This is a C++ class template for 3D spatial hashing.
It is a work in progress
hash3 is designed to be used with any type that has a 3D vector type as a member. hash3 and its support files will take care of the rest.
A usage example is provided in this repo. For this example, consider a spatial hashing of particles, where a particle is as follows:
class particle
{
public:
/***
* to work with hash3, the below needs to be
* added -- one typedef and the two get_xyz
* functions. The get_xyz only can return anything
* that has T.x, T.y, T.z
**/
typedef double num_type;
typedef myvect3d vect_type;
static const vect_type& get_xyz(const particle& p){
return p.m_r;
}
/***
* end hash3 boilerplate
**/
particle(const vect_type& v, const vect_type& r,
long id):
m_r(r),m_v(v),m_idx(id)
{}
particle(const particle& x):
m_r(x.m_r),m_v(x.m_v),m_idx(x.m_idx)
{}
particle(particle&& x):
m_r(x.m_r),m_v(x.m_v),m_idx(x.m_idx)
{}
virtual ~particle(){};
vect_type m_r;
vect_type m_v;
long int m_idx;
};
Note that vect_type, in this case, is defined by the client, ie, it is not necessary for the client code to change whatever 3D vector type it is already using.
I opted to require some boilerplate to the type to be hashed in favor of more complex C++ machinery. I am open to simple suggestions which could allow hash3 to be used on classes that can't be modified, for whatever reason.
We can then create a hash of particles with something like:
typedef myvect3d vect3_t;
typedef hash3::int3<int> idx_t;
std::vector<particle> particles;
std::random_device r;
std::default_random_engine e1(r());
std::uniform_real_distribution<double> uniform_dist(0, 10.0);
for(int i = 0; i < 200; i++)
{
particles.push_back( particle( vect3_t(uniform_dist(e1),uniform_dist(e1),uniform_dist(e1) ),
vect3_t(uniform_dist(e1),uniform_dist(e1),uniform_dist(e1) ), i ) );
}
hash3::hash3<particle> storage(std::move(particles), idx_t(5,5,5));