protected int queryIndex = 0; // current index at stack /// <summary> /// Returns initialized node from stack that also acts as a pool /// The returned reference to node stays in stack /// </summary> /// <returns>Reference to pooled node</returns> private KDQueryNode PushGetQueue() { KDQueryNode node = null; if (count < queueArray.Length) { if (queueArray[count] == null) { queueArray[count] = node = new KDQueryNode(); } else { node = queueArray[count]; } } else { // automatic resize of pool Array.Resize(ref queueArray, queueArray.Length * 2); node = queueArray[count] = new KDQueryNode(); } count++; return(node); }
protected KDQueryNode PopFromHeap() { KDQueryNode heapNode = minHeap.PopObj(); queueArray[queryIndex] = heapNode; queryIndex++; return(heapNode); }
public void ClosestPoint(KDTree tree, Vector3 queryPosition, List <int> resultIndices, List <float> resultDistances = null) { Reset(); Vector3[] points = tree.Points; int[] permutation = tree.Permutation; int smallestIndex = 0; /// Smallest Squared Radius float SSR = Single.PositiveInfinity; var rootNode = tree.RootNode; Vector3 rootClosestPoint = rootNode.bounds.ClosestPoint(queryPosition); PushToHeap(rootNode, rootClosestPoint, queryPosition); KDQueryNode queryNode = null; KDNode node = null; int partitionAxis; float partitionCoord; Vector3 tempClosestPoint; // searching while (minHeap.Count > 0) { queryNode = PopFromHeap(); if (queryNode.distance > SSR) { continue; } node = queryNode.node; if (!node.Leaf) { partitionAxis = node.partitionAxis; partitionCoord = node.partitionCoordinate; tempClosestPoint = queryNode.tempClosestPoint; if ((tempClosestPoint[partitionAxis] - partitionCoord) < 0) { // we already know we are on the side of negative bound/node, // so we don't need to test for distance // push to stack for later querying PushToHeap(node.negativeChild, tempClosestPoint, queryPosition); // project the tempClosestPoint to other bound tempClosestPoint[partitionAxis] = partitionCoord; if (node.positiveChild.Count != 0) { PushToHeap(node.positiveChild, tempClosestPoint, queryPosition); } } else { // we already know we are on the side of positive bound/node, // so we don't need to test for distance // push to stack for later querying PushToHeap(node.positiveChild, tempClosestPoint, queryPosition); // project the tempClosestPoint to other bound tempClosestPoint[partitionAxis] = partitionCoord; if (node.positiveChild.Count != 0) { PushToHeap(node.negativeChild, tempClosestPoint, queryPosition); } } } else { float sqrDist; // LEAF for (int i = node.start; i < node.end; i++) { int index = permutation[i]; sqrDist = Vector3.SqrMagnitude(points[index] - queryPosition); if (sqrDist <= SSR) { SSR = sqrDist; smallestIndex = index; } } } } resultIndices.Add(smallestIndex); if (resultDistances != null) { resultDistances.Add(SSR); } }
/// <summary> /// Returns indices to k closest points, and optionaly can return distances /// </summary> /// <param name="tree">Tree to do search on</param> /// <param name="queryPosition">Position</param> /// <param name="k">Max number of points</param> /// <param name="resultIndices">List where resulting indices will be stored</param> /// <param name="resultDistances">Optional list where resulting distances will be stored</param> public void KNearest(KDTree tree, Vector3 queryPosition, int k, List <int> resultIndices, List <float> resultDistances = null) { // pooled heap arrays KSmallestHeap <int> kHeap; _heaps.TryGetValue(k, out kHeap); if (kHeap == null) { kHeap = new KSmallestHeap <int>(k); _heaps.Add(k, kHeap); } kHeap.Clear(); Reset(); Vector3[] points = tree.Points; int[] permutation = tree.Permutation; ///Biggest Smallest Squared Radius float BSSR = Single.PositiveInfinity; var rootNode = tree.RootNode; Vector3 rootClosestPoint = rootNode.bounds.ClosestPoint(queryPosition); PushToHeap(rootNode, rootClosestPoint, queryPosition); KDQueryNode queryNode = null; KDNode node = null; int partitionAxis; float partitionCoord; Vector3 tempClosestPoint; // searching while (minHeap.Count > 0) { queryNode = PopFromHeap(); if (queryNode.distance > BSSR) { continue; } node = queryNode.node; if (!node.Leaf) { partitionAxis = node.partitionAxis; partitionCoord = node.partitionCoordinate; tempClosestPoint = queryNode.tempClosestPoint; if ((tempClosestPoint[partitionAxis] - partitionCoord) < 0) { // we already know we are on the side of negative bound/node, // so we don't need to test for distance // push to stack for later querying PushToHeap(node.negativeChild, tempClosestPoint, queryPosition); // project the tempClosestPoint to other bound tempClosestPoint[partitionAxis] = partitionCoord; if (node.positiveChild.Count != 0) { PushToHeap(node.positiveChild, tempClosestPoint, queryPosition); } } else { // we already know we are on the side of positive bound/node, // so we don't need to test for distance // push to stack for later querying PushToHeap(node.positiveChild, tempClosestPoint, queryPosition); // project the tempClosestPoint to other bound tempClosestPoint[partitionAxis] = partitionCoord; if (node.positiveChild.Count != 0) { PushToHeap(node.negativeChild, tempClosestPoint, queryPosition); } } } else { float sqrDist; // LEAF for (int i = node.start; i < node.end; i++) { int index = permutation[i]; sqrDist = Vector3.SqrMagnitude(points[index] - queryPosition); if (sqrDist <= BSSR) { kHeap.PushObj(index, sqrDist); if (kHeap.Full) { BSSR = kHeap.HeadValue; } } } } } kHeap.FlushResult(resultIndices, resultDistances); }
/// <summary> /// Search by radius method. /// </summary> /// <param name="tree">Tree to do search on</param> /// <param name="queryPosition">Position</param> /// <param name="queryRadius">Radius</param> /// <param name="resultIndices">Initialized list, cleared.</param> public void Radius(KDTree tree, Vector3 queryPosition, float queryRadius, List <int> resultIndices) { Reset(); Vector3[] points = tree.Points; int[] permutation = tree.Permutation; float squaredRadius = queryRadius * queryRadius; var rootNode = tree.RootNode; PushToQueue(rootNode, rootNode.bounds.ClosestPoint(queryPosition)); KDQueryNode queryNode = null; KDNode node = null; // KD search with pruning (don't visit areas which distance is more away than range) // Recursion done on Stack while (LeftToProcess > 0) { queryNode = PopFromQueue(); node = queryNode.node; if (!node.Leaf) { int partitionAxis = node.partitionAxis; float partitionCoord = node.partitionCoordinate; Vector3 tempClosestPoint = queryNode.tempClosestPoint; if ((tempClosestPoint[partitionAxis] - partitionCoord) < 0) { // we already know we are inside negative bound/node, // so we don't need to test for distance // push to stack for later querying // tempClosestPoint is inside negative side // assign it to negativeChild PushToQueue(node.negativeChild, tempClosestPoint); tempClosestPoint[partitionAxis] = partitionCoord; float sqrDist = Vector3.SqrMagnitude(tempClosestPoint - queryPosition); // testing other side if (node.positiveChild.Count != 0 && sqrDist <= squaredRadius) { PushToQueue(node.positiveChild, tempClosestPoint); } } else { // we already know we are inside positive bound/node, // so we don't need to test for distance // push to stack for later querying // tempClosestPoint is inside positive side // assign it to positiveChild PushToQueue(node.positiveChild, tempClosestPoint); // project the tempClosestPoint to other bound tempClosestPoint[partitionAxis] = partitionCoord; float sqrDist = Vector3.SqrMagnitude(tempClosestPoint - queryPosition); // testing other side if (node.negativeChild.Count != 0 && sqrDist <= squaredRadius) { PushToQueue(node.negativeChild, tempClosestPoint); } } } else { // LEAF for (int i = node.start; i < node.end; i++) { int index = permutation[i]; if (Vector3.SqrMagnitude(points[index] - queryPosition) <= squaredRadius) { resultIndices.Add(index); } } } } }
public void Interval(KDTree tree, Vector3 min, Vector3 max, List <int> resultIndices) { Reset(); Vector3[] points = tree.Points; int[] permutation = tree.Permutation; var rootNode = tree.RootNode; PushToQueue( rootNode, rootNode.bounds.ClosestPoint((min + max) / 2) ); KDQueryNode queryNode = null; KDNode node = null; // KD search with pruning (don't visit areas which distance is more away than range) // Recursion done on Stack while (LeftToProcess > 0) { queryNode = PopFromQueue(); node = queryNode.node; if (!node.Leaf) { int partitionAxis = node.partitionAxis; float partitionCoord = node.partitionCoordinate; Vector3 tempClosestPoint = queryNode.tempClosestPoint; if ((tempClosestPoint[partitionAxis] - partitionCoord) < 0) { // we already know we are inside negative bound/node, // so we don't need to test for distance // push to stack for later querying // tempClosestPoint is inside negative side // assign it to negativeChild PushToQueue(node.negativeChild, tempClosestPoint); tempClosestPoint[partitionAxis] = partitionCoord; // testing other side if (node.positiveChild.Count != 0 && tempClosestPoint[partitionAxis] <= max[partitionAxis]) { PushToQueue(node.positiveChild, tempClosestPoint); } } else { // we already know we are inside positive bound/node, // so we don't need to test for distance // push to stack for later querying // tempClosestPoint is inside positive side // assign it to positiveChild PushToQueue(node.positiveChild, tempClosestPoint); // project the tempClosestPoint to other bound tempClosestPoint[partitionAxis] = partitionCoord; // testing other side if (node.negativeChild.Count != 0 && tempClosestPoint[partitionAxis] >= min[partitionAxis]) { PushToQueue(node.negativeChild, tempClosestPoint); } } } else { // LEAF // testing if node bounds are inside the query interval if (node.bounds.min[0] >= min[0] && node.bounds.min[1] >= min[1] && node.bounds.min[2] >= min[2] && node.bounds.max[0] <= max[0] && node.bounds.max[1] <= max[1] && node.bounds.max[2] <= max[2]) { for (int i = node.start; i < node.end; i++) { resultIndices.Add(permutation[i]); } } // node is not inside query interval, need to do test on each point separately else { for (int i = node.start; i < node.end; i++) { int index = permutation[i]; Vector3 v = points[index]; if (v[0] >= min[0] && v[1] >= min[1] && v[2] >= min[2] && v[0] <= max[0] && v[1] <= max[1] && v[2] <= max[2]) { resultIndices.Add(index); } } } } } }