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mapbox-sdk/Unity/MeshGeneration/Data/KdTree/NearestNeighbour.cs

247 lines
9.8 KiB

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace KDTree
{
/// <summary>
/// A NearestNeighbour iterator for the KD-tree which intelligently iterates and captures relevant data in the search space.
/// </summary>
/// <typeparam name="T">The type of data the iterator should handle.</typeparam>
public class NearestNeighbour<T> : IEnumerator<T>, IEnumerable<T>
{
/// <summary>The point from which are searching in n-dimensional space.</summary>
private double[] tSearchPoint;
/// <summary>A distance function which is used to compare nodes and value positions.</summary>
private DistanceFunctions kDistanceFunction;
/// <summary>The tree nodes which have yet to be evaluated.</summary>
private MinHeap<KDNode<T>> pPending;
/// <summary>The values which have been evaluated and selected.</summary>
private IntervalHeap<T> pEvaluated;
/// <summary>The root of the kd tree to begin searching from.</summary>
private KDNode<T> pRoot = null;
/// <summary>The max number of points we can return through this iterator.</summary>
private int iMaxPointsReturned = 0;
/// <summary>The number of points we can still test before conclusion.</summary>
private int iPointsRemaining;
/// <summary>Threshold to apply to tree iteration. Negative numbers mean no threshold applied.</summary>
private double fThreshold;
/// <summary>Current value distance.</summary>
private double _CurrentDistance = -1;
/// <summary>Current value reference.</summary>
private T _Current = default(T);
/// <summary>
/// Construct a new nearest neighbour iterator.
/// </summary>
/// <param name="pRoot">The root of the tree to begin searching from.</param>
/// <param name="tSearchPoint">The point in n-dimensional space to search.</param>
/// <param name="kDistance">The distance function used to evaluate the points.</param>
/// <param name="iMaxPoints">The max number of points which can be returned by this iterator. Capped to max in tree.</param>
/// <param name="fThreshold">Threshold to apply to the search space. Negative numbers indicate that no threshold is applied.</param>
public NearestNeighbour(KDNode<T> pRoot, double[] tSearchPoint, DistanceFunctions kDistance, int iMaxPoints, double fThreshold)
{
// Check the dimensionality of the search point.
if (tSearchPoint.Length != pRoot.iDimensions)
throw new Exception("Dimensionality of search point and kd-tree are not the same.");
// Store the search point.
this.tSearchPoint = new double[tSearchPoint.Length];
Array.Copy(tSearchPoint, this.tSearchPoint, tSearchPoint.Length);
// Store the point count, distance function and tree root.
this.iPointsRemaining = Math.Min(iMaxPoints, pRoot.Size);
this.fThreshold = fThreshold;
this.kDistanceFunction = kDistance;
this.pRoot = pRoot;
this.iMaxPointsReturned = iMaxPoints;
_CurrentDistance = -1;
// Create an interval heap for the points we check.
this.pEvaluated = new IntervalHeap<T>();
// Create a min heap for the things we need to check.
this.pPending = new MinHeap<KDNode<T>>();
this.pPending.Insert(0, pRoot);
}
/// <summary>
/// Check for the next iterator item.
/// </summary>
/// <returns>True if we have one, false if not.</returns>
public bool MoveNext()
{
// Bail if we are finished.
if (iPointsRemaining == 0)
{
_Current = default(T);
return false;
}
// While we still have paths to evaluate.
while (pPending.Size > 0 && (pEvaluated.Size == 0 || (pPending.MinKey < pEvaluated.MinKey)))
{
// If there are pending paths possibly closer than the nearest evaluated point, check it out
KDNode<T> pCursor = pPending.Min;
pPending.RemoveMin();
// Descend the tree, recording paths not taken
while (!pCursor.IsLeaf)
{
KDNode<T> pNotTaken;
// If the seach point is larger, select the right path.
if (tSearchPoint[pCursor.iSplitDimension] > pCursor.fSplitValue)
{
pNotTaken = pCursor.pLeft;
pCursor = pCursor.pRight;
}
else
{
pNotTaken = pCursor.pRight;
pCursor = pCursor.pLeft;
}
// Calculate the shortest distance between the search point and the min and max bounds of the kd-node.
double fDistance = kDistanceFunction.DistanceToRectangle(tSearchPoint, pNotTaken.tMinBound, pNotTaken.tMaxBound);
// If it is greater than the threshold, skip.
if (fThreshold >= 0 && fDistance > fThreshold)
{
continue;
}
// Only add the path we need more points or the node is closer than furthest point on list so far.
if (pEvaluated.Size < iPointsRemaining || fDistance <= pEvaluated.MaxKey)
{
pPending.Insert(fDistance, pNotTaken);
}
}
// If all the points in this KD node are in one place.
if (pCursor.bSinglePoint)
{
// Work out the distance between this point and the search point.
double fDistance = kDistanceFunction.Distance(pCursor.tPoints[0], tSearchPoint);
// Skip if the point exceeds the threshold.
// Technically this should never happen, but be prescise.
if (fThreshold >= 0 && fDistance >= fThreshold)
continue;
// Add the point if either need more points or it's closer than furthest on list so far.
if (pEvaluated.Size < iPointsRemaining || fDistance <= pEvaluated.MaxKey)
{
for (int i = 0; i < pCursor.Size; ++i)
{
// If we don't need any more, replace max
if (pEvaluated.Size == iPointsRemaining)
pEvaluated.ReplaceMax(fDistance, pCursor.tData[i]);
// Otherwise insert.
else
pEvaluated.Insert(fDistance, pCursor.tData[i]);
}
}
}
// If the points in the KD node are spread out.
else
{
// Treat the distance of each point seperately.
for (int i = 0; i < pCursor.Size; ++i)
{
// Compute the distance between the points.
double fDistance = kDistanceFunction.Distance(pCursor.tPoints[i], tSearchPoint);
// Skip if it exceeds the threshold.
if (fThreshold >= 0 && fDistance >= fThreshold)
continue;
// Insert the point if we have more to take.
if (pEvaluated.Size < iPointsRemaining)
pEvaluated.Insert(fDistance, pCursor.tData[i]);
// Otherwise replace the max.
else if (fDistance < pEvaluated.MaxKey)
pEvaluated.ReplaceMax(fDistance, pCursor.tData[i]);
}
}
}
// Select the point with the smallest distance.
if (pEvaluated.Size == 0)
return false;
iPointsRemaining--;
_CurrentDistance = pEvaluated.MinKey;
_Current = pEvaluated.Min;
pEvaluated.RemoveMin();
return true;
}
/// <summary>
/// Reset the iterator.
/// </summary>
public void Reset()
{
// Store the point count and the distance function.
this.iPointsRemaining = Math.Min(iMaxPointsReturned, pRoot.Size);
_CurrentDistance = -1;
// Create an interval heap for the points we check.
this.pEvaluated = new IntervalHeap<T>();
// Create a min heap for the things we need to check.
this.pPending = new MinHeap<KDNode<T>>();
this.pPending.Insert(0, pRoot);
}
public T Current
{
get { return _Current; }
}
/// <summary>
/// Return the distance of the current value to the search point.
/// </summary>
public double CurrentDistance
{
get { return _CurrentDistance; }
}
/// <summary>
/// Return the current value referenced by the iterator as an object.
/// </summary>
object IEnumerator.Current
{
get { return _Current; }
}
/// <summary>
/// Return the current value referenced by the iterator.
/// </summary>
T IEnumerator<T>.Current
{
get { return _Current; }
}
public void Dispose()
{
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public IEnumerator<T> GetEnumerator()
{
return this;
}
}
}