpos);

// Prepare beacon flags.
@@ -649,7 +557,7 @@ namespace BaseClustering {
// If a fitting beacon close to the target location already exists, move it silently,
// otherwise add a new one.
gentity_t *beacon;
if (!(beacon = Beacon::MoveSimilar(center.coords, tr.endpos, BCT_BASE, 0, team, 0,
if (!(beacon = Beacon::MoveSimilar(center.Data(), tr.endpos, BCT_BASE, 0, team, 0,
baseRadius, eFlags, EF_BC_BASE_RELEVANT))) {
beacon = Beacon::New(tr.endpos, BCT_BASE, (int)baseRadius, team );
beacon->s.eFlags |= eFlags;

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