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j3ml-fork/include/J3ML/Geometry/QuadTree.h
2024-01-26 15:55:51 -05:00

168 lines
6.3 KiB
C++

#pragma once
#include <vector>
#include <cstdint>
#include <J3ML/LinearAlgebra/Vector2.h>
#include "AABB2D.h"
namespace Geometry
{
using LinearAlgebra::Vector2;
template <typename T>
class QuadTree
{
public:
struct Node
{
Node *parent;
uint32_t childIndex;
std::vector<T> objects;
Vector2 center;
Vector2 radius;
bool IsLeaf() const { return childIndex == 0xFFFFFFFF;}
uint32_t TopLeftChildIndex() const { return childIndex;}
uint32_t TopRightChildIndex() const { return childIndex+1;}
uint32_t BottomLeftChildIndex() const { return childIndex+2;}
uint32_t BottomRightChildIndex() const { return childIndex+3;}
/// This assumes that the QuadTree contains unique objects and never duplicates
void Remove(const T &object)
{
for (size_t i = 0; i < objects.size(); ++i){
if (objects[i] == object) {
AssociateQuadTreeNode(object, 0); // Mark in the object that it has been removed from the QuadTree.
std::swap(objects[i], objects.back());
objects.pop_back();
return;
}
}
}
AABB2D ComputeAABB()
{}
float DistanceSq(const Vector2& point) const
{
Vector2 centered = point - center;
Vector2 closestPoint = centered.Clamp(-radius, radius);
return closestPoint.DistanceSq(centered);
}
};
// Helper struct used when traversing through the tree
struct TraversalStackItem
{
Node *node;
};
QuadTree():
rootNodeIndex(-1),
boundingAABB(Vector2(0,0), Vector2(0,0))
{
// TODO: currently storing persistent raw pointers to this array outside the array
nodes.reserve(200000);
}
/// Removes all nodes and objects in this tree and reintializes the tree to a single root node.
void Clear(const Vector2& minXY = Vector2(-1, -1), const Vector2& maxXY = Vector2(1, 1));
/// Places the given object onto the proper (leaf) node of the tree. After placing, if the leaf split rule is
/// satisfied, subdivides the leaf node into 4 subquadrants and reassings the objects to the new leaves.
void Add(const T& object);
/// Removes the given object from this tree.
/// To call this function, you must define a function QuadTree<T>::Node *GetQuadTreeNode(const T& object)
/// which returns the node of this quadtree where the object resides in.
void Remove(const T& object);
/// @return The bounding rectangle for the whole tree.
/// @note This bounding rectangle does not tightly bound the objects themselves, only the root node of the tree.
AABB2D BoundingAABB() const { return boundingAABB; }
/// @return The topmost node in the tree.
Node *Root();
const Node *Root() const;
/// Returns the total number of nodes (all nodes, i.e. inner nodes + leaves) in the tree.
/// Runs in constant time.
int NumNodes() const;
/// Returns the total number of leaf nodes in the tree.
/// @warning Runs in time linear 'O(n)' to the number of nodes in the tree.
int NumLeaves() const;
/// Returns the total number of inner nodes in the tree.
/// @warning Runs in time linear 'O(n)' to the number of nodes in the tree.
int NumInnerNodes() const;
/// Returns the total number of objects stored in the tree.
/// @warning Runs in time linear 'O(n)' to the number of nodes in the tree.
int NumObjects() const;
/// Returns the maximum height of the whole tree (the path from the root to the farthest leaf node).
int TreeHeight() const;
/// Returns the height of the subtree rooted at 'node'.
int TreeHeight(const Node *node) const;
/// Performs an AABB intersection query in this Quadtreee, and calls the given callback function for each non-empty
/// node of the tree which intersects the given AABB.
/** @param aabb The axis-aligned bounding box to intersect this QuadTree with.
@param callback A function or a function object of prototype
bool callbackFunction(QuadTree<T> &tree, const AABB2D &queryAABB, QuadTree<T>::Node &node);
If the callback function returns true, the execution of the query is stopped and this function immediately
returns afterwards. If the callback function returns false, the execution of the query continues. */
template<typename Func>
inline void AABBQuery(const AABB2D &aabb, Func &callback);
/// Finds all object pairs inside the given AABB which have colliding AABBs. For each such pair, calls the
/// specified callback function.
template<typename Func>
inline void CollidingPairsQuery(const AABB2D &aabb, Func &callback);
/// Performs various consistency checks on the given node. Use only for debugging purposes.
void DebugSanityCheckNode(Node *n);
private:
void Add(const T &object, Node *n);
/// Allocates a sequential 4-tuple of QuadtreeNodes, contiguous in memory.
int AllocateNodeGroup(Node *parent);
void SplitLeaf(Node *leaf);
std::vector<Node> nodes;
int rootNodeIndex;
AABB2D boundingAABB;
void GrowRootTopLeft();
void GrowRootTopRight();
void GrowRootBottomLeft();
void GrowRootBottomRight();
void GrowImpl(int quadrantForRoot);
};
// NOTE: Keep members defined here. Template-parameterized classes
// can't be split across header and implementation files
// but the presence of the implementation file is a requirement
template <typename T>
void QuadTree<T>::Clear(const Vector2& minXY, const Vector2& maxXY)
{
nodes.clear();
boundingAABB.minPoint = minXY;
boundingAABB.maxPoint = maxXY;
rootNodeIndex = AllocateNodeGroup(0);
Node *root = Root();
root->center = (minXY + maxXY) * 0.5f;
root->radius = maxXY - root->center;
}
}