/// <summary> /// Searches for the closest points in a hyper-sphere around the given center. /// </summary> /// <param name="center">The center of the hyper-sphere</param> /// <param name="radius">The radius of the hyper-sphere</param> /// <param name="neighboors">The number of neighbors to return.</param> /// <returns>The specified number of closest points in the hyper-sphere</returns> public List <TDimension> NearestNeighborsRadial(TDimension center, double radius, int neighboors = -1) { var nearestNeighbors = new BoundedPriorityListCoordinate <int, double>(neighboors == -1 ? this.Count : neighboors, false); var rect = HyperRectCoordinate <TDimension> .Infinite(this.Dimensions, this.MaxValue, this.MinValue); this.SearchForNearestNeighbors(0, center, rect, 0, nearestNeighbors, radius); return(nearestNeighbors.ToResultSetRadial(this, neighboors)); }
/// <summary> /// Finds the nearest neighbors in the <see cref="KDTreeCoordinate{TDimension}"/> of the given <paramref name="point"/>. /// </summary> /// <param name="targetPoint">The point whose neighbors we search for.</param> /// <param name="neighbors">The number of neighbors to look for.</param> /// <returns>The</returns> public List <TDimension> NearestNeighborsLinear(TDimension targetPoint, int neighbors) { var nearestNeighbors = new BoundedPriorityListCoordinate <int, double>(neighbors, true); var rect = HyperRectCoordinate <TDimension> .Infinite(this.Dimensions, this.MaxValue, this.MinValue); this.SearchForNearestNeighbors(0, targetPoint, rect, 0, nearestNeighbors, double.MaxValue); return(nearestNeighbors.ToResultSet(this)); }
/// <summary> /// A top-down recursive method to find the nearest neighbors of a given point. /// </summary> /// <param name="nodeIndex">The index of the node for the current recursion branch.</param> /// <param name="target">The point whose neighbors we are trying to find.</param> /// <param name="rectCoordinate">The <see cref="HyperRectCoordinate{TDimension}"/> containing the possible nearest neighbors.</param> /// <param name="dimension">The current splitting dimension for this recursion branch.</param> /// <param name="nearestNeighbors">The <see cref="BoundedPriorityListCoordinate{TElement,TPriority}"/> containing the nearest neighbors already discovered.</param> /// <param name="maxSearchRadiusSquared">The squared radius of the current largest distance to search from the <paramref name="target"/></param> private void SearchForNearestNeighbors( int nodeIndex, TDimension target, HyperRectCoordinate <TDimension> rectCoordinate, int dimension, BoundedPriorityListCoordinate <int, double> nearestNeighbors, double maxSearchRadiusSquared) { if (this.InternalTreeOfPoints.Length <= nodeIndex || nodeIndex < 0 || this.InternalTreeOfPoints[nodeIndex] == null) { return; } // Work out the current dimension var dim = dimension % this.Dimensions; var leftRect = rectCoordinate.Clone(); var rightRect = rectCoordinate.Clone(); if (dim == 0) { leftRect.MaxPoint.Latitude = this.InternalTreeOfPoints[nodeIndex].Latitude; rightRect.MinPoint.Latitude = this.InternalTreeOfPoints[nodeIndex].Latitude; } if (dim == 1) { leftRect.MaxPoint.Longitude = this.InternalTreeOfPoints[nodeIndex].Longitude; rightRect.MinPoint.Longitude = this.InternalTreeOfPoints[nodeIndex].Longitude; } // Determine which side the target resides in var compare = dim == 0 ? target.Latitude.CompareTo(this.InternalTreeOfPoints[nodeIndex].Latitude) : target.Longitude.CompareTo(this.InternalTreeOfPoints[nodeIndex].Longitude); var nearerRect = compare <= 0 ? leftRect : rightRect; var furtherRect = compare <= 0 ? rightRect : leftRect; var nearerNode = compare <= 0 ? BinaryTreeNavigationCoordinate.LeftChildIndex(nodeIndex) : BinaryTreeNavigationCoordinate.RightChildIndex(nodeIndex); var furtherNode = compare <= 0 ? BinaryTreeNavigationCoordinate.RightChildIndex(nodeIndex) : BinaryTreeNavigationCoordinate.LeftChildIndex(nodeIndex); // Move down into the nearer branch this.SearchForNearestNeighbors( nearerNode, target, nearerRect, dimension + 1, nearestNeighbors, maxSearchRadiusSquared); // Walk down into the further branch but only if our capacity hasn't been reached // OR if there's a region in the further rectangle that's closer to the target than our // current furtherest nearest neighbor var closestPointInFurtherRect = furtherRect.GetClosestPoint(target); var distanceSquaredToTarget = this.Metric(closestPointInFurtherRect, target); if (distanceSquaredToTarget.CompareTo(maxSearchRadiusSquared) <= 0) { if (nearestNeighbors.IsFull) { if (distanceSquaredToTarget.CompareTo(nearestNeighbors.MaxPriority) < 0) { this.SearchForNearestNeighbors( furtherNode, target, furtherRect, dimension + 1, nearestNeighbors, maxSearchRadiusSquared); } } else { this.SearchForNearestNeighbors( furtherNode, target, furtherRect, dimension + 1, nearestNeighbors, maxSearchRadiusSquared); } } // Try to add the current node to our nearest neighbors list distanceSquaredToTarget = this.Metric(this.InternalTreeOfPoints[nodeIndex], target); if (distanceSquaredToTarget.CompareTo(maxSearchRadiusSquared) <= 0 && this.InternalTreeOfPoints[nodeIndex].Used == false) { nearestNeighbors.Add(nodeIndex, distanceSquaredToTarget); } }