572 lines
16 KiB
Plaintext
572 lines
16 KiB
Plaintext
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-- https://github.com/ubilabs/kd-tree-javascript
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-- k-d Tree Implementation for Lua for quick search in multidimensional tables
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-- k-d trees are a useful data structure for several applications, such as searches involving a multidimensional search key (e.g. range searches and nearest neighbor searches). k-d trees are a special case of binary space partitioning trees.
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-- Rewritten to pure Lua and adapted for usage in Anomaly by demonized
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local math_floor = math.floor
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local math_log = math.log
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local math_max = math.max
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local math_min = math.min
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local table_insert = table.insert
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local table_remove = table.remove
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local table_sort = table.sort
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local empty_table = empty_table
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local pairs = pairs
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local function table_slice(t, first, last)
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local res = {}
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for i = first or 1, last and last - 1 or #t do
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res[#res + 1] = t[i]
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end
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return res
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end
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-- http://lua-users.org/wiki/BinaryInsert
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local function binary_insert(t, value, fcomp)
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-- Initialise compare function
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local fcomp = fcomp or function(a, b) return a < b end
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-- print_table(value)
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-- Initialise numbers
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local iStart, iEnd, iMid, iState = 1, #t, 1, 0
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if iEnd == 0 then
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t[1] = value
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-- printf("adding in beginning table empty")
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return 1
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end
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if fcomp(value, t[1]) then
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-- printf("adding in beginning %s of %s", 1, iEnd)
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table_insert(t, 1, value)
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return 1
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end
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if not fcomp(value, t[iEnd]) then
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-- printf("adding in end %s of %s", iEnd + 1, iEnd)
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local pos = iEnd + 1
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t[pos] = value
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return pos
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end
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-- Get insert position
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while iStart <= iEnd do
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-- calculate middle
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iMid = math_floor((iStart + iEnd) / 2)
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-- compare
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if fcomp(value, t[iMid]) then
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iEnd, iState = iMid - 1, 0
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else
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iStart, iState = iMid + 1, 1
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end
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end
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local pos = iMid + iState
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-- printf("adding in middle %s of %s", pos, iEnd)
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table_insert(t, pos, value)
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return pos
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end
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function Node(obj, dimension, parent)
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local node = {}
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node.obj = obj
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node.left = nil
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node.right = nil
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node.parent = parent
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node.dimension = dimension
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return node
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end
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function kdTree(points, metric, dimensions)
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local kd_tree = {}
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kd_tree.points = points or {}
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kd_tree.metric = metric
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kd_tree.dimensions = dimensions
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local function buildTree(new_points, depth, parent)
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local dim = (depth % #dimensions) + 1
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local median
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local node
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if not new_points then
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return
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end
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if #new_points == 0 then
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-- printf("buildTree #new_points == 0")
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return
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end
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if #new_points == 1 then
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-- printf("buildTree #new_points == 1")
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return Node(new_points[1], dim, parent)
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end
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table_sort(new_points, function(a, b)
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return a[dimensions[dim]] < b[dimensions[dim]]
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end)
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median = math_floor(#new_points / 2) + 1
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node = Node(new_points[median], dim, parent)
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node.left = buildTree(table_slice(new_points, 1, median), depth + 1, node)
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node.right = buildTree(table_slice(new_points, median + 1), depth + 1, node)
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return node
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end
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kd_tree.root = buildTree(points, 0, nil)
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kd_tree.insertAndRebuild = function(self, point)
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self.points[#self.points + 1] = point
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self.root = buildTree(self.points, 0, nil)
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return self
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end
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kd_tree.insert = function(self, point)
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local function innerSearch(node, parent)
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if node == nil then
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return parent
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end
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local dimension = self.dimensions[node.dimension]
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if point[dimension] < node.obj[dimension] then
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return innerSearch(node.left, node)
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else
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return innerSearch(node.right, node)
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end
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end
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local insertPosition = innerSearch(self.root, nil)
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local newNode
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local dimension
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if insertPosition == nil then
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self.points[#self.points + 1] = point
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self.root = buildTree(self.points, 0, nil)
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return self
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end
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newNode = Node(point, (insertPosition.dimension + 1) % #self.dimensions, insertPosition)
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dimension = self.dimensions[insertPosition.dimension]
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if point[dimension] < insertPosition.obj[dimension] then
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insertPosition.left = newNode
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else
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insertPosition.right = newNode
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end
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self.points[#self.points + 1] = point
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return self
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end
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kd_tree.remove = function(self, point)
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local node
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local function nodeSearch(node)
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if node == nil then
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return
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end
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if node.obj == point then
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return node
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end
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local dimension = self.dimensions[node.dimension]
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if point[dimension] < node.obj[dimension] then
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return nodeSearch(node.left, node)
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else
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return nodeSearch(node.right, node)
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end
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end
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local function removeNode(node)
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local nextNode
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local nextObj
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local pDimension
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local function findMin(node, dim)
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local dimension
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local own
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local left
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local right
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local min
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if node == nil then
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return
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end
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dimension = self.dimensions[dim]
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if node.dimension == dim then
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if node.left ~= nil then
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return findMin(node.left, dim)
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end
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return node
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end
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own = node.obj[dimension]
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left = findMin(node.left, dim)
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right = findMin(node.right, dim)
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min = node
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if left ~= nil and left.obj[dimension] < own then
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min = left
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end
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if right ~= nil and right.obj[dimension] < min.obj[dimension] then
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min = right
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end
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return min
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end
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if node.left == nil and node.right == nil then
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if node.parent == nil then
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self.root = nil
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return
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end
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pDimension = self.dimensions[node.parent.dimension]
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if node.obj[pDimension] < node.parent.obj[pDimension] then
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node.parent.left = nil
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else
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node.parent.right = nil
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end
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return
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end
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-- If the right subtree is not empty, swap with the minimum element on the
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-- node's dimension. If it is empty, we swap the left and right subtrees and
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-- do the same.
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if node.right ~= nil then
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nextNode = findMin(node.right, node.dimension)
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nextObj = nextNode.obj
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removeNode(nextNode)
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node.obj = nextObj
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else
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nextNode = findMin(node.left, node.dimension)
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nextObj = nextNode.obj
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removeNode(nextNode)
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node.right = node.left
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node.left = nil
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node.obj = nextObj
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end
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end
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node = nodeSearch(self.root)
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if node == nil then
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return
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end
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removeNode(node)
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return self
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end
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kd_tree.clearRoot = function(self)
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empty_table(self.root)
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return self
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end
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-- Update positions of objects
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-- Points input must be same structure as existing in k-d Tree
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kd_tree.updatePositions = function(self, points)
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self.points = points
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self:clearRoot()
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self.root = buildTree(points, 0, nil)
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return self
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end
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-- get all points sorted by nearest
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kd_tree.nearestAll = function(self, point)
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local point = {
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x = point.x or point[1],
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y = point.y or point[2],
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z = point.z or point[3]
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}
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local function comp_function(a, b)
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return a[2] < b[2]
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end
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local res = {}
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for i = 1, #self.points do
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local v = self.points[i]
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res[i] = {
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[1] = {
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x = v.x,
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y = v.y,
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z = v.z,
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data = v.data
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},
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[2] = math.huge
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}
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res[i][2] = self.metric(res[i][1], point)
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end
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table_sort(res, comp_function)
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return res
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end
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-- Query the nearest *count* neighbours to a point, with an optional
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-- maximal search distance.
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-- Result is an array with *count* elements.
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-- Each element is an array with two components: the searched point and
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-- the distance to it.
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kd_tree.nearest = function(self, point, maxNodes, maxDistance)
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local i
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local result
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local bestNodes
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bestNodes = {}
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local passedNodes = {}
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local maxNodes = maxNodes or 1
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local function comp_function(a, b)
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return a[2] < b[2]
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end
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local function saveNode(node, distance)
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binary_insert(bestNodes, {node, distance}, comp_function)
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if #bestNodes > maxNodes then
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table_remove(bestNodes)
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end
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end
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local function nearestSearch(node)
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if passedNodes[node] then return end
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local bestChild
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local dimension = self.dimensions[node.dimension]
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local ownDistance = self.metric(point, node.obj)
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local linearPoint = {}
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local linearDistance
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local otherChild
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local i
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for i = 1, #self.dimensions do
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linearPoint[self.dimensions[i]] = i == node.dimension and point[self.dimensions[i]] or node.obj[self.dimensions[i]]
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end
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linearDistance = self.metric(linearPoint, node.obj)
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if node.right == nil and node.left == nil then
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if #bestNodes < maxNodes or ownDistance < bestNodes[#bestNodes][2] then
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saveNode(node, ownDistance)
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end
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passedNodes[node] = true
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return
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end
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if node.right == nil then
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bestChild = node.left
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elseif node.left == nil then
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bestChild = node.right
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else
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bestChild = point[dimension] < node.obj[dimension] and node.left or node.right
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end
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nearestSearch(bestChild)
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if #bestNodes < maxNodes or ownDistance < bestNodes[#bestNodes][2] then
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saveNode(node, ownDistance)
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passedNodes[node] = true
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end
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if #bestNodes < maxNodes or math.abs(linearDistance) < bestNodes[1][2] then
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otherChild = bestChild == node.left and node.right or node.left
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if (otherChild ~= nil) then
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nearestSearch(otherChild)
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end
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end
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end
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if maxDistance then
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for i = 1, maxNodes do
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bestNodes[i] = {nil, maxDistance}
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end
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end
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if self.root then
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nearestSearch(self.root)
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end
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result = {}
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for i = 1, math_min(maxNodes, #bestNodes) do
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if bestNodes[i][1] then
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result[#result + 1] = {
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bestNodes[i][1].obj,
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bestNodes[i][2]
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}
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end
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end
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return result
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end
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-- Get an approximation of how unbalanced the tree is.
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-- The higher this number, the worse query performance will be.
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-- It indicates how many times worse it is than the optimal tree.
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-- Minimum is 1. Unreliable for small trees.
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kd_tree.balanceFactor = function(self)
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local function height(node)
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if node == nil then
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return 0
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end
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return math_max(height(node.left), height(node.right)) + 1
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end
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local function count(node)
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if node == nil then
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return 0
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end
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return count(node.left) + count(node.right) + 1
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end
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return height(self.root) / (math_log(count(self.root)) / math_log(2))
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end
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return kd_tree
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end
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local function distance_to(a, b)
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-- printf("distance_to fired")
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local dist_x = a.x - b.x
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local dist_y = a.y - b.y
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local dist_z = a.z - b.z
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return dist_x * dist_x + dist_y * dist_y + dist_z * dist_z
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end
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-- Actual usage starts here
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--[[
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When you build position tree, you can find nearest objects in relation to other objects
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Example, find nearest position to actor:
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local pos_tree = kd_tree.buildTreeObjectIds({45, 65, 23, 5353, 232})
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print_table(pos_tree:nearest(db.actor:position()))
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will print position, distance and id of nearest object from given ids
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--]]
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-- Build k-d Tree by several inputs
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-- Input - Array of vectors (vector():set(x, y, z) or table with x, y, z keys or 1, 2, 3 keys)
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-- Data is an optional table where you can bind your data to your object, must have same amount of fields as vectors (#vectors == #data)
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function buildTreeVectors(vectors, data)
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local v = {}
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local data = data or {}
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local vectors = vectors or {}
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for k, t in pairs(vectors) do
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table_insert(v, {
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x = t.x or t[1],
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y = t.y or t[2],
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z = t.z or t[3],
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data = data[k]
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})
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end
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-- printf("vectors num %s", #v)
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return kdTree(v, distance_to, {"x", "y", "z"})
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end
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-- Input - Array of game objects
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-- Vectors are binded to object ids automatically
|
||
|
function buildTreeObjects(objects)
|
||
|
local vectors = {}
|
||
|
local data = {}
|
||
|
for k, v in pairs(objects) do
|
||
|
table_insert(vectors, v:position())
|
||
|
table_insert(data, v:id())
|
||
|
end
|
||
|
return buildTreeVectors(vectors, data)
|
||
|
end
|
||
|
|
||
|
-- Input - Array of server objects
|
||
|
-- Vectors are binded to object ids automatically
|
||
|
function buildTreeSeObjects(objects)
|
||
|
local vectors = {}
|
||
|
local data = {}
|
||
|
for k, v in pairs(objects) do
|
||
|
table_insert(vectors, v.position)
|
||
|
table_insert(data, v.id)
|
||
|
end
|
||
|
return buildTreeVectors(vectors, data)
|
||
|
end
|
||
|
|
||
|
-- Input - Array of game object ids
|
||
|
-- Vectors are binded to object ids automatically
|
||
|
function buildTreeObjectIds(ids)
|
||
|
local vectors = {}
|
||
|
local data = {}
|
||
|
local level_object_by_id = level.object_by_id
|
||
|
for k, v in pairs(ids) do
|
||
|
local obj = level_object_by_id(v)
|
||
|
if obj and obj ~= 0 and obj:id() ~= 0 then
|
||
|
table_insert(vectors, obj:position())
|
||
|
table_insert(data, v)
|
||
|
end
|
||
|
end
|
||
|
return buildTreeVectors(vectors, data)
|
||
|
end
|
||
|
|
||
|
-- Input - Array of server object ids
|
||
|
-- Vectors are binded to object ids automatically
|
||
|
function buildTreeSeObjectIds(ids)
|
||
|
local vectors = {}
|
||
|
local data = {}
|
||
|
local sim = alife()
|
||
|
local sim_object = sim.object
|
||
|
for k, v in pairs(ids) do
|
||
|
local obj = sim_object(sim, v)
|
||
|
if obj and obj ~= 0 and obj.id ~= 0 then
|
||
|
table_insert(vectors, obj.position)
|
||
|
table_insert(data, v)
|
||
|
end
|
||
|
end
|
||
|
return buildTreeVectors(vectors, data)
|
||
|
end
|
||
|
|
||
|
-- If you build a tree using functions above
|
||
|
-- You can use this function to update positions and rebuild the tree
|
||
|
function updateObjPositions(kd_tree)
|
||
|
local points = kd_tree.points
|
||
|
local new_points = {}
|
||
|
|
||
|
local sim = alife()
|
||
|
local sim_object = sim.object
|
||
|
for i = 1, #points do
|
||
|
local obj = sim_object(sim, points[i].data)
|
||
|
if obj then
|
||
|
local pos = obj.position
|
||
|
table_insert(new_points, {
|
||
|
x = pos.x,
|
||
|
y = pos.y,
|
||
|
z = pos.z,
|
||
|
data = points[i].data
|
||
|
})
|
||
|
end
|
||
|
end
|
||
|
|
||
|
kd_tree:updatePositions(new_points)
|
||
|
return kd_tree
|
||
|
end
|