Skip to content

A 2D Space Allocation algorithm, think of shattering glass indefinitely

License

Notifications You must be signed in to change notification settings

sokorototo/shatter

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

31 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

🥃 shatter: A dumb 2D space allocation algorithm

GitHub License GitHub issues

Given a 2D space defined by an Axis Aligned Bounding Box (AABB) and an 0-indexed array of &[Nodes], a node being a 2D point anywhere and an optional area of influence, shatter returns a list on non-intersecting Axis Aligned Bounding Boxes with each AABB containing a list of indexes to Nodes that contest influence within the AABB. Find below a demonstration image:

  • Space Division Demo
  • Regions with the same influence list have the same colour.

Above, a 600x600 space (The Window's draw area) is divided among several AABBs. Each AABB contains a list of indices to the Nodes list initial input.

🧪 Sample Usage

The example below basically describes the setup for the above image, minus rendering.

use shatter::*;

// define 600x600 space
const WIDTH: isize = 600;
const HEIGHT: isize = 600;

// space goes into the negatives
const X: isize = -200;
const Y: isize = -200;

fn main() {
   // define region
   let arena = BoundingBox::new(X, Y, WIDTH, HEIGHT);

	// define Nodes
	let mut nodes = [
		Node::new(0, 0, Some((550, 210))),
		Node::new(75, 150, Some((25, 30))),
		Node::square(400, 400, Some(100)),
		Node::new(410, 350, Some((100, 70))),
		Node::square(150, 150, Some(300)),
		Node::square(350, 400, Some(75)),
		Node::new(450, 200, Some((100, 75))),
		Node::new(150, 250, Some((60, 250))),
		Node::new(400, 300, Some((100, 250))),
	];

   // generate regions
   let regions = get_regions(&arena, &nodes);
	for (region, influence) in partitions {
		// `influence` is a custom type, use `as_slice` to get a conventional rust slice
		let influence = influence.as_slice();
		println!("Region: {:?}, Influenced Nodes: {:?}", &region, influence);
	}
}

💭 Uses

I don't know, I wasted one weekend thinking this shit out. I wrote it as an optimization to Worley Noise generation on the CPU. A percentage of the remaining space is unallocated and effectively work that's discarded by the eventual pixel filling algorithm. For the allocated AABBs, it a comparison for the closes pixel in a very small array (with 30 nodes the max AABB index size is about 7 and most AABBs are in the 2-4 range). That aside, knock yourself out finding uses for this shit 😆

⚙️ How it works

> WIP 🚧 <

📃 TODO

  • Make BoundingBox struct generic over a numerical type, or just use f32 instead of isize
  • Fix noise example

About

A 2D Space Allocation algorithm, think of shattering glass indefinitely

Topics

Resources

License

Stars

Watchers

Forks

Languages