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@ditzel
Last active September 29, 2024 03:43
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k-d Tree
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;
}
}
@DavidLeahy69
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DavidLeahy69 commented May 5, 2022

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?

@lauman1999
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RandomWalk is a controller, just like:
public class RandomWalk : MonoBehaviour{}

@ISSDEFIANT
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Ok, I have a question. How to delete the object that I need? Something like Remove(T target).

@edwarddewolf
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would you be able to implement a funtion to find the closest 3 (or any other number) ?

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