54 lines
1.6 KiB
C++
54 lines
1.6 KiB
C++
#pragma once
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#include "vde/spatial/spatial_index.h"
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#include <vector>
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namespace vde::spatial {
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using core::AABB3D;
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using core::Point3D;
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using core::Vector3D;
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using core::Ray3Dd;
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using core::Triangle3D;
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template <typename T>
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class KDTree : public SpatialIndex<T> {
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public:
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void build(const std::vector<T>& items) override;
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void insert(const T& item) override;
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bool remove(const T& item) override;
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std::vector<T> query_range(const AABB3D& range) const override;
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std::vector<T> query_knn(const Point3D& point, size_t k) const override;
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std::vector<T> query_ray(const Ray3Dd& ray) const override;
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void clear() override;
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size_t size() const override { return items_.size(); }
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private:
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struct Node {
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AABB3D bounds;
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int item_idx = -1; // -1 for internal node; index into items_ for leaf
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int split_axis = 0;
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int left = -1;
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int right = -1;
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};
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std::vector<T> items_;
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std::vector<Node> nodes_;
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int root_ = -1;
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/// Return a representative 3D position for the item (used for spatial ordering)
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static Point3D get_position(const T& item);
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/// Return an axis-aligned bounding box for the item
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static AABB3D get_aabb(const T& item);
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/// Test whether the item intersects a ray
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static bool ray_hits_item(const T& item, const Ray3Dd& ray);
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int build_recursive(int start, int end);
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void query_range_recursive(int node_idx, const AABB3D& range,
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std::vector<T>& result) const;
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void query_ray_recursive(int node_idx, const Ray3Dd& ray,
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std::vector<T>& result) const;
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};
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} // namespace vde::spatial
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