Implement QuadTree 2D
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@@ -3,9 +3,11 @@
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#include <vector>
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#include <cstdint>
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#include <J3ML/LinearAlgebra/Vector2.h>
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#include "AABB2D.h"
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namespace Geometry
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{
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using LinearAlgebra::Vector2;
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template <typename T>
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class QuadTree
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{
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@@ -42,7 +44,125 @@ namespace Geometry
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AABB2D ComputeAABB()
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{}
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float DistanceSq(const Vector2& point) const
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{
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Vector2 centered = point - center;
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Vector2 closestPoint = centered.Clamp(-radius, radius);
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return closestPoint.DistanceSq(centered);
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}
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};
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// Helper struct used when traversing through the tree
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struct TraversalStackItem
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{
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Node *node;
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};
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QuadTree():
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rootNodeIndex(-1),
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boundingAABB(Vector2(0,0), Vector2(0,0))
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{
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// TODO: currently storing persistent raw pointers to this array outside the array
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nodes.reserve(200000);
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}
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/// Removes all nodes and objects in this tree and reintializes the tree to a single root node.
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void Clear(const Vector2& minXY = Vector2(-1, -1), const Vector2& maxXY = Vector2(1, 1));
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/// Places the given object onto the proper (leaf) node of the tree. After placing, if the leaf split rule is
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/// satisfied, subdivides the leaf node into 4 subquadrants and reassings the objects to the new leaves.
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void Add(const T& object);
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/// Removes the given object from this tree.
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/// To call this function, you must define a function QuadTree<T>::Node *GetQuadTreeNode(const T& object)
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/// which returns the node of this quadtree where the object resides in.
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void Remove(const T& object);
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/// @return The bounding rectangle for the whole tree.
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/// @note This bounding rectangle does not tightly bound the objects themselves, only the root node of the tree.
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AABB2D BoundingAABB() const { return boundingAABB; }
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/// @return The topmost node in the tree.
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Node *Root();
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const Node *Root() const;
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/// Returns the total number of nodes (all nodes, i.e. inner nodes + leaves) in the tree.
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/// Runs in constant time.
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int NumNodes() const;
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/// Returns the total number of leaf nodes in the tree.
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/// @warning Runs in time linear 'O(n)' to the number of nodes in the tree.
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int NumLeaves() const;
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/// Returns the total number of inner nodes in the tree.
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/// @warning Runs in time linear 'O(n)' to the number of nodes in the tree.
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int NumInnerNodes() const;
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/// Returns the total number of objects stored in the tree.
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/// @warning Runs in time linear 'O(n)' to the number of nodes in the tree.
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int NumObjects() const;
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/// Returns the maximum height of the whole tree (the path from the root to the farthest leaf node).
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int TreeHeight() const;
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/// Returns the height of the subtree rooted at 'node'.
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int TreeHeight(const Node *node) const;
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/// Performs an AABB intersection query in this Quadtreee, and calls the given callback function for each non-empty
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/// node of the tree which intersects the given AABB.
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/** @param aabb The axis-aligned bounding box to intersect this QuadTree with.
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@param callback A function or a function object of prototype
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bool callbackFunction(QuadTree<T> &tree, const AABB2D &queryAABB, QuadTree<T>::Node &node);
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If the callback function returns true, the execution of the query is stopped and this function immediately
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returns afterwards. If the callback function returns false, the execution of the query continues. */
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template<typename Func>
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inline void AABBQuery(const AABB2D &aabb, Func &callback);
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/// Finds all object pairs inside the given AABB which have colliding AABBs. For each such pair, calls the
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/// specified callback function.
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template<typename Func>
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inline void CollidingPairsQuery(const AABB2D &aabb, Func &callback);
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/// Performs various consistency checks on the given node. Use only for debugging purposes.
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void DebugSanityCheckNode(Node *n);
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private:
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void Add(const T &object, Node *n);
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/// Allocates a sequential 4-tuple of QuadtreeNodes, contiguous in memory.
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int AllocateNodeGroup(Node *parent);
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void SplitLeaf(Node *leaf);
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std::vector<Node> nodes;
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int rootNodeIndex;
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AABB2D boundingAABB;
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void GrowRootTopLeft();
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void GrowRootTopRight();
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void GrowRootBottomLeft();
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void GrowRootBottomRight();
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void GrowImpl(int quadrantForRoot);
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};
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// NOTE: Keep members defined here. Template-parameterized classes
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// can't be split across header and implementation files
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// but the presence of the implementation file is a requirement
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template <typename T>
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void QuadTree<T>::Clear(const Vector2& minXY, const Vector2& maxXY)
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{
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nodes.clear();
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boundingAABB.minPoint = minXY;
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boundingAABB.maxPoint = maxXY;
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rootNodeIndex = AllocateNodeGroup(0);
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Node *root = Root();
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root->center = (minXY + maxXY) * 0.5f;
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root->radius = maxXY - root->center;
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}
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}
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