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k-d Tree
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Profiling; | |
public class KdTree<T> : IEnumerable<T>, IEnumerable where T : Component | |
{ | |
protected KdNode _root; | |
protected KdNode _last; | |
protected int _count; | |
protected bool _just2D; | |
protected float _LastUpdate = -1f; | |
protected KdNode[] _open; | |
public int Count { get { return _count; } } | |
public bool IsReadOnly { get { return false; } } | |
public float AverageSearchLength { protected set; get; } | |
public float AverageSearchDeep { protected set; get; } | |
/// <summary> | |
/// create a tree | |
/// </summary> | |
/// <param name="just2D">just use x/z</param> | |
public KdTree(bool just2D = false) | |
{ | |
_just2D = just2D; | |
} | |
public T this[int key] | |
{ | |
get | |
{ | |
if (key >= _count) | |
throw new ArgumentOutOfRangeException(); | |
var current = _root; | |
for(var i = 0; i < key; i++) | |
current = current.next; | |
return current.component; | |
} | |
} | |
/// <summary> | |
/// add item | |
/// </summary> | |
/// <param name="item">item</param> | |
public void Add(T item) | |
{ | |
_add(new KdNode() { component = item }); | |
} | |
/// <summary> | |
/// batch add items | |
/// </summary> | |
/// <param name="items">items</param> | |
public void AddAll(List<T> items) | |
{ | |
foreach (var item in items) | |
Add(item); | |
} | |
/// <summary> | |
/// find all objects that matches the given predicate | |
/// </summary> | |
/// <param name="match">lamda expression</param> | |
public KdTree<T> FindAll(Predicate<T> match) | |
{ | |
var list = new KdTree<T>(_just2D); | |
foreach (var node in this) | |
if (match(node)) | |
list.Add(node); | |
return list; | |
} | |
/// <summary> | |
/// find first object that matches the given predicate | |
/// </summary> | |
/// <param name="match">lamda expression</param> | |
public T Find(Predicate<T> match) | |
{ | |
var current = _root; | |
while (current != null) | |
{ | |
if (match(current.component)) | |
return current.component; | |
current = current.next; | |
} | |
return null; | |
} | |
/// <summary> | |
/// Remove at position i (position in list or loop) | |
/// </summary> | |
public void RemoveAt(int i) | |
{ | |
var list = new List<KdNode>(_getNodes()); | |
list.RemoveAt(i); | |
Clear(); | |
foreach (var node in list) | |
{ | |
node._oldRef = null; | |
node.next = null; | |
} | |
foreach (var node in list) | |
_add(node); | |
} | |
/// <summary> | |
/// remove all objects that matches the given predicate | |
/// </summary> | |
/// <param name="match">lamda expression</param> | |
public void RemoveAll(Predicate<T> match) | |
{ | |
var list = new List<KdNode>(_getNodes()); | |
list.RemoveAll(n => match(n.component)); | |
Clear(); | |
foreach (var node in list) | |
{ | |
node._oldRef = null; | |
node.next = null; | |
} | |
foreach (var node in list) | |
_add(node); | |
} | |
/// <summary> | |
/// count all objects that matches the given predicate | |
/// </summary> | |
/// <param name="match">lamda expression</param> | |
/// <returns>matching object count</returns> | |
public int CountAll(Predicate<T> match) | |
{ | |
int count = 0; | |
foreach (var node in this) | |
if (match(node)) | |
count++; | |
return count; | |
} | |
/// <summary> | |
/// clear tree | |
/// </summary> | |
public void Clear() | |
{ | |
//rest for the garbage collection | |
_root = null; | |
_last = null; | |
_count = 0; | |
} | |
/// <summary> | |
/// Update positions (if objects moved) | |
/// </summary> | |
/// <param name="rate">Updates per second</param> | |
public void UpdatePositions(float rate) | |
{ | |
if (Time.timeSinceLevelLoad - _LastUpdate < 1f / rate) | |
return; | |
_LastUpdate = Time.timeSinceLevelLoad; | |
UpdatePositions(); | |
} | |
/// <summary> | |
/// Update positions (if objects moved) | |
/// </summary> | |
public void UpdatePositions() | |
{ | |
//save old traverse | |
var current = _root; | |
while (current != null) | |
{ | |
current._oldRef = current.next; | |
current = current.next; | |
} | |
//save root | |
current = _root; | |
//reset values | |
Clear(); | |
//readd | |
while (current != null) | |
{ | |
_add(current); | |
current = current._oldRef; | |
} | |
} | |
/// <summary> | |
/// Method to enable foreach-loops | |
/// </summary> | |
/// <returns>Enumberator</returns> | |
public IEnumerator<T> GetEnumerator() | |
{ | |
var current = _root; | |
while (current != null) | |
{ | |
yield return current.component; | |
current = current.next; | |
} | |
} | |
/// <summary> | |
/// Convert to list | |
/// </summary> | |
/// <returns>list</returns> | |
public List<T> ToList() | |
{ | |
var list = new List<T>(); | |
foreach (var node in this) | |
list.Add(node); | |
return list; | |
} | |
/// <summary> | |
/// Method to enable foreach-loops | |
/// </summary> | |
IEnumerator IEnumerable.GetEnumerator() | |
{ | |
return GetEnumerator(); | |
} | |
protected float _distance(Vector3 a, Vector3 b) | |
{ | |
if (_just2D) | |
return (a.x - b.x) * (a.x - b.x) + (a.z - b.z) * (a.z - b.z); | |
else | |
return (a.x - b.x) * (a.x - b.x) + (a.y - b.y) * (a.y - b.y) + (a.z - b.z) * (a.z - b.z); | |
} | |
protected float _getSplitValue(int level, Vector3 position) | |
{ | |
if (_just2D) | |
return (level % 2 == 0) ? position.x : position.z; | |
else | |
return (level % 3 == 0) ? position.x : (level % 3 == 1) ? position.y : position.z; | |
} | |
private void _add(KdNode newNode) | |
{ | |
_count++; | |
newNode.left = null; | |
newNode.right = null; | |
newNode.level = 0; | |
var parent = _findParent(newNode.component.transform.position); | |
//set last | |
if (_last != null) | |
_last.next = newNode; | |
_last = newNode; | |
//set root | |
if (parent == null) | |
{ | |
_root = newNode; | |
return; | |
} | |
var splitParent = _getSplitValue(parent); | |
var splitNew = _getSplitValue(parent.level, newNode.component.transform.position); | |
newNode.level = parent.level + 1; | |
if (splitNew < splitParent) | |
parent.left = newNode; //go left | |
else | |
parent.right = newNode; //go right | |
} | |
private KdNode _findParent(Vector3 position) | |
{ | |
//travers from root to bottom and check every node | |
var current = _root; | |
var parent = _root; | |
while (current != null) | |
{ | |
var splitCurrent = _getSplitValue(current); | |
var splitSearch = _getSplitValue(current.level, position); | |
parent = current; | |
if (splitSearch < splitCurrent) | |
current = current.left; //go left | |
else | |
current = current.right; //go right | |
} | |
return parent; | |
} | |
/// <summary> | |
/// Find closest object to given position | |
/// </summary> | |
/// <param name="position">position</param> | |
/// <returns>closest object</returns> | |
public T FindClosest(Vector3 position) | |
{ | |
return _findClosest(position); | |
} | |
/// <summary> | |
/// Find close objects to given position | |
/// </summary> | |
/// <param name="position">position</param> | |
/// <returns>close object</returns> | |
public IEnumerable<T> FindClose(Vector3 position) | |
{ | |
var output = new List<T>(); | |
_findClosest(position, output); | |
return output; | |
} | |
protected T _findClosest(Vector3 position, List<T> traversed = null) | |
{ | |
if (_root == null) | |
return null; | |
var nearestDist = float.MaxValue; | |
KdNode nearest = null; | |
if (_open == null || _open.Length < Count) | |
_open = new KdNode[Count]; | |
for (int i = 0; i < _open.Length; i++) | |
_open[i] = null; | |
var openAdd = 0; | |
var openCur = 0; | |
if (_root != null) | |
_open[openAdd++] = _root; | |
while (openCur < _open.Length && _open[openCur] != null) | |
{ | |
var current = _open[openCur++]; | |
if (traversed != null) | |
traversed.Add(current.component); | |
var nodeDist = _distance(position, current.component.transform.position); | |
if (nodeDist < nearestDist) | |
{ | |
nearestDist = nodeDist; | |
nearest = current; | |
} | |
var splitCurrent = _getSplitValue(current); | |
var splitSearch = _getSplitValue(current.level, position); | |
if (splitSearch < splitCurrent) | |
{ | |
if (current.left != null) | |
_open[openAdd++] = current.left; //go left | |
if (Mathf.Abs(splitCurrent - splitSearch) * Mathf.Abs(splitCurrent - splitSearch) < nearestDist && current.right != null) | |
_open[openAdd++] = current.right; //go right | |
} | |
else | |
{ | |
if (current.right != null) | |
_open[openAdd++] = current.right; //go right | |
if (Mathf.Abs(splitCurrent - splitSearch) * Mathf.Abs(splitCurrent - splitSearch) < nearestDist && current.left != null) | |
_open[openAdd++] = current.left; //go left | |
} | |
} | |
AverageSearchLength = (99f * AverageSearchLength + openCur) / 100f; | |
AverageSearchDeep = (99f * AverageSearchDeep + nearest.level) / 100f; | |
return nearest.component; | |
} | |
private float _getSplitValue(KdNode node) | |
{ | |
return _getSplitValue(node.level, node.component.transform.position); | |
} | |
private IEnumerable<KdNode> _getNodes() | |
{ | |
var current = _root; | |
while (current != null) | |
{ | |
yield return current; | |
current = current.next; | |
} | |
} | |
protected class KdNode | |
{ | |
internal T component; | |
internal int level; | |
internal KdNode left; | |
internal KdNode right; | |
internal KdNode next; | |
internal KdNode _oldRef; | |
} | |
} |
RandomWalk is a controller, just like:
public class RandomWalk : MonoBehaviour{}
Ok, I have a question. How to delete the object that I need? Something like Remove(T target).
would you be able to implement a funtion to find the closest 3 (or any other number) ?
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Hi, I watched your video and tried to implement the code - but couldn't get past the 'RandomWalk' component? I don't know what that is. I'd like to use this for GameObjects, but couldn't understand why it needs components ?? Please explain?