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@ -51,21 +51,16 @@ There are plenty variations that could be explored:
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* Shrinking the structure currently sorts the live points by all axes,
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not leveraging the existing presorting of the subsets.
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Cleverly done filtering followed by sorted merges should enable linear time.
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* A special ray proximity query could be implemented. This is tricky however.
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*/
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using Idx = uint16_t; // TODO unify with Id
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using Idx = uint16_t;
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// Use a separate, larger type for sizes than for indices
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// to make sure there are no wraparounds when we approach the limit.
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// This hardly affects performance or memory usage;
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// the core arrays still only store indices.
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using Size = uint32_t;
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// TODO more doc comments
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// TODO profile and tweak knobs
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// TODO cleanup (split up in header and impl among other things)
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template<uint8_t Dim, typename Component>
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class Points {
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public:
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@ -313,8 +308,6 @@ public:
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std::copy(b.deleted.begin(), b.deleted.end(), deleted.begin() + a.items.size());
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}
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// TODO ray proximity query
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template<typename F>
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void rangeQuery(const Point &min, const Point &max,
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const F &cb) const {
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@ -386,9 +379,6 @@ private:
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SortedPoints<Dim, Component> items;
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std::unique_ptr<Id[]> ids;
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std::unique_ptr<Idx[]> tree;
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// vector because this has the template specialization we want
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// and i'm too lazy to implement bitsets myself right now
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// just to shave off 16 redundant bytes (len + cap)
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std::vector<bool> deleted;
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};
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