Added KD tree
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151
Runtime/KDTree/KDQuery/QueryInterval.cs
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151
Runtime/KDTree/KDQuery/QueryInterval.cs
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/*MIT License
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Copyright(c) 2018 Vili Volčini / viliwonka
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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namespace DataStructures.ViliWonka.KDTree {
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public partial class KDQuery {
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public void Interval(KDTree tree, Vector3 min, Vector3 max, List<int> resultIndices) {
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Reset();
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Vector3[] points = tree.Points;
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int[] permutation = tree.Permutation;
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var rootNode = tree.RootNode;
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PushToQueue(
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rootNode,
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rootNode.bounds.ClosestPoint((min + max) / 2)
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);
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KDQueryNode queryNode = null;
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KDNode node = null;
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// KD search with pruning (don't visit areas which distance is more away than range)
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// Recursion done on Stack
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while(LeftToProcess > 0) {
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queryNode = PopFromQueue();
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node = queryNode.node;
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if(!node.Leaf) {
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int partitionAxis = node.partitionAxis;
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float partitionCoord = node.partitionCoordinate;
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Vector3 tempClosestPoint = queryNode.tempClosestPoint;
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if((tempClosestPoint[partitionAxis] - partitionCoord) < 0) {
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// we already know we are inside negative bound/node,
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// so we don't need to test for distance
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// push to stack for later querying
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// tempClosestPoint is inside negative side
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// assign it to negativeChild
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PushToQueue(node.negativeChild, tempClosestPoint);
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tempClosestPoint[partitionAxis] = partitionCoord;
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// testing other side
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if(node.positiveChild.Count != 0
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&& tempClosestPoint[partitionAxis] <= max[partitionAxis]) {
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PushToQueue(node.positiveChild, tempClosestPoint);
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}
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}
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else {
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// we already know we are inside positive bound/node,
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// so we don't need to test for distance
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// push to stack for later querying
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// tempClosestPoint is inside positive side
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// assign it to positiveChild
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PushToQueue(node.positiveChild, tempClosestPoint);
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// project the tempClosestPoint to other bound
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tempClosestPoint[partitionAxis] = partitionCoord;
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// testing other side
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if(node.negativeChild.Count != 0
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&& tempClosestPoint[partitionAxis] >= min[partitionAxis]) {
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PushToQueue(node.negativeChild, tempClosestPoint);
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}
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}
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}
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else {
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// LEAF
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// testing if node bounds are inside the query interval
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if(node.bounds.min[0] >= min[0]
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&& node.bounds.min[1] >= min[1]
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&& node.bounds.min[2] >= min[2]
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&& node.bounds.max[0] <= max[0]
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&& node.bounds.max[1] <= max[1]
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&& node.bounds.max[2] <= max[2]) {
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for(int i = node.start; i < node.end; i++) {
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resultIndices.Add(permutation[i]);
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}
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}
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// node is not inside query interval, need to do test on each point separately
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else {
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for(int i = node.start; i < node.end; i++) {
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int index = permutation[i];
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Vector3 v = points[index];
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if(v[0] >= min[0]
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&& v[1] >= min[1]
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&& v[2] >= min[2]
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&& v[0] <= max[0]
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&& v[1] <= max[1]
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&& v[2] <= max[2]) {
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resultIndices.Add(index);
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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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}
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