Added KD tree
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131
Runtime/KDTree/KDQuery/QueryRadius.cs
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131
Runtime/KDTree/KDQuery/QueryRadius.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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/// <summary>
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/// Search by radius method.
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/// </summary>
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/// <param name="tree">Tree to do search on</param>
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/// <param name="queryPosition">Position</param>
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/// <param name="queryRadius">Radius</param>
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/// <param name="resultIndices">Initialized list, cleared.</param>
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public void Radius(KDTree tree, Vector3 queryPosition, float queryRadius, 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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float squaredRadius = queryRadius * queryRadius;
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var rootNode = tree.RootNode;
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PushToQueue(rootNode, rootNode.bounds.ClosestPoint(queryPosition));
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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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float sqrDist = Vector3.SqrMagnitude(tempClosestPoint - queryPosition);
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// testing other side
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if(node.positiveChild.Count != 0
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&& sqrDist <= squaredRadius) {
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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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float sqrDist = Vector3.SqrMagnitude(tempClosestPoint - queryPosition);
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// testing other side
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if(node.negativeChild.Count != 0
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&& sqrDist <= squaredRadius) {
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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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for(int i = node.start; i < node.end; i++) {
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int index = permutation[i];
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if(Vector3.SqrMagnitude(points[index] - queryPosition) <= squaredRadius) {
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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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