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QuadTree.cpp
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QuadTree.cpp
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#ifdef QUADTREE_H
#include "QuadTree.h"
template <typename T>
QuadTree<T>::QuadTree (vertex center, vertex range, unsigned bucketSize, unsigned depth)
{
root = new QTNode <T>(center, range);
maxDepth = depth;
maxBucketSize = bucketSize;
}
template <typename T>
QuadTree<T>::~QuadTree ()
{
delete root;
}
template <typename T>
void QuadTree<T>::insert (vertex v, T data)
{
insert (v, data, root, 0);
}
template <typename T>
int QuadTree<T>::direction (const vertex& point, QTNode<T>* node)
{
// get the quadrant that would contain the vertex
// in reference to a given start node
unsigned X=0, Y=0;
X |= ((point.x >= node->center.x)<<1);
Y |= ((point.y >= node->center.y)<<0);
return (X|Y);
}
template <typename T>
QTNode<T>* QuadTree<T>::childNode (const vertex& v, QTNode<T>* node)
{
// get the next node that would contain the vertex
// in reference to a given start node
unsigned dir = direction (v, node);
if (node->child[dir]){
return node->child[dir];
}
// node not found, so create it
else{
vertex r(node->range.x/2.0, node->range.y/2.0);
node->child[dir] = new QTNode<T>(newCenter (dir, node), r);
return node->child[dir];
}
}
template <typename T>
vertex QuadTree<T>::newCenter (int direction, QTNode<T>* node)
{
vertex v(node->center.x, node->center.y);
switch (direction){
case LOWER_LEFT_QUAD:
v.x -= node->range.x/2.0;
v.y -= node->range.y/2.0;
break;
case UPPER_LEFT_QUAD:
v.x -= node->range.x/2.0;
v.y += node->range.y/2.0;
break;
case LOWER_RIGHT_QUAD:
v.x += node->range.x/2.0;
v.y -= node->range.y/2.0;
break;
case UPPER_RIGHT_QUAD:
v.x += node->range.x/2.0;
v.y += node->range.y/2.0;
break;
}
return v;
}
template <typename T>
void QuadTree<T>::insert (vertex v, T data, QTNode<T>* node, unsigned depth)
{
// by design, vertices are stored only in leaf nodes
// newly created nodes are leaf nodes by default
if (node->leaf){
// there is room in this node's bucket
if (node->bucket.size() < maxBucketSize){
node->bucket.push_back ({v, data});
}
// bucket is full, so push all vertices to next depth,
// clear the current node's bucket and make it a stem
else if (depth < maxDepth){
node->leaf = false;
insert (v, data, childNode (v, node), depth+1);
for (int i=0; i < node->bucket.size(); ++i){
insert (node->bucket[i].first, data, childNode(node->bucket[i].first, node), depth+1);
}
node->bucket.clear();
}
}
// current node is a stem node used for navigation
else{
insert (v, data, childNode (v, node), depth+1);
}
}
template <typename T>
bool QuadTree<T>::remove (vertex v)
{
stack <QTNode<T>*> nodes;
nodes.push (root);
QTNode<T>* top = nodes.top();
unsigned dir;
// navigate to leaf node containing the vertex to be deleted
while (!top->leaf){
dir = direction (v, top);
if (top->child[dir]){
nodes.push (top->child[dir]);
top = nodes.top();
}
else{
return false;
}
}
// linearly search bucket for target vertex
for (int i=0; i < top->bucket.size(); ++i){
// vertex found, delete from bucket
if (top->bucket[i].first == v){
top->bucket.erase(top->bucket.begin()+i);
reduce (nodes);
return true;
}
else{
return false;
}
}
}
template <typename T>
void QuadTree<T>::reduce (stack <QTNode<T>*>& nodes)
{
// once a vertex is removed from a leaf node's bucket
// check to see if that node's parent can consume it
// and all of it's sibling nodes
bool canReduce = true;
nodes.pop();
while (canReduce && !nodes.empty()) {
canReduce = true;
QTNode<T>* top = nodes.top();
int numKeys = 0;
for (int i=0; i < 4; ++i){
if (top->child[i] && !top->child[i]->leaf){
canReduce = false;
return;
}
else if (top->child[i] && top->child[i]->leaf){
numKeys += top->child[i]->bucket.size();
}
}
canReduce &= (numKeys <= maxBucketSize);
if (canReduce){
for (int i=0; i < 4; ++i){
if (top->child[i]){
for (int j=0; j < top->child[i]->bucket.size(); ++j){
top->bucket.push_back ( top->child[i]->bucket[j] );
}
delete top->child[i];
top->child[i] = NULL;
}
}
top->leaf = true;
}
nodes.pop();
}
return;
}
template <typename T>
bool QuadTree<T>::contains (vertex v)
{
return false;
}
template <typename T>
string QuadTree<T>::print ()
{
stringstream ss("");
print (root, ss);
return ss.str();
}
template <typename T>
void QuadTree<T>::print (QTNode<T>* node, stringstream& ss)
{
for (int i=0; i < 4; ++i){
if (node->child[i]){
print (node->child[i], ss);
for (int i = 0; i < node->bucket.size(); i++){
ss << '{' << node->bucket[i].first.x << ','
<< node->bucket[i].first.y << '}' << ' ';
}
}
}
return;
}
template <typename T>
vector <pair <vertex, T> > QuadTree<T>::getObjectsInRegion (vertex minXY, vertex maxXY)
{
vector <pair <vertex, T> > results;
queue <QTNode<T>*> nodes;
nodes.push (root);
while (!nodes.empty()){
QTNode<T>* top = nodes.front();
if (top->leaf){
enclosure_status status = getEnclosureStatus(top->center, top->range, minXY, maxXY);
switch (status){
// this node is completely contained within the search region
case NODE_CONTAINED_BY_REGION:
// add all elements to results
results.insert (results.end(), top->bucket.begin(), top->bucket.end());
break;
// this node is partially contained by the region
case NODE_PARTIALLY_IN_REGION:
// search through this leaf node's bucket
for (int i=0; i < top->bucket.size(); ++i){
// check if this point is in the region
if (pointInRegion(top->bucket[i].first, minXY, maxXY)){
results.push_back (top->bucket[i]);
}
}
break;
// this node definitely has no points in the region
case NODE_NOT_IN_REGION:
// do nothing
break;
}
}
else{
for (int i=0; i < 4; ++i){
if (top->child[i]){
// check if this nodes children could have points in the region
enclosure_status status = getEnclosureStatus (top->child[i]->center, top->child[i]->range, minXY, maxXY);
switch (status){
// this node is completely contained by region, add all points within
case NODE_CONTAINED_BY_REGION:
addAllPointsToResults (top->child[i], results);
break;
// this node might contain points in the region
case NODE_PARTIALLY_IN_REGION:
nodes.push (top->child[i]);
break;
// no points in region, discontinue searching this branch
case NODE_NOT_IN_REGION:
break;
}
}
}
}
nodes.pop();
}
return results;
}
template <typename T>
void QuadTree<T>::addAllPointsToResults (QTNode<T>* node, vector <pair <vertex, T> >& results)
{
if (node->leaf){
results.insert (results.end(), node->bucket.begin(), node->bucket.end());
}
else{
for (int i=0; i < 4; ++i){
if (node->child[i]){
addAllPointsToResults (node->child[i], results);
}
}
}
}
template <typename T>
bool QuadTree<T>::pointInRegion (const vertex& point, const vertex& minXY, const vertex& maxXY)
{
if ( (point.x >= minXY.x) && (point.x < maxXY.x) && (point.y >= minXY.y) && (point.y < maxXY.y) ) {
return true;
}
else{
return false;
}
}
template <typename T>
enclosure_status QuadTree<T>::getEnclosureStatus (const vertex& center, const vertex& range, const vertex& minXY, const vertex& maxXY)
{
int enclosedPts = 0;
enclosedPts += pointInRegion ({center.x-range.x, center.y-range.y}, minXY, maxXY);
enclosedPts += pointInRegion ({center.x-range.x, center.y+range.y}, minXY, maxXY);
enclosedPts += pointInRegion ({center.x+range.x, center.y-range.y}, minXY, maxXY);
enclosedPts += pointInRegion ({center.x+range.x, center.y+range.y}, minXY, maxXY);
if (enclosedPts == 4){
return NODE_CONTAINED_BY_REGION;
}
else if (enclosedPts > 0){
return NODE_PARTIALLY_IN_REGION;
}
else {
vertex nodeMin (center.x-range.x, center.y-range.y);
vertex nodeMax (center.x+range.x, center.y+range.y);
enclosedPts += pointInRegion (minXY, nodeMin, nodeMax);
enclosedPts += pointInRegion ({minXY.x, maxXY.y}, nodeMin, nodeMax);
enclosedPts += pointInRegion (maxXY, nodeMin, nodeMax);
enclosedPts += pointInRegion ({maxXY.x, minXY.y}, nodeMin, nodeMax);
if (enclosedPts > 0){
return NODE_PARTIALLY_IN_REGION;
}
}
return NODE_NOT_IN_REGION;
}
template <typename T>
void QuadTree<T>::draw ()
{
if (root){
draw (root);
}
}
template <typename T>
void QuadTree<T>::draw (QTNode<T>* node)
{
/*
glBegin (GL_LINE_LOOP);
glVertex2f (node->center.x + node->range.x, node->center.y + node->range.y);
glVertex2f (node->center.x + node->range.x, node->center.y - node->range.y);
glVertex2f (node->center.x - node->range.x, node->center.y - node->range.y);
glVertex2f (node->center.x - node->range.x, node->center.y + node->range.y);
glEnd();
*/
glBegin (GL_LINES);
glVertex2f (node->center.x, node->center.y);
glVertex2f (node->center.x + node->range.x, node->center.y + node->range.y);
glVertex2f (node->center.x, node->center.y);
glVertex2f (node->center.x + node->range.x, node->center.y - node->range.y);
glVertex2f (node->center.x, node->center.y);
glVertex2f (node->center.x - node->range.x, node->center.y - node->range.y);
glVertex2f (node->center.x, node->center.y);
glVertex2f (node->center.x - node->range.x, node->center.y + node->range.y);
for (int i=0; i < node->bucket.size(); ++i){
glVertex2f (node->center.x, node->center.y);
glVertex2f (node->bucket[i].first.x, node->bucket[i].first.y);
}
glEnd();
for (int i=0; i < 4; ++i){
if (node->child[i]){
draw(node->child[i]);
}
}
}
#endif