Aetheria/Assets/Scripts/ServerShared/NIH/KDTree/KDQuery/QueryClosest.cs
Reinier Vens 3f9af29843 Sector Generation
Fixed Laser cancelling bug
Fixed Turrets not activating
Added ability to bind player perspective to orbital entities
Added Markov Chain name generator + Australian place name dataset
Modified old "galaxy" shader to serve as sector background
Implemented Cem Yuksel's Weighted Sample Elimination for Poisson Disk Sample Sets
Created sector generator which places sectors using WSE
2021-03-10 09:18:07 +00:00

145 lines
4.6 KiB
C#

/*MIT License
Copyright(c) 2018 Vili Volčini / viliwonka
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
using System.Collections.Generic;
using System;
using Unity.Mathematics;
using static Unity.Mathematics.math;
namespace DataStructures.ViliWonka.KDTree {
using Heap;
public partial class KDQuery {
public void ClosestPoint(KDTree tree, float2 queryPosition, List<int> resultIndices, List<float> resultDistances = null) {
Reset();
float2[] points = tree.Points;
int[] permutation = tree.Permutation;
if (points.Length == 0) {
return;
}
int smallestIndex = 0;
/// Smallest Squared Radius
float SSR = Single.PositiveInfinity;
var rootNode = tree.RootNode;
float2 rootClosestPoint = rootNode.bounds.ClosestPoint(queryPosition);
PushToHeap(rootNode, rootClosestPoint, queryPosition);
KDQueryNode queryNode = null;
KDNode node = null;
int partitionAxis;
float partitionCoord;
float2 tempClosestPoint;
// searching
while(minHeap.Count > 0) {
queryNode = PopFromHeap();
if(queryNode.distance > SSR)
continue;
node = queryNode.node;
if(!node.Leaf) {
partitionAxis = node.partitionAxis;
partitionCoord = node.partitionCoordinate;
tempClosestPoint = queryNode.tempClosestPoint;
if((tempClosestPoint[partitionAxis] - partitionCoord) < 0) {
// we already know we are on the side of negative bound/node,
// so we don't need to test for distance
// push to stack for later querying
PushToHeap(node.negativeChild, tempClosestPoint, queryPosition);
// project the tempClosestPoint to other bound
tempClosestPoint[partitionAxis] = partitionCoord;
if(node.positiveChild.Count != 0) {
PushToHeap(node.positiveChild, tempClosestPoint, queryPosition);
}
}
else {
// we already know we are on the side of positive bound/node,
// so we don't need to test for distance
// push to stack for later querying
PushToHeap(node.positiveChild, tempClosestPoint, queryPosition);
// project the tempClosestPoint to other bound
tempClosestPoint[partitionAxis] = partitionCoord;
if(node.positiveChild.Count != 0) {
PushToHeap(node.negativeChild, tempClosestPoint, queryPosition);
}
}
}
else {
float sqrDist;
// LEAF
for(int i = node.start; i < node.end; i++) {
int index = permutation[i];
sqrDist = lengthsq(points[index] - queryPosition);
if(sqrDist <= SSR) {
SSR = sqrDist;
smallestIndex = index;
}
}
}
}
resultIndices.Add(smallestIndex);
if(resultDistances != null) {
resultDistances.Add(SSR);
}
}
}
}