Removed old KD-tree implementation, added summaries to PSXTexture2D
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: 5d9bff9b871f6052f9cb0cea865b5608
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,211 +0,0 @@
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/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
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||||
using System.Collections.Generic;
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namespace DataStructures.ViliWonka.Heap {
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// array start at index 1, optimisation reason
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public abstract class BaseHeap {
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protected int nodesCount;
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protected int maxSize;
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protected float[] heap;
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protected BaseHeap(int initialSize) {
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maxSize = initialSize;
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heap = new float[initialSize + 1];
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}
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public int Count { get { return nodesCount; } }
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public float HeadValue { get { return heap[1]; } }
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public void Clear() {
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nodesCount = 0;
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}
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||||
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||||
protected int Parent(int index) { return (index >> 1); }
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protected int Left (int index) { return (index << 1); }
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protected int Right (int index) { return (index << 1) | 1; }
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||||
// bubble down, MaxHeap version
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protected void BubbleDownMax(int index) {
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||||
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int L = Left(index);
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int R = Right(index);
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// bubbling down, 2 kids
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while (R <= nodesCount) {
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// if heap property is violated between index and Left child
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if(heap[index] < heap[L]) {
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if (heap[L] < heap[R]) {
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Swap(index, R); // left has bigger priority
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index = R;
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}
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else {
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Swap(index, L); // right has bigger priority
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index = L;
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}
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}
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else {
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// if heap property is violated between index and R
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if (heap[index] < heap[R]) {
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Swap(index, R);
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index = R;
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}
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else {
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index = L;
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L = Left(index);
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break;
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}
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}
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L = Left(index);
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R = Right(index);
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||||
}
|
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|
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// only left & last children available to test and swap
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if (L <= nodesCount && heap[index] < heap[L]) {
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Swap(index, L);
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}
|
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}
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|
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// bubble up, MaxHeap version
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protected void BubbleUpMax(int index) {
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int P = Parent(index);
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|
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//swap, until Heap property isn't violated anymore
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while (P > 0 && heap[P] < heap[index]) {
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|
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Swap(P, index);
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||||
|
||||
index = P;
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||||
P = Parent(index);
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||||
}
|
||||
}
|
||||
|
||||
// bubble down, MinHeap version
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protected void BubbleDownMin(int index) {
|
||||
|
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int L = Left(index);
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||||
int R = Right(index);
|
||||
|
||||
// bubbling down, 2 kids
|
||||
while(R <= nodesCount) {
|
||||
|
||||
// if heap property is violated between index and Left child
|
||||
if(heap[index] > heap[L]) {
|
||||
|
||||
if(heap[L] > heap[R]) {
|
||||
|
||||
Swap(index, R); // right has smaller priority
|
||||
index = R;
|
||||
}
|
||||
else {
|
||||
|
||||
Swap(index, L); // left has smaller priority
|
||||
index = L;
|
||||
}
|
||||
}
|
||||
else {
|
||||
// if heap property is violated between index and R
|
||||
if(heap[index] > heap[R]) {
|
||||
|
||||
Swap(index, R);
|
||||
index = R;
|
||||
}
|
||||
else {
|
||||
|
||||
index = L;
|
||||
L = Left(index);
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break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
L = Left(index);
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R = Right(index);
|
||||
}
|
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|
||||
// only left & last children available to test and swap
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if(L <= nodesCount && heap[index] > heap[L]) {
|
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Swap(index, L);
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}
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}
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|
||||
// bubble up, MinHeap version
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protected void BubbleUpMin(int index) {
|
||||
|
||||
int P = Parent(index);
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||||
|
||||
//swap, until Heap property isn't violated anymore
|
||||
while(P > 0 && heap[P] > heap[index]) {
|
||||
|
||||
Swap(P, index);
|
||||
|
||||
index = P;
|
||||
P = Parent(index);
|
||||
}
|
||||
}
|
||||
|
||||
protected float tempHeap;
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||||
protected virtual void Swap(int A, int B) {
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|
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tempHeap = heap[A];
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heap[A] = heap[B];
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heap[B] = tempHeap;
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}
|
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|
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protected virtual void UpsizeHeap() {
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|
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maxSize *= 2;
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System.Array.Resize(ref heap, maxSize + 1);
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}
|
||||
|
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public virtual void PushValue(float h) {
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throw new System.NotImplementedException();
|
||||
}
|
||||
|
||||
public virtual float PopValue() {
|
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throw new System.NotImplementedException();
|
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}
|
||||
|
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public void FlushHeapResult(List<float> heapList) {
|
||||
|
||||
for(int i = 1; i < Count; i++) {
|
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heapList.Add(heap[i]);
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||||
}
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||||
}
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||||
}
|
||||
}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 0a58014cb612f86d1ab500d7c5f6360d
|
||||
@@ -1,229 +0,0 @@
|
||||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace DataStructures.ViliWonka.Heap {
|
||||
|
||||
public class KSmallestHeap : BaseHeap {
|
||||
|
||||
public KSmallestHeap(int maxEntries) : base(maxEntries) {
|
||||
|
||||
}
|
||||
|
||||
public bool Full {
|
||||
get {
|
||||
return maxSize == nodesCount;
|
||||
}
|
||||
}
|
||||
|
||||
// in lots of cases, max head gets removed
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public override void PushValue(float h) {
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||||
|
||||
// if heap full
|
||||
if(nodesCount == maxSize) {
|
||||
|
||||
// if Heads priority is smaller than input priority, then ignore that item
|
||||
if(HeadValue < h) {
|
||||
|
||||
return;
|
||||
}
|
||||
else {
|
||||
|
||||
heap[1] = h; // remove top element
|
||||
BubbleDownMax(1); // bubble it down
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
nodesCount++;
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||||
heap[nodesCount] = h;
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||||
BubbleUpMax(nodesCount);
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||||
}
|
||||
}
|
||||
|
||||
public override float PopValue() {
|
||||
|
||||
if(nodesCount == 0)
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||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
float result = heap[1];
|
||||
|
||||
heap[1] = heap[nodesCount];
|
||||
nodesCount--;
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||||
BubbleDownMax(1);
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||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public void Print() {
|
||||
|
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UnityEngine.Debug.Log("HeapPropertyHolds? " + HeapPropertyHolds(1));
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}
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||||
|
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//should remove
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public bool HeapPropertyHolds(int index, int depth = 0) {
|
||||
|
||||
if (index > nodesCount)
|
||||
return true;
|
||||
|
||||
UnityEngine.Debug.Log(heap[index]);
|
||||
|
||||
int L = Left(index);
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||||
int R = Right(index);
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||||
|
||||
bool bothHold = true;
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||||
|
||||
if(L <= nodesCount) {
|
||||
|
||||
UnityEngine.Debug.Log(heap[index] + " => " + heap[L]);
|
||||
|
||||
if (heap[index] < heap[L])
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bothHold = false;
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||||
}
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||||
|
||||
// if L <= nodesCount, then R <= nodesCount can also happen
|
||||
if (R <= nodesCount) {
|
||||
|
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UnityEngine.Debug.Log(heap[index] + " => " + heap[R]);
|
||||
|
||||
if (bothHold && heap[index] < heap[R])
|
||||
bothHold = false;
|
||||
|
||||
}
|
||||
|
||||
return bothHold & HeapPropertyHolds(L, depth + 1) & HeapPropertyHolds(R, depth + 1);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// array start at index 1
|
||||
// generic version
|
||||
public class KSmallestHeap<T> : KSmallestHeap {
|
||||
|
||||
T[] objs; //objects
|
||||
|
||||
public KSmallestHeap(int maxEntries) : base(maxEntries) {
|
||||
objs = new T[maxEntries + 1];
|
||||
}
|
||||
|
||||
public T HeadHeapObject { get { return objs[1]; } }
|
||||
|
||||
T tempObjs;
|
||||
protected override void Swap(int A, int B) {
|
||||
|
||||
tempHeap = heap[A];
|
||||
tempObjs = objs[A];
|
||||
|
||||
heap[A] = heap[B];
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objs[A] = objs[B];
|
||||
|
||||
heap[B] = tempHeap;
|
||||
objs[B] = tempObjs;
|
||||
}
|
||||
|
||||
public override void PushValue(float h) {
|
||||
throw new System.ArgumentException("Use Push(T, float)!");
|
||||
}
|
||||
|
||||
public void PushObj(T obj, float h) {
|
||||
|
||||
// if heap full
|
||||
if(nodesCount == maxSize) {
|
||||
|
||||
// if Heads priority is smaller than input priority, then ignore that item
|
||||
if(HeadValue < h) {
|
||||
|
||||
return;
|
||||
}
|
||||
else {
|
||||
|
||||
heap[1] = h; // remove top element
|
||||
objs[1] = obj;
|
||||
BubbleDownMax(1); // bubble it down
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
nodesCount++;
|
||||
heap[nodesCount] = h;
|
||||
objs[nodesCount] = obj;
|
||||
BubbleUpMax(nodesCount);
|
||||
}
|
||||
}
|
||||
|
||||
public override float PopValue() {
|
||||
throw new System.ArgumentException("Use PopObj()!");
|
||||
}
|
||||
|
||||
public T PopObj() {
|
||||
|
||||
if(nodesCount == 0)
|
||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
T result = objs[1];
|
||||
|
||||
heap[1] = heap[nodesCount];
|
||||
objs[1] = objs[nodesCount];
|
||||
|
||||
nodesCount--;
|
||||
BubbleDownMax(1);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public T PopObj(ref float heapValue) {
|
||||
|
||||
if(nodesCount == 0)
|
||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
heapValue = heap[1];
|
||||
T result = PopObj();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
//flush internal results, returns ordered data
|
||||
public void FlushResult(List<T> resultList, List<float> heapList = null) {
|
||||
|
||||
int count = nodesCount + 1;
|
||||
|
||||
|
||||
if(heapList == null) {
|
||||
|
||||
for(int i = 1; i < count; i++) {
|
||||
resultList.Add(PopObj());
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
float h = 0f;
|
||||
|
||||
for(int i = 1; i < count; i++) {
|
||||
resultList.Add(PopObj(ref h));
|
||||
heapList.Add(h);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 902305de5cb00eb74a5d1d6b430ab942
|
||||
@@ -1,168 +0,0 @@
|
||||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace DataStructures.ViliWonka.Heap {
|
||||
|
||||
public class MaxHeap : BaseHeap {
|
||||
|
||||
public MaxHeap(int initialSize = 2048) : base(initialSize) {
|
||||
|
||||
|
||||
}
|
||||
|
||||
public override void PushValue(float h) {
|
||||
|
||||
// if heap array is full
|
||||
if(nodesCount == maxSize) {
|
||||
|
||||
UpsizeHeap();
|
||||
}
|
||||
|
||||
nodesCount++;
|
||||
heap[nodesCount] = h;
|
||||
BubbleUpMax(nodesCount);
|
||||
}
|
||||
|
||||
public override float PopValue() {
|
||||
|
||||
if(nodesCount == 0)
|
||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
float result = heap[1];
|
||||
|
||||
heap[1] = heap[nodesCount];
|
||||
nodesCount--;
|
||||
BubbleDownMax(1);
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
// generic version
|
||||
public class MaxHeap<T> : MaxHeap {
|
||||
|
||||
T[] objs; // objects
|
||||
|
||||
public MaxHeap(int maxNodes) : base(maxNodes) {
|
||||
objs = new T[maxNodes + 1];
|
||||
}
|
||||
|
||||
public T HeadHeapObject { get { return objs[1]; } }
|
||||
|
||||
T tempObjs;
|
||||
protected override void Swap(int A, int B) {
|
||||
|
||||
tempHeap = heap[A];
|
||||
tempObjs = objs[A];
|
||||
|
||||
heap[A] = heap[B];
|
||||
objs[A] = objs[B];
|
||||
|
||||
heap[B] = tempHeap;
|
||||
objs[B] = tempObjs;
|
||||
}
|
||||
|
||||
public override void PushValue(float h) {
|
||||
throw new System.ArgumentException("Use PushObj(T, float)!");
|
||||
}
|
||||
|
||||
public override float PopValue() {
|
||||
throw new System.ArgumentException("Use Push(T, float)!");
|
||||
}
|
||||
|
||||
public void PushObj(T obj, float h) {
|
||||
|
||||
// if heap array is full
|
||||
if(nodesCount == maxSize) {
|
||||
UpsizeHeap();
|
||||
}
|
||||
|
||||
nodesCount++;
|
||||
heap[nodesCount] = h;
|
||||
objs[nodesCount] = obj;
|
||||
|
||||
BubbleUpMin(nodesCount);
|
||||
}
|
||||
|
||||
public T PopObj() {
|
||||
|
||||
if(nodesCount == 0)
|
||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
T result = objs[1];
|
||||
|
||||
heap[1] = heap[nodesCount];
|
||||
objs[1] = objs[nodesCount];
|
||||
|
||||
objs[nodesCount] = default(T);
|
||||
|
||||
nodesCount--;
|
||||
BubbleDownMin(1);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
public T PopObj(ref float heapValue) {
|
||||
|
||||
if(nodesCount == 0)
|
||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
heapValue = heap[1];
|
||||
T result = PopObj();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
protected override void UpsizeHeap() {
|
||||
|
||||
maxSize *= 2;
|
||||
System.Array.Resize(ref heap, maxSize + 1);
|
||||
System.Array.Resize(ref objs, maxSize + 1);
|
||||
}
|
||||
|
||||
//flush internal results, returns ordered data
|
||||
public void FlushResult(List<T> resultList, List<float> heapList = null) {
|
||||
|
||||
int count = nodesCount + 1;
|
||||
|
||||
if(heapList == null) {
|
||||
|
||||
for(int i = 1; i < count; i++) {
|
||||
resultList.Add(PopObj());
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
float h = 0f;
|
||||
|
||||
for(int i = 1; i < count; i++) {
|
||||
resultList.Add(PopObj(ref h));
|
||||
heapList.Add(h);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4de1738443a82f33b9102bb09da91d2f
|
||||
@@ -1,171 +0,0 @@
|
||||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace DataStructures.ViliWonka.Heap {
|
||||
|
||||
public class MinHeap : BaseHeap {
|
||||
|
||||
public MinHeap(int initialSize = 2048) : base(initialSize) {
|
||||
|
||||
}
|
||||
|
||||
public override void PushValue(float h) {
|
||||
|
||||
// if heap array is full
|
||||
if(nodesCount == maxSize) {
|
||||
|
||||
UpsizeHeap();
|
||||
}
|
||||
|
||||
nodesCount++;
|
||||
heap[nodesCount] = h;
|
||||
BubbleUpMin(nodesCount);
|
||||
}
|
||||
|
||||
public override float PopValue() {
|
||||
|
||||
if(nodesCount == 0)
|
||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
float result = heap[1];
|
||||
|
||||
heap[1] = heap[nodesCount];
|
||||
|
||||
nodesCount--;
|
||||
|
||||
if(nodesCount != 0)
|
||||
BubbleDownMin(1);
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
// generic version
|
||||
public class MinHeap<T> : MinHeap {
|
||||
|
||||
T[] objs; // objects
|
||||
|
||||
public MinHeap(int maxNodes = 2048) : base(maxNodes) {
|
||||
objs = new T[maxNodes + 1];
|
||||
}
|
||||
|
||||
public T HeadHeapObject { get { return objs[1]; } }
|
||||
|
||||
T tempObjs;
|
||||
protected override void Swap(int A, int B) {
|
||||
|
||||
tempHeap = heap[A];
|
||||
tempObjs = objs[A];
|
||||
|
||||
heap[A] = heap[B];
|
||||
objs[A] = objs[B];
|
||||
|
||||
heap[B] = tempHeap;
|
||||
objs[B] = tempObjs;
|
||||
}
|
||||
|
||||
public override void PushValue(float h) {
|
||||
throw new System.ArgumentException("Use Push(T, float)!");
|
||||
}
|
||||
|
||||
public override float PopValue() {
|
||||
throw new System.ArgumentException("Use Push(T, float)!");
|
||||
}
|
||||
|
||||
public void PushObj(T obj, float h) {
|
||||
|
||||
// if heap array is full
|
||||
if(nodesCount == maxSize) {
|
||||
UpsizeHeap();
|
||||
}
|
||||
|
||||
nodesCount++;
|
||||
heap[nodesCount] = h;
|
||||
objs[nodesCount] = obj;
|
||||
|
||||
BubbleUpMin(nodesCount);
|
||||
}
|
||||
|
||||
public T PopObj() {
|
||||
|
||||
if(nodesCount == 0)
|
||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
T result = objs[1];
|
||||
|
||||
heap[1] = heap[nodesCount];
|
||||
objs[1] = objs[nodesCount];
|
||||
|
||||
objs[nodesCount] = default(T);
|
||||
|
||||
nodesCount--;
|
||||
|
||||
if(nodesCount != 0)
|
||||
BubbleDownMin(1);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public T PopObj(ref float heapValue) {
|
||||
|
||||
if(nodesCount == 0)
|
||||
throw new System.ArgumentException("Heap is empty!");
|
||||
|
||||
heapValue = heap[1];
|
||||
T result = PopObj();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
protected override void UpsizeHeap() {
|
||||
|
||||
maxSize *= 2;
|
||||
System.Array.Resize(ref heap, maxSize + 1);
|
||||
System.Array.Resize(ref objs, maxSize + 1);
|
||||
}
|
||||
|
||||
//flush internal array, returns ordered data
|
||||
public void FlushResult(List<T> resultList, List<float> heapList = null) {
|
||||
|
||||
int count = nodesCount + 1;
|
||||
|
||||
if(heapList == null) {
|
||||
|
||||
for(int i = 1; i < count; i++) {
|
||||
resultList.Add(PopObj());
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
float h = 0f;
|
||||
|
||||
for(int i = 1; i < count; i++) {
|
||||
resultList.Add(PopObj(ref h));
|
||||
heapList.Add(h);
|
||||
}
|
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}
|
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}
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}
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||||
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||||
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||||
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||||
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||||
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 1883466098}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 1.6106011, y: 0.41596547, z: 1.608385}
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||||
m_LocalScale: {x: 1, y: 1, z: 1}
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||||
m_Children: []
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||||
m_Father: {fileID: 0}
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||||
m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
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||||
guid: 57dce109462253f30bda1904173334b8
|
||||
DefaultImporter:
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||||
externalObjects: {}
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
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||||
guid: ec47b0ae95f0bc9ac90d793b3b8192e9
|
||||
folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,73 +0,0 @@
|
||||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
public struct KDBounds {
|
||||
|
||||
public Vector3 min;
|
||||
public Vector3 max;
|
||||
|
||||
public Vector3 size {
|
||||
|
||||
get {
|
||||
return max - min;
|
||||
}
|
||||
}
|
||||
|
||||
// returns unity bounds
|
||||
public Bounds Bounds {
|
||||
|
||||
get {
|
||||
return new Bounds(
|
||||
(min + max) / 2,
|
||||
(max - min)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public Vector3 ClosestPoint(Vector3 point) {
|
||||
|
||||
// X axis
|
||||
if(point.x < min.x) point.x = min.x;
|
||||
else
|
||||
if(point.x > max.x) point.x = max.x;
|
||||
|
||||
// Y axis
|
||||
if(point.y < min.y) point.y = min.y;
|
||||
else
|
||||
if(point.y > max.y) point.y = max.y;
|
||||
|
||||
// Z axis
|
||||
if(point.z < min.z) point.z = min.z;
|
||||
else
|
||||
if(point.z > max.z) point.z = max.z;
|
||||
|
||||
return point;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8d2bf691fd08219d89c9c4d729a8d6d7
|
||||
@@ -1,49 +0,0 @@
|
||||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
public class KDNode {
|
||||
|
||||
public float partitionCoordinate;
|
||||
public int partitionAxis = -1;
|
||||
|
||||
public KDNode negativeChild;
|
||||
public KDNode positiveChild;
|
||||
|
||||
public int start;
|
||||
public int end;
|
||||
|
||||
public int Count { get { return end - start; } }
|
||||
|
||||
public bool Leaf { get { return partitionAxis == -1; } }
|
||||
|
||||
public KDBounds bounds;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f0f1ff21a62e87ca0a4a847161f67fbd
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9065ed313aead20618eb497fa6c25bc9
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 59c04f18f4c9203109233947fa24b400
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,136 +0,0 @@
|
||||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
/*
|
||||
The object used for querying. This object should be persistent - re-used for querying.
|
||||
Contains internal array for pooling, so that it doesn't generate (too much) garbage.
|
||||
The array never down-sizes, only up-sizes, so the more you use this object, less garbage will it make over time.
|
||||
|
||||
Should be used only by 1 thread,
|
||||
which means each thread should have it's own KDQuery object in order for querying to be thread safe.
|
||||
|
||||
KDQuery can query different KDTrees.
|
||||
*/
|
||||
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
public partial class KDQuery {
|
||||
|
||||
protected KDQueryNode[] queueArray; // queue array
|
||||
protected Heap.MinHeap<KDQueryNode> minHeap; //heap for k-nearest
|
||||
protected int count = 0; // size of queue
|
||||
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 void PushToQueue(KDNode node, Vector3 tempClosestPoint) {
|
||||
|
||||
var queryNode = PushGetQueue();
|
||||
queryNode.node = node;
|
||||
queryNode.tempClosestPoint = tempClosestPoint;
|
||||
}
|
||||
|
||||
protected void PushToHeap(KDNode node, Vector3 tempClosestPoint, Vector3 queryPosition) {
|
||||
|
||||
var queryNode = PushGetQueue();
|
||||
queryNode.node = node;
|
||||
queryNode.tempClosestPoint = tempClosestPoint;
|
||||
|
||||
float sqrDist = Vector3.SqrMagnitude(tempClosestPoint - queryPosition);
|
||||
queryNode.distance = sqrDist;
|
||||
minHeap.PushObj(queryNode, sqrDist);
|
||||
}
|
||||
|
||||
protected int LeftToProcess {
|
||||
|
||||
get {
|
||||
return count - queryIndex;
|
||||
}
|
||||
}
|
||||
|
||||
// just gets unprocessed node from stack
|
||||
// increases queryIndex
|
||||
protected KDQueryNode PopFromQueue() {
|
||||
|
||||
var node = queueArray[queryIndex];
|
||||
queryIndex++;
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
protected KDQueryNode PopFromHeap() {
|
||||
|
||||
KDQueryNode heapNode = minHeap.PopObj();
|
||||
|
||||
queueArray[queryIndex]= heapNode;
|
||||
queryIndex++;
|
||||
|
||||
return heapNode;
|
||||
}
|
||||
|
||||
protected void Reset() {
|
||||
|
||||
count = 0;
|
||||
queryIndex = 0;
|
||||
minHeap.Clear();
|
||||
}
|
||||
|
||||
public KDQuery(int queryNodesContainersInitialSize = 2048) {
|
||||
queueArray = new KDQueryNode[queryNodesContainersInitialSize];
|
||||
minHeap = new Heap.MinHeap<KDQueryNode>(queryNodesContainersInitialSize);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7967af123067d1622a5c5fbc948b1f19
|
||||
@@ -1,56 +0,0 @@
|
||||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
#define KDTREE_VISUAL_DEBUG
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
public partial class KDQuery {
|
||||
|
||||
// uses gizmos
|
||||
public void DrawLastQuery() {
|
||||
|
||||
Color start = Color.red;
|
||||
Color end = Color.green;
|
||||
|
||||
start.a = 0.25f;
|
||||
end.a = 0.25f;
|
||||
|
||||
for(int i = 0; i < queryIndex; i++) {
|
||||
|
||||
float val = i / (float)queryIndex;
|
||||
|
||||
Gizmos.color = Color.Lerp(end, start, val);
|
||||
|
||||
Bounds b = queueArray[i].node.bounds.Bounds;
|
||||
|
||||
Gizmos.DrawWireCube(b.center, b.size);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e2a2d436a25ed2ea89df09bc3572fb7d
|
||||
@@ -1,45 +0,0 @@
|
||||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
public class KDQueryNode {
|
||||
|
||||
public KDNode node;
|
||||
public Vector3 tempClosestPoint;
|
||||
public float distance;
|
||||
|
||||
public KDQueryNode() {
|
||||
|
||||
}
|
||||
|
||||
public KDQueryNode(KDNode node, Vector3 tempClosestPoint) {
|
||||
this.node = node;
|
||||
this.tempClosestPoint = tempClosestPoint;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0db79addaf1dc6c12939c505533a7fe7
|
||||
@@ -1,144 +0,0 @@
|
||||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
using Heap;
|
||||
|
||||
public partial class KDQuery {
|
||||
|
||||
public void ClosestPoint(KDTree tree, Vector3 queryPosition, List<int> resultIndices, List<float> resultDistances = null) {
|
||||
|
||||
Reset();
|
||||
|
||||
Vector3[] points = tree.Points;
|
||||
int[] permutation = tree.Permutation;
|
||||
|
||||
if (points.Length == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0c02618e93fdf8299bc09f6285de4d5e
|
||||
@@ -1,151 +0,0 @@
|
||||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
public partial class KDQuery {
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 201cd9cbfb7b7005285e57eb971698cf
|
||||
@@ -1,160 +0,0 @@
|
||||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
#define KDTREE_VISUAL_DEBUG
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
using Heap;
|
||||
|
||||
public partial class KDQuery {
|
||||
|
||||
SortedList<int, KSmallestHeap<int>> _heaps = new SortedList<int, KSmallestHeap<int>>();
|
||||
/// <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);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b3a3e4ea20ad993c68c63d2dccd56e56
|
||||
@@ -1,131 +0,0 @@
|
||||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
public partial class KDQuery {
|
||||
|
||||
/// <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);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9ac26aab538b2e7b3934a1ef1e96549a
|
||||
@@ -1,459 +0,0 @@
|
||||
/*MIT License
|
||||
|
||||
Copyright(c) 2018 Vili Volčini / viliwonka
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
// change to !KDTREE_DUPLICATES
|
||||
// if you know for sure you will not use duplicate coordinates (all unique)
|
||||
#define KDTREE_DUPLICATES
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace DataStructures.ViliWonka.KDTree {
|
||||
|
||||
public class KDTree {
|
||||
|
||||
public KDNode RootNode { get; private set; }
|
||||
|
||||
public Vector3[] Points { get { return points; } } // points on which kd-tree will build on. This array will stay unchanged when re/building kdtree!
|
||||
private Vector3[] points;
|
||||
|
||||
public int[] Permutation { get { return permutation; } } // index aray, that will be permuted
|
||||
private int[] permutation;
|
||||
|
||||
public int Count { get; private set; }
|
||||
|
||||
private int maxPointsPerLeafNode = 32;
|
||||
|
||||
private KDNode[] kdNodesStack;
|
||||
private int kdNodesCount = 0;
|
||||
|
||||
public KDTree(int maxPointsPerLeafNode = 32) {
|
||||
|
||||
Count = 0;
|
||||
points = new Vector3[0];
|
||||
permutation = new int[0];
|
||||
|
||||
kdNodesStack = new KDNode[64];
|
||||
|
||||
this.maxPointsPerLeafNode = maxPointsPerLeafNode;
|
||||
}
|
||||
|
||||
public KDTree(Vector3[] points, int maxPointsPerLeafNode = 32) {
|
||||
|
||||
this.points = points;
|
||||
this.permutation = new int[points.Length];
|
||||
|
||||
Count = points.Length;
|
||||
kdNodesStack = new KDNode[64];
|
||||
|
||||
this.maxPointsPerLeafNode = maxPointsPerLeafNode;
|
||||
|
||||
Rebuild();
|
||||
}
|
||||
|
||||
public void Build(Vector3[] newPoints, int maxPointsPerLeafNode = -1) {
|
||||
|
||||
SetCount(newPoints.Length);
|
||||
|
||||
for(int i = 0; i < Count; i++) {
|
||||
points[i] = newPoints[i];
|
||||
}
|
||||
|
||||
Rebuild(maxPointsPerLeafNode);
|
||||
}
|
||||
|
||||
public void Build(List<Vector3> newPoints, int maxPointsPerLeafNode = -1) {
|
||||
|
||||
SetCount(newPoints.Count);
|
||||
|
||||
for(int i = 0; i < Count; i++) {
|
||||
points[i] = newPoints[i];
|
||||
}
|
||||
|
||||
Rebuild(maxPointsPerLeafNode);
|
||||
}
|
||||
|
||||
public void Rebuild(int maxPointsPerLeafNode = -1) {
|
||||
|
||||
for(int i = 0; i < Count; i++) {
|
||||
permutation[i] = i;
|
||||
}
|
||||
|
||||
if(maxPointsPerLeafNode > 0) {
|
||||
this.maxPointsPerLeafNode = maxPointsPerLeafNode;
|
||||
}
|
||||
|
||||
BuildTree();
|
||||
}
|
||||
|
||||
public void SetCount(int newSize) {
|
||||
|
||||
Count = newSize;
|
||||
// upsize internal arrays
|
||||
if(Count > points.Length) {
|
||||
|
||||
Array.Resize(ref points, Count);
|
||||
Array.Resize(ref permutation, Count);
|
||||
}
|
||||
}
|
||||
|
||||
void BuildTree() {
|
||||
|
||||
ResetKDNodeStack();
|
||||
|
||||
RootNode = GetKDNode();
|
||||
RootNode.bounds = MakeBounds();
|
||||
RootNode.start = 0;
|
||||
RootNode.end = Count;
|
||||
|
||||
SplitNode(RootNode);
|
||||
}
|
||||
|
||||
KDNode GetKDNode() {
|
||||
|
||||
KDNode node = null;
|
||||
|
||||
if(kdNodesCount < kdNodesStack.Length) {
|
||||
|
||||
if(kdNodesStack[kdNodesCount] == null) {
|
||||
kdNodesStack[kdNodesCount] = node = new KDNode();
|
||||
}
|
||||
else {
|
||||
node = kdNodesStack[kdNodesCount];
|
||||
node.partitionAxis = -1;
|
||||
}
|
||||
}
|
||||
else {
|
||||
|
||||
// automatic resize of KDNode pool array
|
||||
Array.Resize(ref kdNodesStack, kdNodesStack.Length * 2);
|
||||
node = kdNodesStack[kdNodesCount] = new KDNode();
|
||||
}
|
||||
|
||||
kdNodesCount++;
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
void ResetKDNodeStack() {
|
||||
kdNodesCount = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// For calculating root node bounds
|
||||
/// </summary>
|
||||
/// <returns>Boundary of all Vector3 points</returns>
|
||||
KDBounds MakeBounds() {
|
||||
|
||||
Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
|
||||
Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
|
||||
|
||||
int even = Count & ~1; // calculate even Length
|
||||
|
||||
// min, max calculations
|
||||
// 3n/2 calculations instead of 2n
|
||||
for (int i0 = 0; i0 < even; i0 += 2) {
|
||||
|
||||
int i1 = i0 + 1;
|
||||
|
||||
// X Coords
|
||||
if (points[i0].x > points[i1].x) {
|
||||
// i0 is bigger, i1 is smaller
|
||||
if (points[i1].x < min.x)
|
||||
min.x = points[i1].x;
|
||||
|
||||
if (points[i0].x > max.x)
|
||||
max.x = points[i0].x;
|
||||
}
|
||||
else {
|
||||
// i1 is smaller, i0 is bigger
|
||||
if (points[i0].x < min.x)
|
||||
min.x = points[i0].x;
|
||||
|
||||
if (points[i1].x > max.x)
|
||||
max.x = points[i1].x;
|
||||
}
|
||||
|
||||
// Y Coords
|
||||
if (points[i0].y > points[i1].y) {
|
||||
// i0 is bigger, i1 is smaller
|
||||
if (points[i1].y < min.y)
|
||||
min.y = points[i1].y;
|
||||
|
||||
if (points[i0].y > max.y)
|
||||
max.y = points[i0].y;
|
||||
}
|
||||
else {
|
||||
// i1 is smaller, i0 is bigger
|
||||
if (points[i0].y < min.y)
|
||||
min.y = points[i0].y;
|
||||
|
||||
if (points[i1].y > max.y)
|
||||
max.y = points[i1].y;
|
||||
}
|
||||
|
||||
// Z Coords
|
||||
if (points[i0].z > points[i1].z) {
|
||||
// i0 is bigger, i1 is smaller
|
||||
if (points[i1].z < min.z)
|
||||
min.z = points[i1].z;
|
||||
|
||||
if (points[i0].z > max.z)
|
||||
max.z = points[i0].z;
|
||||
}
|
||||
else {
|
||||
// i1 is smaller, i0 is bigger
|
||||
if (points[i0].z < min.z)
|
||||
min.z = points[i0].z;
|
||||
|
||||
if (points[i1].z > max.z)
|
||||
max.z = points[i1].z;
|
||||
}
|
||||
}
|
||||
|
||||
// if array was odd, calculate also min/max for the last element
|
||||
if(even != Count) {
|
||||
// X
|
||||
if (min.x > points[even].x)
|
||||
min.x = points[even].x;
|
||||
|
||||
if (max.x < points[even].x)
|
||||
max.x = points[even].x;
|
||||
// Y
|
||||
if (min.y > points[even].y)
|
||||
min.y = points[even].y;
|
||||
|
||||
if (max.y < points[even].y)
|
||||
max.y = points[even].y;
|
||||
// Z
|
||||
if (min.z > points[even].z)
|
||||
min.z = points[even].z;
|
||||
|
||||
if (max.z < points[even].z)
|
||||
max.z = points[even].z;
|
||||
}
|
||||
|
||||
KDBounds b = new KDBounds();
|
||||
b.min = min;
|
||||
b.max = max;
|
||||
|
||||
return b;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Recursive splitting procedure
|
||||
/// </summary>
|
||||
/// <param name="parent">This is where root node goes</param>
|
||||
/// <param name="depth"></param>
|
||||
///
|
||||
void SplitNode(KDNode parent) {
|
||||
|
||||
// center of bounding box
|
||||
KDBounds parentBounds = parent.bounds;
|
||||
Vector3 parentBoundsSize = parentBounds.size;
|
||||
|
||||
// Find axis where bounds are largest
|
||||
int splitAxis = 0;
|
||||
float axisSize = parentBoundsSize.x;
|
||||
|
||||
if (axisSize < parentBoundsSize.y) {
|
||||
splitAxis = 1;
|
||||
axisSize = parentBoundsSize.y;
|
||||
}
|
||||
|
||||
if (axisSize < parentBoundsSize.z) {
|
||||
splitAxis = 2;
|
||||
}
|
||||
|
||||
// Our axis min-max bounds
|
||||
float boundsStart = parentBounds.min[splitAxis];
|
||||
float boundsEnd = parentBounds.max[splitAxis];
|
||||
|
||||
// Calculate the spliting coords
|
||||
float splitPivot = CalculatePivot(parent.start, parent.end, boundsStart, boundsEnd, splitAxis);
|
||||
|
||||
parent.partitionAxis = splitAxis;
|
||||
parent.partitionCoordinate = splitPivot;
|
||||
|
||||
// 'Spliting' array to two subarrays
|
||||
int splittingIndex = Partition(parent.start, parent.end, splitPivot, splitAxis);
|
||||
|
||||
// Negative / Left node
|
||||
Vector3 negMax = parentBounds.max;
|
||||
negMax[splitAxis] = splitPivot;
|
||||
|
||||
KDNode negNode = GetKDNode();
|
||||
negNode.bounds = parentBounds;
|
||||
negNode.bounds.max = negMax;
|
||||
negNode.start = parent.start;
|
||||
negNode.end = splittingIndex;
|
||||
parent.negativeChild = negNode;
|
||||
|
||||
// Positive / Right node
|
||||
Vector3 posMin = parentBounds.min;
|
||||
posMin[splitAxis] = splitPivot;
|
||||
|
||||
KDNode posNode = GetKDNode();
|
||||
posNode.bounds = parentBounds;
|
||||
posNode.bounds.min = posMin;
|
||||
posNode.start = splittingIndex;
|
||||
posNode.end = parent.end;
|
||||
parent.positiveChild = posNode;
|
||||
|
||||
// check if we are actually splitting it anything
|
||||
// this if check enables duplicate coordinates, but makes construction a bit slower
|
||||
#if KDTREE_DUPLICATES
|
||||
if(negNode.Count != 0 && posNode.Count != 0) {
|
||||
#endif
|
||||
// Constraint function deciding if split should be continued
|
||||
if(ContinueSplit(negNode))
|
||||
SplitNode(negNode);
|
||||
|
||||
|
||||
if(ContinueSplit(posNode))
|
||||
SplitNode(posNode);
|
||||
|
||||
#if KDTREE_DUPLICATES
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sliding midpoint splitting pivot calculation
|
||||
/// 1. First splits node to two equal parts (midPoint)
|
||||
/// 2. Checks if elements are in both sides of splitted bounds
|
||||
/// 3a. If they are, just return midPoint
|
||||
/// 3b. If they are not, then points are only on left or right bound.
|
||||
/// 4. Move the splitting pivot so that it shrinks part with points completely (calculate min or max dependent) and return.
|
||||
/// </summary>
|
||||
/// <param name="start"></param>
|
||||
/// <param name="end"></param>
|
||||
/// <param name="boundsStart"></param>
|
||||
/// <param name="boundsEnd"></param>
|
||||
/// <param name="axis"></param>
|
||||
/// <returns></returns>
|
||||
float CalculatePivot(int start, int end, float boundsStart, float boundsEnd, int axis) {
|
||||
|
||||
//! sliding midpoint rule
|
||||
float midPoint = (boundsStart + boundsEnd) / 2f;
|
||||
|
||||
bool negative = false;
|
||||
bool positive = false;
|
||||
|
||||
float negMax = Single.MinValue;
|
||||
float posMin = Single.MaxValue;
|
||||
|
||||
// this for loop section is used both for sorted and unsorted data
|
||||
for (int i = start; i < end; i++) {
|
||||
|
||||
if (points[permutation[i]][axis] < midPoint)
|
||||
negative = true;
|
||||
else
|
||||
positive = true;
|
||||
|
||||
if (negative == true && positive == true)
|
||||
return midPoint;
|
||||
}
|
||||
|
||||
if (negative) {
|
||||
|
||||
for (int i = start; i < end; i++)
|
||||
if (negMax < points[permutation[i]][axis])
|
||||
negMax = points[permutation[i]][axis];
|
||||
|
||||
return negMax;
|
||||
}
|
||||
else {
|
||||
|
||||
for (int i = start; i < end; i++)
|
||||
if (posMin > points[permutation[i]][axis])
|
||||
posMin = points[permutation[i]][axis];
|
||||
|
||||
return posMin;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Similar to Hoare partitioning algorithm (used in Quick Sort)
|
||||
/// Modification: pivot is not left-most element but is instead argument of function
|
||||
/// Calculates splitting index and partially sorts elements (swaps them until they are on correct side - depending on pivot)
|
||||
/// Complexity: O(n)
|
||||
/// </summary>
|
||||
/// <param name="start">Start index</param>
|
||||
/// <param name="end">End index</param>
|
||||
/// <param name="partitionPivot">Pivot that decides boundary between left and right</param>
|
||||
/// <param name="axis">Axis of this pivoting</param>
|
||||
/// <returns>
|
||||
/// Returns splitting index that subdivides array into 2 smaller arrays
|
||||
/// left = [start, pivot),
|
||||
/// right = [pivot, end)
|
||||
/// </returns>
|
||||
int Partition(int start, int end, float partitionPivot, int axis) {
|
||||
|
||||
// note: increasing right pointer is actually decreasing!
|
||||
int LP = start - 1; // left pointer (negative side)
|
||||
int RP = end; // right pointer (positive side)
|
||||
|
||||
int temp; // temporary var for swapping permutation indexes
|
||||
|
||||
while (true) {
|
||||
|
||||
do {
|
||||
// move from left to the right until "out of bounds" value is found
|
||||
LP++;
|
||||
}
|
||||
while (LP < RP && points[permutation[LP]][axis] < partitionPivot);
|
||||
|
||||
do {
|
||||
// move from right to the left until "out of bounds" value found
|
||||
RP--;
|
||||
}
|
||||
while (LP < RP && points[permutation[RP]][axis] >= partitionPivot);
|
||||
|
||||
if (LP < RP) {
|
||||
// swap
|
||||
temp = permutation[LP];
|
||||
permutation[LP] = permutation[RP];
|
||||
permutation[RP] = temp;
|
||||
}
|
||||
else {
|
||||
|
||||
return LP;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constraint function. You can add custom constraints here - if you have some other data/classes binded to Vector3 points
|
||||
/// Can hardcode it into
|
||||
/// </summary>
|
||||
/// <param name="node"></param>
|
||||
/// <returns></returns>
|
||||
bool ContinueSplit(KDNode node) {
|
||||
|
||||
return (node.Count > maxPointsPerLeafNode);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cb2a53f24c1d57ed6adef63d87b95550
|
||||
@@ -6,6 +6,9 @@ using static PSXSplash.RuntimeCode.TextureQuantizer;
|
||||
namespace PSXSplash.RuntimeCode
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// Represents the bit depth of a PSX texture.
|
||||
/// </summary>
|
||||
public enum PSXBPP
|
||||
{
|
||||
TEX_4BIT = 4,
|
||||
@@ -13,38 +16,61 @@ namespace PSXSplash.RuntimeCode
|
||||
TEX_16BIT = 15
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Represents a pixel in VRAM with RGB components and a semi-transparency flag.
|
||||
/// </summary>
|
||||
public struct VRAMPixel
|
||||
{
|
||||
private ushort r; // 0-4 bits
|
||||
private ushort g; // 5-9 bits
|
||||
private ushort b; // 10-14 bits
|
||||
|
||||
/// <summary>
|
||||
/// Red component (0-4 bits).
|
||||
/// </summary>
|
||||
public ushort R
|
||||
{
|
||||
get => r;
|
||||
set => r = (ushort)(value & 0b11111);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Green component (0-4 bits).
|
||||
/// </summary>
|
||||
public ushort G
|
||||
{
|
||||
get => g;
|
||||
set => g = (ushort)(value & 0b11111);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Blue component (0-4 bits).
|
||||
/// </summary>
|
||||
public ushort B
|
||||
{
|
||||
get => b;
|
||||
set => b = (ushort)(value & 0b11111);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets a value indicating whether the pixel is semi-transparent (15th bit).
|
||||
/// </summary>
|
||||
public bool SemiTransparent { get; set; } // 15th bit
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Packs the RGB components and semi-transparency flag into a single ushort value.
|
||||
/// </summary>
|
||||
/// <returns>The packed ushort value.</returns>
|
||||
public ushort Pack()
|
||||
{
|
||||
return (ushort)((r << 11) | (g << 6) | (b << 1) | (SemiTransparent ? 1 : 0));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unpacks the RGB components and semi-transparency flag from a packed ushort value.
|
||||
/// </summary>
|
||||
/// <param name="packedValue">The packed ushort value.</param>
|
||||
public void Unpack(ushort packedValue)
|
||||
{
|
||||
r = (ushort)((packedValue >> 11) & 0b11111);
|
||||
@@ -54,12 +80,14 @@ namespace PSXSplash.RuntimeCode
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Represents a PSX texture with various bit depths and provides methods to create and manipulate the texture.
|
||||
/// </summary>
|
||||
public class PSXTexture2D
|
||||
{
|
||||
public int Width { get; set; }
|
||||
public int Height { get; set; }
|
||||
public int[] Pixels { get; set; }
|
||||
public int[] PixelIndices { get; set; }
|
||||
public List<VRAMPixel> ColorPalette = new List<VRAMPixel>();
|
||||
public PSXBPP BitDepth { get; set; }
|
||||
private int _maxColors;
|
||||
@@ -67,7 +95,12 @@ namespace PSXSplash.RuntimeCode
|
||||
// Used only for 16bpp
|
||||
public ushort[] ImageData { get; set; }
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Creates a PSX texture from a given Texture2D with the specified bit depth.
|
||||
/// </summary>
|
||||
/// <param name="inputTexture">The input Texture2D.</param>
|
||||
/// <param name="bitDepth">The desired bit depth for the PSX texture.</param>
|
||||
/// <returns>The created PSXTexture2D.</returns>
|
||||
public static PSXTexture2D CreateFromTexture2D(Texture2D inputTexture, PSXBPP bitDepth)
|
||||
{
|
||||
PSXTexture2D psxTex = new PSXTexture2D();
|
||||
@@ -76,6 +109,7 @@ namespace PSXSplash.RuntimeCode
|
||||
psxTex.Height = inputTexture.height;
|
||||
psxTex.BitDepth = bitDepth;
|
||||
|
||||
|
||||
if (bitDepth == PSXBPP.TEX_16BIT)
|
||||
{
|
||||
psxTex.ImageData = new ushort[inputTexture.width * inputTexture.height];
|
||||
@@ -101,12 +135,12 @@ namespace PSXSplash.RuntimeCode
|
||||
}
|
||||
|
||||
|
||||
psxTex.Pixels = new int[psxTex.Width * psxTex.Height];
|
||||
psxTex.PixelIndices = new int[psxTex.Width * psxTex.Height];
|
||||
for (int x = 0; x < psxTex.Width; x++)
|
||||
{
|
||||
for (int y = 0; y < psxTex.Height; y++)
|
||||
{
|
||||
psxTex.Pixels[x + y * psxTex.Width] = result.Indices[x, y];
|
||||
psxTex.PixelIndices[x + y * psxTex.Width] = result.Indices[x, y];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -114,6 +148,11 @@ namespace PSXSplash.RuntimeCode
|
||||
return psxTex;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Generates a preview Texture2D from the PSX texture.
|
||||
/// </summary>
|
||||
/// <returns>The generated preview Texture2D.</returns>
|
||||
public Texture2D GeneratePreview()
|
||||
{
|
||||
Texture2D tex = new Texture2D(Width, Height);
|
||||
@@ -144,7 +183,7 @@ namespace PSXSplash.RuntimeCode
|
||||
{
|
||||
for (int x = 0; x < Width; x++)
|
||||
{
|
||||
int pixel = Pixels[y * Width + x];
|
||||
int pixel = PixelIndices[y * Width + x];
|
||||
VRAMPixel color = ColorPalette[pixel];
|
||||
|
||||
float r = color.R / 31f;
|
||||
@@ -159,6 +198,10 @@ namespace PSXSplash.RuntimeCode
|
||||
return tex;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generates a VRAM preview Texture2D from the PSX texture.
|
||||
/// </summary>
|
||||
/// <returns>The generated VRAM preview Texture2D.</returns>
|
||||
public Texture2D GenerateVramPreview()
|
||||
{
|
||||
|
||||
@@ -184,17 +227,17 @@ namespace PSXSplash.RuntimeCode
|
||||
|
||||
if (BitDepth == PSXBPP.TEX_4BIT)
|
||||
{
|
||||
for (int i = 0; i < Pixels.Length; i += 4)
|
||||
for (int i = 0; i < PixelIndices.Length; i += 4)
|
||||
{
|
||||
ushort packed = (ushort)((Pixels[i] << 12) | (Pixels[i + 1] << 8) | (Pixels[i + 2] << 4) | Pixels[i + 3]);
|
||||
ushort packed = (ushort)((PixelIndices[i] << 12) | (PixelIndices[i + 1] << 8) | (PixelIndices[i + 2] << 4) | PixelIndices[i + 3]);
|
||||
packedValues.Add(packed);
|
||||
}
|
||||
}
|
||||
else if (BitDepth == PSXBPP.TEX_8BIT)
|
||||
{
|
||||
for (int i = 0; i < Pixels.Length; i += 2)
|
||||
for (int i = 0; i < PixelIndices.Length; i += 2)
|
||||
{
|
||||
ushort packed = (ushort)((Pixels[i] << 8) | Pixels[i + 1]);
|
||||
ushort packed = (ushort)((PixelIndices[i] << 8) | PixelIndices[i + 1]);
|
||||
packedValues.Add(packed);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user