* remove debt from CachingTest https://sonarcloud.io/project/issues?fileUuids=AW3G0SevwB6UiZzQNqXR&id=iluwatar_java-design-patterns&open=AXK0Ozo--CiGJS70dLl0&resolved=false Signed-off-by: Subhrodip Mohanta <subhrodipmohanta@gmail.com> * fixed few debts for Spatial Partition module Mainly convertig Hashtable to HashMaps Signed-off-by: Subhrodip Mohanta <subhrodipmohanta@gmail.com> * fixed some logger norms Signed-off-by: Subhrodip Mohanta <subhrodipmohanta@gmail.com> * fixed few errors as it got mixed with the stash Signed-off-by: Subhrodip Mohanta <subhrodipmohanta@gmail.com>
135 lines
6.2 KiB
Java
135 lines
6.2 KiB
Java
/*
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* The MIT License
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* Copyright © 2014-2019 Ilkka Seppälä
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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package com.iluwatar.spatialpartition;
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import java.util.HashMap;
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import java.util.Random;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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/**
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* <p>The idea behind the <b>Spatial Partition</b> design pattern is to enable efficient location
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* of objects by storing them in a data structure that is organised by their positions. This is
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* especially useful in the gaming world, where one may need to look up all the objects within a
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* certain boundary, or near a certain other object, repeatedly. The data structure can be used to
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* store moving and static objects, though in order to keep track of the moving objects, their
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* positions will have to be reset each time they move. This would mean having to create a new
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* instance of the data structure each frame, which would use up additional memory, and so this
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* pattern should only be used if one does not mind trading memory for speed and the number of
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* objects to keep track of is large to justify the use of the extra space.</p>
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* <p>In our example, we use <b>{@link QuadTree} data structure</b> which divides into 4 (quad)
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* sub-sections when the number of objects added to it exceeds a certain number (int field
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* capacity). There is also a
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* <b>{@link Rect}</b> class to define the boundary of the quadtree. We use an abstract class
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* <b>{@link Point}</b>
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* with x and y coordinate fields and also an id field so that it can easily be put and looked up in
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* the hashmap. This class has abstract methods to define how the object moves (move()), when to
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* check for collision with any object (touches(obj)) and how to handle collision
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* (handleCollision(obj)), and will be extended by any object whose position has to be kept track of
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* in the quadtree. The <b>{@link SpatialPartitionGeneric}</b> abstract class has 2 fields - a
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* hashmap containing all objects (we use hashmap for faster lookups, insertion and deletion)
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* and a quadtree, and contains an abstract method which defines how to handle interactions between
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* objects using the quadtree.</p>
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* <p>Using the quadtree data structure will reduce the time complexity of finding the objects
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* within a certain range from <b>O(n^2) to O(nlogn)</b>, increasing the speed of computations
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* immensely in case of large number of objects, which will have a positive effect on the rendering
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* speed of the game.</p>
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*/
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public class App {
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private static final Logger LOGGER = LoggerFactory.getLogger(App.class);
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private static final String BUBBLE = "Bubble ";
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static void noSpatialPartition(int numOfMovements, HashMap<Integer, Bubble> bubbles) {
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//all bubbles have to be checked for collision for all bubbles
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var bubblesToCheck = bubbles.values();
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//will run numOfMovement times or till all bubbles have popped
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while (numOfMovements > 0 && !bubbles.isEmpty()) {
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bubbles.forEach((i, bubble) -> {
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// bubble moves, new position gets updated
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// and collisions are checked with all bubbles in bubblesToCheck
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bubble.move();
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bubbles.replace(i, bubble);
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bubble.handleCollision(bubblesToCheck, bubbles);
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});
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numOfMovements--;
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}
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//bubbles not popped
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bubbles.keySet().stream().map(key -> BUBBLE + key + " not popped").forEach(LOGGER::info);
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}
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static void withSpatialPartition(
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int height, int width, int numOfMovements, HashMap<Integer, Bubble> bubbles) {
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//creating quadtree
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var rect = new Rect(width / 2D, height / 2D, width, height);
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var quadTree = new QuadTree(rect, 4);
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//will run numOfMovement times or till all bubbles have popped
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while (numOfMovements > 0 && !bubbles.isEmpty()) {
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//quadtree updated each time
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bubbles.values().forEach(quadTree::insert);
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bubbles.forEach((i, bubble) -> {
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//bubble moves, new position gets updated, quadtree used to reduce computations
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bubble.move();
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bubbles.replace(i, bubble);
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var sp = new SpatialPartitionBubbles(bubbles, quadTree);
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sp.handleCollisionsUsingQt(bubble);
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});
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numOfMovements--;
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}
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//bubbles not popped
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bubbles.keySet().stream().map(key -> BUBBLE + key + " not popped").forEach(LOGGER::info);
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}
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/**
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* Program entry point.
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*
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* @param args command line args
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*/
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public static void main(String[] args) {
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var bubbles1 = new HashMap<Integer, Bubble>();
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var bubbles2 = new HashMap<Integer, Bubble>();
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var rand = new Random();
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for (int i = 0; i < 10000; i++) {
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var b = new Bubble(rand.nextInt(300), rand.nextInt(300), i, rand.nextInt(2) + 1);
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bubbles1.put(i, b);
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bubbles2.put(i, b);
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LOGGER.info(BUBBLE, i, " with radius ", b.radius,
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" added at (", b.coordinateX, ",", b.coordinateY + ")");
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}
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var start1 = System.currentTimeMillis();
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App.noSpatialPartition(20, bubbles1);
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var end1 = System.currentTimeMillis();
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var start2 = System.currentTimeMillis();
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App.withSpatialPartition(300, 300, 20, bubbles2);
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var end2 = System.currentTimeMillis();
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LOGGER.info("Without spatial partition takes ", (end1 - start1), "ms");
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LOGGER.info("With spatial partition takes ", (end2 - start2), "ms");
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}
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}
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