Example #1
0
        /// <summary>
        /// Inserts an object into the neartree.
        /// </summary>
        public void InsertObject(NearTreeObject nearTreeObject)
        {
            double tempRight = 0;
            double tempLeft  = 0;

            if (m_pRight != null)
            {
                tempRight = Dist(nearTreeObject.Location, m_pRight.Location);
                tempLeft  = Dist(nearTreeObject.Location, m_pLeft.Location);
            }

            if (m_pLeft == null)
            {
                m_pLeft = nearTreeObject;
            }
            else if (m_pRight == null)
            {
                m_pRight = nearTreeObject;
            }
            else if (tempLeft > tempRight)
            {
                if (m_pRightBranch == null)
                {
                    m_pRightBranch = new NearTree(this.Metric);
                }

                // Note: that the next line assumes that m_maxRight
                // is negative for a new node.
                if (m_maxRight < tempRight)
                {
                    m_maxRight = tempRight;
                }
                m_pRightBranch.InsertObject(nearTreeObject);
            }
            else
            {
                if (m_pLeftBranch == null)
                {
                    m_pLeftBranch = new NearTree(this.Metric);
                }

                // Note: that the next line assumes that m_maxLeft
                // is negative for a new node.
                if (m_maxLeft < tempLeft)
                {
                    m_maxLeft = tempLeft;
                }
                m_pLeftBranch.InsertObject(nearTreeObject);
            }
        }
Example #2
0
        private bool FindNearestNeighborRecursive(ref NearTreeObject closest, Vector3D location, ref double searchRadius)
        {
            double tempRadius = 0;
            bool   bRet       = false;

            // First test each of the left and right positions to see
            // if one holds a point nearer than the nearest so far.
            if (m_pLeft != null)
            {
                tempRadius = Dist(location, m_pLeft.Location);
                if (tempRadius <= searchRadius)
                {
                    searchRadius = tempRadius;
                    closest      = m_pLeft;
                    bRet         = true;
                }
            }
            if (m_pRight != null)
            {
                tempRadius = Dist(location, m_pRight.Location);
                if (tempRadius <= searchRadius)
                {
                    searchRadius = tempRadius;
                    closest      = m_pRight;
                    bRet         = true;
                }
            }

            // Now we test to see if the branches below might hold an
            // object nearer than the best so far found. The triangle
            // rule is used to test whether it's even necessary to descend.
            if (m_pLeftBranch != null)
            {
                if ((searchRadius + m_maxLeft) >= Dist(location, m_pLeft.Location))
                {
                    bRet |= m_pLeftBranch.FindNearestNeighborRecursive(ref closest, location, ref searchRadius);
                }
            }
            if (m_pRightBranch != null)
            {
                if ((searchRadius + m_maxRight) >= Dist(location, m_pRight.Location))
                {
                    bRet |= m_pRightBranch.FindNearestNeighborRecursive(ref closest, location, ref searchRadius);
                }
            }

            return(bRet);
        }
Example #3
0
 /// <summary>
 /// Finds the nearest neighbor to a location, and
 /// withing a specified search radius (returns false if none found).
 /// </summary>
 public bool FindNearestNeighbor(out NearTreeObject closest, Vector3D location, double searchRadius)
 {
     closest = null;
     return(FindNearestNeighborRecursive(ref closest, location, ref searchRadius));
 }