package world import ( "errors" "fmt" ) var ( errBadCoordinate = errors.New("invalid coordinates") errBadRadius = errors.New("invalid radius") errNoSuchObject = errors.New("no such object") errIDExhausted = errors.New("primitive id exhausted") ) type indexState struct { initialized bool viewportW int viewportH int zoomFp int } // World stores torus world dimensions, all registered objects, // and the grid-based spatial index built for the current viewport settings. type World struct { W, H int // Fixed-point world size. grid [][][]MapItem cellSize int rows, cols int objects map[PrimitiveID]MapItem styles *StyleTable // PrimitiveID allocator state. nextID PrimitiveID freeIDs []PrimitiveID // Index dirty flag for add/remove updates. indexDirty bool index indexState renderState rendererIncrementalState } // NewWorld constructs a new world with the given real dimensions. // The dimensions are converted to fixed-point and must be positive. func NewWorld(width, height int) *World { if width <= 0 || height <= 0 { panic("invalid width or height") } return &World{ W: width * SCALE, H: height * SCALE, cellSize: 1, objects: make(map[PrimitiveID]MapItem), styles: NewStyleTable(), nextID: 1, // 0 is reserved as "invalid" } } // allocID allocates a new PrimitiveID using a free-list (reusable IDs) and a monotonic counter. // It returns an error if the ID space is exhausted. func (g *World) allocID() (PrimitiveID, error) { if n := len(g.freeIDs); n > 0 { id := g.freeIDs[n-1] g.freeIDs = g.freeIDs[:n-1] return id, nil } if g.nextID == PrimitiveID(^uint32(0)) { return 0, errIDExhausted } id := g.nextID g.nextID++ return id, nil } // freeID returns an id back to the pool. It is safe to call only after the object is removed. func (g *World) freeID(id PrimitiveID) { if id == 0 { return } g.freeIDs = append(g.freeIDs, id) } // checkCoordinate reports whether the fixed-point coordinate (xf, yf) // lies inside the world bounds: [0, W) x [0, H). func (g *World) checkCoordinate(xf, yf int) bool { if xf < 0 || xf >= g.W || yf < 0 || yf >= g.H { return false } return true } // AddStyleLine creates a new line style derived from the default line style. func (g *World) AddStyleLine(override StyleOverride) StyleID { return g.styles.AddDerived(StyleIDDefaultLine, override) } // AddStyleCircle creates a new circle style derived from the default circle style. func (g *World) AddStyleCircle(override StyleOverride) StyleID { return g.styles.AddDerived(StyleIDDefaultCircle, override) } // AddStylePoint creates a new point style derived from the default point style. func (g *World) AddStylePoint(override StyleOverride) StyleID { return g.styles.AddDerived(StyleIDDefaultPoint, override) } // Remove deletes an object by id. It returns errNoSuchObject if the id is unknown. // It marks the spatial index dirty and triggers an autonomous rebuild if possible. func (g *World) Remove(id PrimitiveID) error { if _, ok := g.objects[id]; !ok { return errNoSuchObject } delete(g.objects, id) g.freeID(id) g.indexDirty = true g.rebuildIndexFromLastState() return nil } // Reindex forces rebuilding the spatial index (grid) if the renderer has enough last-state // information to choose a grid cell size. If not enough info exists yet, it keeps indexDirty=true. func (g *World) Reindex() { g.indexDirty = true g.rebuildIndexFromLastState() } // rebuildIndexFromLastState rebuilds the index using last known viewport sizes and zoomFp // from renderer state. If that state is not initialized, it does nothing. func (g *World) rebuildIndexFromLastState() { if !g.indexDirty { return } if !g.index.initialized { return } if g.index.viewportW <= 0 || g.index.viewportH <= 0 || g.index.zoomFp <= 0 { return } g.indexOnViewportChangeZoomFp(g.index.viewportW, g.index.viewportH, g.index.zoomFp) g.indexDirty = false } // AddPoint validates and stores a point primitive in the world. // The input coordinates are given in real world units and are converted // to fixed-point before validation. func (g *World) AddPoint(x, y float64, opts ...PointOpt) (PrimitiveID, error) { xf := fixedPoint(x) yf := fixedPoint(y) if ok := g.checkCoordinate(xf, yf); !ok { return 0, errBadCoordinate } o := defaultPointOptions() for _, opt := range opts { if opt != nil { opt(&o) } } styleID := g.resolvePointStyleID(o) id, err := g.allocID() if err != nil { return 0, err } g.objects[id] = Point{ Id: id, X: xf, Y: yf, Priority: o.Priority, StyleID: styleID, HitSlopPx: o.HitSlopPx, } g.indexDirty = true g.rebuildIndexFromLastState() return id, nil } // AddCircle validates and stores a circle primitive in the world. // The center and radius are given in real world units and are converted // to fixed-point before validation. A zero radius is allowed. func (g *World) AddCircle(x, y, r float64, opts ...CircleOpt) (PrimitiveID, error) { xf := fixedPoint(x) yf := fixedPoint(y) if ok := g.checkCoordinate(xf, yf); !ok { return 0, errBadCoordinate } if r < 0 { return 0, errBadRadius } o := defaultCircleOptions() for _, opt := range opts { if opt != nil { opt(&o) } } styleID := g.resolveCircleStyleID(o) id, err := g.allocID() if err != nil { return 0, err } g.objects[id] = Circle{ Id: id, X: xf, Y: yf, Radius: fixedPoint(r), Priority: o.Priority, StyleID: styleID, HitSlopPx: o.HitSlopPx, } g.indexDirty = true g.rebuildIndexFromLastState() return id, nil } // AddLine validates and stores a line primitive in the world. // The endpoints are given in real world units and are converted // to fixed-point before validation. func (g *World) AddLine(x1, y1, x2, y2 float64, opts ...LineOpt) (PrimitiveID, error) { x1f := fixedPoint(x1) y1f := fixedPoint(y1) x2f := fixedPoint(x2) y2f := fixedPoint(y2) if ok := g.checkCoordinate(x1f, y1f); !ok { return 0, errBadCoordinate } if ok := g.checkCoordinate(x2f, y2f); !ok { return 0, errBadCoordinate } o := defaultLineOptions() for _, opt := range opts { if opt != nil { opt(&o) } } styleID := g.resolveLineStyleID(o) id, err := g.allocID() if err != nil { return 0, err } g.objects[id] = Line{ Id: id, X1: x1f, Y1: y1f, X2: x2f, Y2: y2f, Priority: o.Priority, StyleID: styleID, HitSlopPx: o.HitSlopPx, } g.indexDirty = true g.rebuildIndexFromLastState() return id, nil } func (g *World) resolvePointStyleID(o PointOptions) StyleID { if o.hasStyleID { return o.StyleID } if o.Override.IsZero() { return StyleIDDefaultPoint } return g.styles.AddDerived(StyleIDDefaultPoint, o.Override) } func (g *World) resolveCircleStyleID(o CircleOptions) StyleID { if o.hasStyleID { return o.StyleID } if o.Override.IsZero() { return StyleIDDefaultCircle } return g.styles.AddDerived(StyleIDDefaultCircle, o.Override) } func (g *World) resolveLineStyleID(o LineOptions) StyleID { if o.hasStyleID { return o.StyleID } if o.Override.IsZero() { return StyleIDDefaultLine } return g.styles.AddDerived(StyleIDDefaultLine, o.Override) } // worldToCellX converts a fixed-point X coordinate to a grid column index. func (g *World) worldToCellX(x int) int { return worldToCell(x, g.W, g.cols, g.cellSize) } // worldToCellY converts a fixed-point Y coordinate to a grid row index. func (g *World) worldToCellY(y int) int { return worldToCell(y, g.H, g.rows, g.cellSize) } // resetGrid recreates the spatial grid with the given cell size // and clears all previous indexing state. func (g *World) resetGrid(cellSize int) { if cellSize <= 0 { panic("resetGrid: invalid cell size") } g.cellSize = cellSize g.cols = ceilDiv(g.W, g.cellSize) g.rows = ceilDiv(g.H, g.cellSize) g.grid = make([][][]MapItem, g.rows) for row := range g.grid { g.grid[row] = make([][]MapItem, g.cols) } } // indexObject inserts a single object into all grid cells touched by its // indexing representation. Points are inserted into one cell, while circles // and lines are inserted by their torus-aware bbox coverage. func (g *World) indexObject(o MapItem) { switch mapItem := o.(type) { case Point: col := g.worldToCellX(mapItem.X) row := g.worldToCellY(mapItem.Y) g.grid[row][col] = append(g.grid[row][col], mapItem) case Line: x1 := mapItem.X1 y1 := mapItem.Y1 x2 := mapItem.X2 y2 := mapItem.Y2 x1, x2 = shortestWrappedDelta(x1, x2, g.W) y1, y2 = shortestWrappedDelta(y1, y2, g.H) minX := min(x1, x2) maxX := max(x1, x2) minY := min(y1, y2) maxY := max(y1, y2) if minX == maxX { maxX++ } if minY == maxY { maxY++ } g.indexBBox(mapItem, minX, maxX, minY, maxY) case Circle: g.indexBBox(mapItem, mapItem.MinX(), mapItem.MaxX(), mapItem.MinY(), mapItem.MaxY()) default: panic(fmt.Sprintf("indexing: unknown element %T", mapItem)) } } // indexBBox indexes an object by a half-open fixed-point bbox that may cross // torus boundaries. The bbox is split into wrapped in-world rectangles first, // then all covered grid cells are populated. func (g *World) indexBBox(o MapItem, minX, maxX, minY, maxY int) { rects := splitByWrap(g.W, g.H, minX, maxX, minY, maxY) for _, r := range rects { colStart := g.worldToCellX(r.minX) colEnd := g.worldToCellX(r.maxX - 1) rowStart := g.worldToCellY(r.minY) rowEnd := g.worldToCellY(r.maxY - 1) for col := colStart; col <= colEnd; col++ { for row := rowStart; row <= rowEnd; row++ { g.grid[row][col] = append(g.grid[row][col], o) } } } } // IndexOnViewportChange is called when UI window sizes are changed. // cameraZoom is float64, converted inside world to fixed-point. func (g *World) IndexOnViewportChange(viewportWidthPx, viewportHeightPx int, cameraZoom float64) { zoomFp := mustCameraZoomToWorldFixed(cameraZoom) // must-version is ok here, matches your existing code // Remember params for autonomous reindex after Add/Remove. g.index.initialized = true g.index.viewportW = viewportWidthPx g.index.viewportH = viewportHeightPx g.index.zoomFp = zoomFp g.indexOnViewportChangeZoomFp(viewportWidthPx, viewportHeightPx, zoomFp) g.indexDirty = false } // indexOnViewportChangeZoomFp performs indexing logic using fixed-point zoom. func (g *World) indexOnViewportChangeZoomFp(viewportWidthPx, viewportHeightPx int, zoomFp int) { worldWidth, worldHeight := viewportPxToWorldFixed(viewportWidthPx, viewportHeightPx, zoomFp) cellsAcrossMin := 8 visibleMin := min(worldWidth, worldHeight) cellSize := visibleMin / cellsAcrossMin cellSize = clamp(cellSize, cellSizeMin, cellSizeMax) g.resetGrid(cellSize) for _, o := range g.objects { g.indexObject(o) } }