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/**
* The MIT License
* Copyright (c) 2014-2016 Ilkka Seppälä
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
package com.iluwatar.spatialpartition;
import java.util.ArrayList;
import java.util.Enumeration;
import java.util.Hashtable;
import java.util.Random;
/**
* <p>The idea behind the <b>Spatial Partition</b> design pattern is to enable efficient location of objects
* by storing them in a data structure that is organised by their positions. This is especially useful in the
* gaming world, where one may need to look up all the objects within a certain boundary, or near a certain
* other object, repeatedly. The data structure can be used to store moving and static objects, though in order
* to keep track of the moving objects, their positions will have to be reset each time they move. This would
* mean having to create a new instance of the data structure each frame, which would use up additional memory,
* and so this pattern should only be used if one does not mind trading memory for speed and the number of
* objects to keep track of is large to justify the use of the extra space.</p>
* <p>In our example, we use <b>{@link QuadTree} data structure</b> which divides into 4 (quad) sub-sections when
* the number of objects added to it exceeds a certain number (int field capacity). There is also a
* <b>{@link Rect}</b> class to define the boundary of the quadtree. We use an abstract class <b>{@link Point}</b>
* with x and y coordinate fields and also an id field so that it can easily be put and looked up in the hashtable.
* This class has abstract methods to define how the object moves (move()), when to check for collision with any
* object (touches(obj)) and how to handle collision (handleCollision(obj)), and will be extended by any object
* whose position has to be kept track of in the quadtree. The <b>{@link SpatialPartitionGeneric}</b> abstract class
* has 2 fields - a hashtable containing all objects (we use hashtable for faster lookups, insertion and deletion)
* and a quadtree, and contains an abstract method which defines how to handle interactions between objects using
* the quadtree.</p>
* <p>Using the quadtree data structure will reduce the time complexity of finding the objects within a
* certain range from <b>O(n^2) to O(nlogn)</b>, increasing the speed of computations immensely in case of
* large number of objects, which will have a positive effect on the rendering speed of the game.</p>
*/
public class App {
static void noSpatialPartition(int height, int width,
int numOfMovements, Hashtable<Integer, Bubble> bubbles) {
ArrayList<Point> bubblesToCheck = new ArrayList<Point>();
for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements();) {
bubblesToCheck.add(bubbles.get(e.nextElement())); //all bubbles have to be checked for collision for all bubbles
}
//will run numOfMovement times or till all bubbles have popped
while (numOfMovements > 0 && !bubbles.isEmpty()) {
for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements();) {
Integer i = e.nextElement();
//bubble moves, new position gets updated, collisions checked with all bubbles in bubblesToCheck
bubbles.get(i).move();
bubbles.replace(i, bubbles.get(i));
bubbles.get(i).handleCollision(bubblesToCheck, bubbles);
}
numOfMovements--;
}
for (Integer key : bubbles.keySet()) {
//bubbles not popped
System.out.println("Bubble " + key + " not popped");
}
}
static void withSpatialPartition(int height, int width,
int numOfMovements, Hashtable<Integer, Bubble> bubbles) {
//creating quadtree
Rect rect = new Rect(width / 2,height / 2,width,height);
QuadTree qTree = new QuadTree(rect, 4);
//will run numOfMovement times or till all bubbles have popped
while (numOfMovements > 0 && !bubbles.isEmpty()) {
//quadtree updated each time
for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements();) {
qTree.insert(bubbles.get(e.nextElement()));
}
for (Enumeration<Integer> e = bubbles.keys(); e.hasMoreElements();) {
Integer i = e.nextElement();
//bubble moves, new position gets updated, quadtree used to reduce computations
bubbles.get(i).move();
bubbles.replace(i, bubbles.get(i));
SpatialPartitionBubbles sp = new SpatialPartitionBubbles(bubbles, qTree);
sp.handleCollisionsUsingQt(bubbles.get(i));
}
numOfMovements--;
}
for (Integer key : bubbles.keySet()) {
//bubbles not popped
System.out.println("Bubble " + key + " not popped");
}
}
/**
* Program entry point.
*
* @param args command line args
*/
public static void main(String[] args) {
Hashtable<Integer, Bubble> bubbles1 = new Hashtable<Integer, Bubble>();
Hashtable<Integer, Bubble> bubbles2 = new Hashtable<Integer, Bubble>();
Random rand = new Random();
for (int i = 0; i < 10000; i++) {
Bubble b = new Bubble(rand.nextInt(300), rand.nextInt(300), i, rand.nextInt(2) + 1);
bubbles1.put(i, b);
bubbles2.put(i, b);
System.out.println("Bubble " + i + " with radius " + b.radius + " added at (" + b.x + "," + b.y + ")");
}
long start1 = System.currentTimeMillis();
App.noSpatialPartition(300,300,20,bubbles1);
long end1 = System.currentTimeMillis();
long start2 = System.currentTimeMillis();
App.withSpatialPartition(300,300,20,bubbles2);
long end2 = System.currentTimeMillis();
System.out.println("Without spatial partition takes " + (end1 - start1) + "ms");
System.out.println("With spatial partition takes " + (end2 - start2) + "ms");
}
}