package scd_micro; import java.util.ArrayList; import java.util.HashMap; import java.util.Iterator; import java.util.LinkedList; /** * Reduces the set of possible collisions by using a voxel drawing algorithm. * * @author Filip Pizlo, Jeff Hagelberg */ class Reducer { /** Creates a Vector2d that represents a voxel. */ protected void voxelHash(Vector3d position, Vector2d voxel) { int x_div = (int) (position.x / voxel_size); voxel.x = voxel_size * (x_div); if (position.x < 0.0f) voxel.x -= voxel_size; int y_div = (int) (position.y / voxel_size); voxel.y = voxel_size * (y_div); if (position.y < 0.0f) voxel.y -= voxel_size; } /** * Puts a Motion object into the voxel map at a voxel. */ protected void putIntoMap(HashMap voxel_map, Vector2d voxel, Motion motion) { if (!voxel_map.containsKey(voxel)) { voxel_map.put(new Vector2d(voxel), new ArrayList()); } ((ArrayList) voxel_map.get(voxel)).add(motion); } /** * Given a voxel and a Motion, determines if they overlap. */ protected boolean isInVoxel(Vector2d voxel, Motion motion) { if (voxel.x > Constants.MAX_X || voxel.x + voxel_size < Constants.MIN_X || voxel.y > Constants.MAX_Y || voxel.y + voxel_size < Constants.MIN_Y) return false; // this code detects intersection between a line segment and a square // (geometric intersection, it ignores the time and speeds of aircraft) // // the intuition is that we transform the coordinates such that the line segment // ends up being a line from (0,0) to (1,1) ; in this transformed system, the coordinates of // the square (becomes rectangle) are (low_x,low_y,high_x,high_y) ; in this transformed system, // it is possible to detect the intersection without further arithmetics (just need comparisons) // // this algorithm is probably of general use ; I have seen too many online posts advising // more complex solution to the problem that involved calculating intersections between rectangle // sides and the segment/line Vector3d init = motion.getFirstPosition(); Vector3d fin = motion.getSecondPosition(); float v_s = voxel_size; float r = Constants.PROXIMITY_RADIUS / 2.0f; float v_x = voxel.x; float x0 = init.x; float xv = fin.x - init.x; float v_y = voxel.y; float y0 = init.y; float yv = fin.y - init.y; float low_x, high_x; low_x = (v_x - r - x0) / xv; high_x = (v_x + v_s + r - x0) / xv; if (xv < 0.0f) { float tmp = low_x; low_x = high_x; high_x = tmp; } float low_y, high_y; low_y = (v_y - r - y0) / yv; high_y = (v_y + v_s + r - y0) / yv; if (yv < 0.0f) { float tmp = low_y; low_y = high_y; high_y = tmp; } // ugliest expression ever. boolean result = ( ( (xv == 0.0 && v_x <= x0 + r && x0 - r <= v_x + v_s) /* no motion in x */ || ((low_x <= 1.0f && 1.0f <= high_x) || (low_x <= 0.0f && 0.0f <= high_x) || (0.0f <= low_x && high_x <= 1.0f)) ) && ( (yv == 0.0 && v_y <= y0 + r && y0 - r <= v_y + v_s) /* no motion in y */ || ((low_y <= 1.0f && 1.0f <= high_y) || (low_y <= 0.0f && 0.0f <= high_y) || (0.0f <= low_y && high_y <= 1.0f)) ) && (xv == 0.0f || yv == 0.0f || /* no motion in x or y or both */ (low_y <= high_x && high_x <= high_y) || (low_y <= low_x && low_x <= high_y) || (low_x <= low_y && high_y <= high_x)) ); return result; } protected void dfsVoxelHashRecurse(Motion motion, Vector2d next_voxel, HashMap voxel_map, HashMap graph_colors) { Vector2d tmp = new Vector2d(); if (isInVoxel(next_voxel, motion) && !graph_colors.containsKey(next_voxel)) { graph_colors.put(new Vector2d(next_voxel), ""); putIntoMap(voxel_map, next_voxel, motion); // left boundary VectorMath.subtract(next_voxel, horizontal, tmp); dfsVoxelHashRecurse(motion, tmp, voxel_map, graph_colors); // right boundary VectorMath.add(next_voxel, horizontal, tmp); dfsVoxelHashRecurse(motion, tmp, voxel_map, graph_colors); // upper boundary VectorMath.add(next_voxel, vertical, tmp); dfsVoxelHashRecurse(motion, tmp, voxel_map, graph_colors); // lower boundary VectorMath.subtract(next_voxel, vertical, tmp); dfsVoxelHashRecurse(motion, tmp, voxel_map, graph_colors); // upper-left VectorMath.subtract(next_voxel, horizontal, tmp); VectorMath.add(tmp, vertical, tmp); dfsVoxelHashRecurse(motion, tmp, voxel_map, graph_colors); // upper-right VectorMath.add(next_voxel, horizontal, tmp); VectorMath.add(tmp, vertical, tmp); dfsVoxelHashRecurse(motion, tmp, voxel_map, graph_colors); // lower-left VectorMath.subtract(next_voxel, horizontal, tmp); VectorMath.subtract(tmp, vertical, tmp); dfsVoxelHashRecurse(motion, tmp, voxel_map, graph_colors); // lower-right VectorMath.add(next_voxel, horizontal, tmp); VectorMath.subtract(tmp, vertical, tmp); dfsVoxelHashRecurse(motion, tmp, voxel_map, graph_colors); } } /** * Colors all of the voxels that overla the Motion. */ protected void performVoxelHashing(Motion motion, HashMap voxel_map, HashMap graph_colors) { graph_colors.clear(); Vector2d voxel = new Vector2d(); voxelHash(motion.getFirstPosition(), voxel); dfsVoxelHashRecurse(motion, voxel, voxel_map, graph_colors); } /** * Takes a List of Motions and returns an List of Lists of Motions, where the inner lists * implement RandomAccess. Each Vector of Motions that is returned represents a set of Motions * that might have collisions. */ public LinkedList reduceCollisionSet(LinkedList motions) { HashMap voxel_map = new HashMap(); HashMap graph_colors = new HashMap(); for (Iterator iter = motions.iterator(); iter.hasNext();) performVoxelHashing((Motion) iter.next(), voxel_map, graph_colors); LinkedList ret = new LinkedList(); for (Iterator iter = voxel_map.values().iterator(); iter.hasNext();) { LinkedList cur_set = (LinkedList) iter.next(); if (cur_set.size() > 1) ret.add(cur_set); } return ret; } /** The voxel size. Each voxel is a square, so the is the length of a side. */ public float voxel_size; /** The horizontal side of a voxel. */ public Vector2d horizontal; /** The vertical side of a voxel. */ public Vector2d vertical; /** Initialize with a voxel size. */ public Reducer(float voxel_size) { this.voxel_size = voxel_size; horizontal = new Vector2d(voxel_size, 0.0f); vertical = new Vector2d(0.0f, voxel_size); } }