Bobbing, KDTree implementation

This commit is contained in:
2024-12-15 20:29:40 -06:00
parent a5a9d17565
commit d6b835fdd1
38 changed files with 2899 additions and 125 deletions

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/*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;
namespace DataStructures.ViliWonka.Heap {
// array start at index 1, optimisation reason
public abstract class BaseHeap {
protected int nodesCount;
protected int maxSize;
protected float[] heap;
protected BaseHeap(int initialSize) {
maxSize = initialSize;
heap = new float[initialSize + 1];
}
public int Count { get { return nodesCount; } }
public float HeadValue { get { return heap[1]; } }
public void Clear() {
nodesCount = 0;
}
protected int Parent(int index) { return (index >> 1); }
protected int Left (int index) { return (index << 1); }
protected int Right (int index) { return (index << 1) | 1; }
// bubble down, MaxHeap version
protected void BubbleDownMax(int index) {
int L = Left(index);
int R = Right(index);
// bubbling down, 2 kids
while (R <= nodesCount) {
// if heap property is violated between index and Left child
if(heap[index] < heap[L]) {
if (heap[L] < heap[R]) {
Swap(index, R); // left has bigger priority
index = R;
}
else {
Swap(index, L); // right has bigger priority
index = L;
}
}
else {
// if heap property is violated between index and R
if (heap[index] < heap[R]) {
Swap(index, R);
index = R;
}
else {
index = L;
L = Left(index);
break;
}
}
L = Left(index);
R = Right(index);
}
// only left & last children available to test and swap
if (L <= nodesCount && heap[index] < heap[L]) {
Swap(index, L);
}
}
// bubble up, MaxHeap version
protected void BubbleUpMax(int index) {
int P = Parent(index);
//swap, until Heap property isn't violated anymore
while (P > 0 && heap[P] < heap[index]) {
Swap(P, index);
index = P;
P = Parent(index);
}
}
// bubble down, MinHeap version
protected void BubbleDownMin(int index) {
int L = Left(index);
int R = Right(index);
// bubbling down, 2 kids
while(R <= nodesCount) {
// if heap property is violated between index and Left child
if(heap[index] > heap[L]) {
if(heap[L] > heap[R]) {
Swap(index, R); // right has smaller priority
index = R;
}
else {
Swap(index, L); // left has smaller priority
index = L;
}
}
else {
// if heap property is violated between index and R
if(heap[index] > heap[R]) {
Swap(index, R);
index = R;
}
else {
index = L;
L = Left(index);
break;
}
}
L = Left(index);
R = Right(index);
}
// only left & last children available to test and swap
if(L <= nodesCount && heap[index] > heap[L]) {
Swap(index, L);
}
}
// bubble up, MinHeap version
protected void BubbleUpMin(int index) {
int P = Parent(index);
//swap, until Heap property isn't violated anymore
while(P > 0 && heap[P] > heap[index]) {
Swap(P, index);
index = P;
P = Parent(index);
}
}
protected float tempHeap;
protected virtual void Swap(int A, int B) {
tempHeap = heap[A];
heap[A] = heap[B];
heap[B] = tempHeap;
}
protected virtual void UpsizeHeap() {
maxSize *= 2;
System.Array.Resize(ref heap, maxSize + 1);
}
public virtual void PushValue(float h) {
throw new System.NotImplementedException();
}
public virtual float PopValue() {
throw new System.NotImplementedException();
}
public void FlushHeapResult(List<float> heapList) {
for(int i = 1; i < Count; i++) {
heapList.Add(heap[i]);
}
}
}
}

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/*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;
namespace DataStructures.ViliWonka.Heap {
public class KSmallestHeap : BaseHeap {
public KSmallestHeap(int maxEntries) : base(maxEntries) {
}
public bool Full {
get {
return maxSize == nodesCount;
}
}
// in lots of cases, max head gets removed
public override void PushValue(float h) {
// if heap full
if(nodesCount == maxSize) {
// if Heads priority is smaller than input priority, then ignore that item
if(HeadValue < h) {
return;
}
else {
heap[1] = h; // remove top element
BubbleDownMax(1); // bubble it down
}
}
else {
nodesCount++;
heap[nodesCount] = h;
BubbleUpMax(nodesCount);
}
}
public override float PopValue() {
if(nodesCount == 0)
throw new System.ArgumentException("Heap is empty!");
float result = heap[1];
heap[1] = heap[nodesCount];
nodesCount--;
BubbleDownMax(1);
return result;
}
public void Print() {
UnityEngine.Debug.Log("HeapPropertyHolds? " + HeapPropertyHolds(1));
}
//should remove
public bool HeapPropertyHolds(int index, int depth = 0) {
if (index > nodesCount)
return true;
UnityEngine.Debug.Log(heap[index]);
int L = Left(index);
int R = Right(index);
bool bothHold = true;
if(L <= nodesCount) {
UnityEngine.Debug.Log(heap[index] + " => " + heap[L]);
if (heap[index] < heap[L])
bothHold = false;
}
// if L <= nodesCount, then R <= nodesCount can also happen
if (R <= nodesCount) {
UnityEngine.Debug.Log(heap[index] + " => " + heap[R]);
if (bothHold && heap[index] < heap[R])
bothHold = false;
}
return bothHold & HeapPropertyHolds(L, depth + 1) & HeapPropertyHolds(R, depth + 1);
}
}
// array start at index 1
// generic version
public class KSmallestHeap<T> : KSmallestHeap {
T[] objs; //objects
public KSmallestHeap(int maxEntries) : base(maxEntries) {
objs = new T[maxEntries + 1];
}
public T HeadHeapObject { get { return objs[1]; } }
T tempObjs;
protected override void Swap(int A, int B) {
tempHeap = heap[A];
tempObjs = objs[A];
heap[A] = heap[B];
objs[A] = objs[B];
heap[B] = tempHeap;
objs[B] = tempObjs;
}
public override void PushValue(float h) {
throw new System.ArgumentException("Use Push(T, float)!");
}
public void PushObj(T obj, float h) {
// if heap full
if(nodesCount == maxSize) {
// if Heads priority is smaller than input priority, then ignore that item
if(HeadValue < h) {
return;
}
else {
heap[1] = h; // remove top element
objs[1] = obj;
BubbleDownMax(1); // bubble it down
}
}
else {
nodesCount++;
heap[nodesCount] = h;
objs[nodesCount] = obj;
BubbleUpMax(nodesCount);
}
}
public override float PopValue() {
throw new System.ArgumentException("Use PopObj()!");
}
public T PopObj() {
if(nodesCount == 0)
throw new System.ArgumentException("Heap is empty!");
T result = objs[1];
heap[1] = heap[nodesCount];
objs[1] = objs[nodesCount];
nodesCount--;
BubbleDownMax(1);
return result;
}
public T PopObj(ref float heapValue) {
if(nodesCount == 0)
throw new System.ArgumentException("Heap is empty!");
heapValue = heap[1];
T result = PopObj();
return result;
}
//flush internal results, returns ordered data
public void FlushResult(List<T> resultList, List<float> heapList = null) {
int count = nodesCount + 1;
if(heapList == null) {
for(int i = 1; i < count; i++) {
resultList.Add(PopObj());
}
}
else {
float h = 0f;
for(int i = 1; i < count; i++) {
resultList.Add(PopObj(ref h));
heapList.Add(h);
}
}
}
}
}

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/*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;
namespace DataStructures.ViliWonka.Heap {
public class MaxHeap : BaseHeap {
public MaxHeap(int initialSize = 2048) : base(initialSize) {
}
public override void PushValue(float h) {
// if heap array is full
if(nodesCount == maxSize) {
UpsizeHeap();
}
nodesCount++;
heap[nodesCount] = h;
BubbleUpMax(nodesCount);
}
public override float PopValue() {
if(nodesCount == 0)
throw new System.ArgumentException("Heap is empty!");
float result = heap[1];
heap[1] = heap[nodesCount];
nodesCount--;
BubbleDownMax(1);
return result;
}
}
// generic version
public class MaxHeap<T> : MaxHeap {
T[] objs; // objects
public MaxHeap(int maxNodes) : base(maxNodes) {
objs = new T[maxNodes + 1];
}
public T HeadHeapObject { get { return objs[1]; } }
T tempObjs;
protected override void Swap(int A, int B) {
tempHeap = heap[A];
tempObjs = objs[A];
heap[A] = heap[B];
objs[A] = objs[B];
heap[B] = tempHeap;
objs[B] = tempObjs;
}
public override void PushValue(float h) {
throw new System.ArgumentException("Use PushObj(T, float)!");
}
public override float PopValue() {
throw new System.ArgumentException("Use Push(T, float)!");
}
public void PushObj(T obj, float h) {
// if heap array is full
if(nodesCount == maxSize) {
UpsizeHeap();
}
nodesCount++;
heap[nodesCount] = h;
objs[nodesCount] = obj;
BubbleUpMin(nodesCount);
}
public T PopObj() {
if(nodesCount == 0)
throw new System.ArgumentException("Heap is empty!");
T result = objs[1];
heap[1] = heap[nodesCount];
objs[1] = objs[nodesCount];
objs[nodesCount] = default(T);
nodesCount--;
BubbleDownMin(1);
return result;
}
public T PopObj(ref float heapValue) {
if(nodesCount == 0)
throw new System.ArgumentException("Heap is empty!");
heapValue = heap[1];
T result = PopObj();
return result;
}
protected override void UpsizeHeap() {
maxSize *= 2;
System.Array.Resize(ref heap, maxSize + 1);
System.Array.Resize(ref objs, maxSize + 1);
}
//flush internal results, returns ordered data
public void FlushResult(List<T> resultList, List<float> heapList = null) {
int count = nodesCount + 1;
if(heapList == null) {
for(int i = 1; i < count; i++) {
resultList.Add(PopObj());
}
}
else {
float h = 0f;
for(int i = 1; i < count; i++) {
resultList.Add(PopObj(ref h));
heapList.Add(h);
}
}
}
}
}

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/*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;
namespace DataStructures.ViliWonka.Heap {
public class MinHeap : BaseHeap {
public MinHeap(int initialSize = 2048) : base(initialSize) {
}
public override void PushValue(float h) {
// if heap array is full
if(nodesCount == maxSize) {
UpsizeHeap();
}
nodesCount++;
heap[nodesCount] = h;
BubbleUpMin(nodesCount);
}
public override float PopValue() {
if(nodesCount == 0)
throw new System.ArgumentException("Heap is empty!");
float result = heap[1];
heap[1] = heap[nodesCount];
nodesCount--;
if(nodesCount != 0)
BubbleDownMin(1);
return result;
}
}
// generic version
public class MinHeap<T> : MinHeap {
T[] objs; // objects
public MinHeap(int maxNodes = 2048) : base(maxNodes) {
objs = new T[maxNodes + 1];
}
public T HeadHeapObject { get { return objs[1]; } }
T tempObjs;
protected override void Swap(int A, int B) {
tempHeap = heap[A];
tempObjs = objs[A];
heap[A] = heap[B];
objs[A] = objs[B];
heap[B] = tempHeap;
objs[B] = tempObjs;
}
public override void PushValue(float h) {
throw new System.ArgumentException("Use Push(T, float)!");
}
public override float PopValue() {
throw new System.ArgumentException("Use Push(T, float)!");
}
public void PushObj(T obj, float h) {
// if heap array is full
if(nodesCount == maxSize) {
UpsizeHeap();
}
nodesCount++;
heap[nodesCount] = h;
objs[nodesCount] = obj;
BubbleUpMin(nodesCount);
}
public T PopObj() {
if(nodesCount == 0)
throw new System.ArgumentException("Heap is empty!");
T result = objs[1];
heap[1] = heap[nodesCount];
objs[1] = objs[nodesCount];
objs[nodesCount] = default(T);
nodesCount--;
if(nodesCount != 0)
BubbleDownMin(1);
return result;
}
public T PopObj(ref float heapValue) {
if(nodesCount == 0)
throw new System.ArgumentException("Heap is empty!");
heapValue = heap[1];
T result = PopObj();
return result;
}
protected override void UpsizeHeap() {
maxSize *= 2;
System.Array.Resize(ref heap, maxSize + 1);
System.Array.Resize(ref objs, maxSize + 1);
}
//flush internal array, returns ordered data
public void FlushResult(List<T> resultList, List<float> heapList = null) {
int count = nodesCount + 1;
if(heapList == null) {
for(int i = 1; i < count; i++) {
resultList.Add(PopObj());
}
}
else {
float h = 0f;
for(int i = 1; i < count; i++) {
resultList.Add(PopObj(ref h));
heapList.Add(h);
}
}
}
}
}

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