mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-09-12 23:10:08 +02:00
594 lines
12 KiB
JavaScript
594 lines
12 KiB
JavaScript
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THREE.TypedArrayUtils = {};
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/**
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* In-place quicksort for typed arrays (e.g. for Float32Array)
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* provides fast sorting
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* useful e.g. for a custom shader and/or BufferGeometry
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*
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* @author Roman Bolzern <roman.bolzern@fhnw.ch>, 2013
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* @author I4DS http://www.fhnw.ch/i4ds, 2013
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* @license MIT License <http://www.opensource.org/licenses/mit-license.php>
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*
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* Complexity: http://bigocheatsheet.com/ see Quicksort
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*
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* Example:
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* points: [x, y, z, x, y, z, x, y, z, ...]
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* eleSize: 3 //because of (x, y, z)
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* orderElement: 0 //order according to x
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*/
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THREE.TypedArrayUtils.quicksortIP = function ( arr, eleSize, orderElement ) {
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var stack = [];
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var sp = -1;
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var left = 0;
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var right = arr.length / eleSize - 1;
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var tmp = 0.0, x = 0, y = 0;
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var swapF = function ( a, b ) {
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a *= eleSize; b *= eleSize;
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for ( y = 0; y < eleSize; y ++ ) {
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tmp = arr[ a + y ];
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arr[ a + y ] = arr[ b + y ];
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arr[ b + y ] = tmp;
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}
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};
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var i, j, swap = new Float32Array( eleSize ), temp = new Float32Array( eleSize );
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while ( true ) {
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if ( right - left <= 25 ) {
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for ( j = left + 1; j <= right; j ++ ) {
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for ( x = 0; x < eleSize; x ++ ) {
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swap[ x ] = arr[ j * eleSize + x ];
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}
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i = j - 1;
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while ( i >= left && arr[ i * eleSize + orderElement ] > swap[orderElement ] ) {
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for ( x = 0; x < eleSize; x ++ ) {
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arr[ ( i + 1 ) * eleSize + x ] = arr[ i * eleSize + x ];
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}
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i --;
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}
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for ( x = 0; x < eleSize; x ++ ) {
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arr[ ( i + 1 ) * eleSize + x ] = swap[ x ];
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}
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}
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if ( sp == -1 ) break;
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right = stack[ sp -- ]; //?
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left = stack[ sp -- ];
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} else {
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var median = ( left + right ) >> 1;
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i = left + 1;
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j = right;
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swapF( median, i );
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if ( arr[ left * eleSize + orderElement ] > arr[ right * eleSize + orderElement ] ) {
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swapF( left, right );
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}
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if ( arr[ i * eleSize + orderElement ] > arr[ right * eleSize + orderElement ] ) {
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swapF( i, right );
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}
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if ( arr[ left * eleSize + orderElement ] > arr[ i * eleSize + orderElement ] ) {
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swapF( left, i );
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}
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for ( x = 0; x < eleSize; x ++ ) {
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temp[ x ] = arr[ i * eleSize + x ];
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}
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while ( true ) {
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do i ++; while ( arr[ i * eleSize + orderElement ] < temp[ orderElement ] );
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do j --; while ( arr[ j * eleSize + orderElement ] > temp[ orderElement ] );
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if ( j < i ) break;
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swapF( i, j );
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}
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for ( x = 0; x < eleSize; x ++ ) {
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arr[ ( left + 1 ) * eleSize + x ] = arr[ j * eleSize + x ];
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arr[ j * eleSize + x ] = temp[ x ];
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}
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if ( right - i + 1 >= j - left ) {
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stack[ ++ sp ] = i;
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stack[ ++ sp ] = right;
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right = j - 1;
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} else {
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stack[ ++ sp ] = left;
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stack[ ++ sp ] = j - 1;
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left = i;
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}
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}
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}
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return arr;
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};
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/**
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* k-d Tree for typed arrays (e.g. for Float32Array), in-place
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* provides fast nearest neighbour search
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* useful e.g. for a custom shader and/or BufferGeometry, saves tons of memory
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* has no insert and remove, only buildup and neares neighbour search
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*
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* Based on https://github.com/ubilabs/kd-tree-javascript by Ubilabs
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*
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* @author Roman Bolzern <roman.bolzern@fhnw.ch>, 2013
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* @author I4DS http://www.fhnw.ch/i4ds, 2013
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* @license MIT License <http://www.opensource.org/licenses/mit-license.php>
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*
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* Requires typed array quicksort
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*
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* Example:
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* points: [x, y, z, x, y, z, x, y, z, ...]
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* metric: function(a, b){ return Math.pow(a[0] - b[0], 2) + Math.pow(a[1] - b[1], 2) + Math.pow(a[2] - b[2], 2); } //Manhatten distance
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* eleSize: 3 //because of (x, y, z)
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*
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* Further information (including mathematical properties)
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* http://en.wikipedia.org/wiki/Binary_tree
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* http://en.wikipedia.org/wiki/K-d_tree
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*
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* If you want to further minimize memory usage, remove Node.depth and replace in search algorithm with a traversal to root node (see comments at THREE.TypedArrayUtils.Kdtree.prototype.Node)
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*/
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THREE.TypedArrayUtils.Kdtree = function ( points, metric, eleSize ) {
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var self = this;
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var maxDepth = 0;
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var getPointSet = function ( points, pos ) {
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return points.subarray( pos * eleSize, pos * eleSize + eleSize );
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};
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function buildTree( points, depth, parent, pos ) {
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var dim = depth % eleSize,
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median,
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node,
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plength = points.length / eleSize;
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if ( depth > maxDepth ) maxDepth = depth;
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if ( plength === 0 ) return null;
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if ( plength === 1 ) {
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return new self.Node( getPointSet( points, 0 ), depth, parent, pos );
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}
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THREE.TypedArrayUtils.quicksortIP( points, eleSize, dim );
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median = Math.floor( plength / 2 );
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node = new self.Node( getPointSet( points, median ), depth, parent, median + pos );
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node.left = buildTree( points.subarray( 0, median * eleSize), depth + 1, node, pos );
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node.right = buildTree( points.subarray( ( median + 1 ) * eleSize, points.length ), depth + 1, node, pos + median + 1 );
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return node;
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}
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this.root = buildTree( points, 0, null, 0 );
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this.getMaxDepth = function () { return maxDepth; };
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this.nearest = function ( point, maxNodes, maxDistance ) {
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/* point: array of size eleSize
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maxNodes: max amount of nodes to return
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maxDistance: maximum distance to point result nodes should have
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condition (not implemented): function to test node before it's added to the result list, e.g. test for view frustum
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*/
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var i,
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result,
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bestNodes;
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bestNodes = new THREE.TypedArrayUtils.Kdtree.BinaryHeap(
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function ( e ) { return -e[ 1 ]; }
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);
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function nearestSearch( node ) {
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var bestChild,
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dimension = node.depth % eleSize,
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ownDistance = metric(point, node.obj),
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linearDistance = 0,
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otherChild,
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i,
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linearPoint = [];
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function saveNode( node, distance ) {
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bestNodes.push( [ node, distance ] );
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if ( bestNodes.size() > maxNodes ) {
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bestNodes.pop();
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}
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}
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for ( i = 0; i < eleSize; i += 1 ) {
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if ( i === node.depth % eleSize ) {
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linearPoint[ i ] = point[ i ];
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} else {
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linearPoint[ i ] = node.obj[ i ];
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}
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}
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linearDistance = metric( linearPoint, node.obj );
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// if it's a leaf
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if ( node.right === null && node.left === null ) {
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if ( bestNodes.size() < maxNodes || ownDistance < bestNodes.peek()[ 1 ] ) {
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saveNode( node, ownDistance );
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}
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return;
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}
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if ( node.right === null ) {
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bestChild = node.left;
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} else if ( node.left === null ) {
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bestChild = node.right;
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} else {
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if ( point[ dimension ] < node.obj[ dimension ] ) {
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bestChild = node.left;
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} else {
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bestChild = node.right;
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}
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}
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// recursive search
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nearestSearch( bestChild );
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if ( bestNodes.size() < maxNodes || ownDistance < bestNodes.peek()[ 1 ] ) {
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saveNode( node, ownDistance );
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}
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// if there's still room or the current distance is nearer than the best distance
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if ( bestNodes.size() < maxNodes || Math.abs(linearDistance) < bestNodes.peek()[ 1 ] ) {
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if ( bestChild === node.left ) {
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otherChild = node.right;
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} else {
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otherChild = node.left;
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}
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if ( otherChild !== null ) {
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nearestSearch( otherChild );
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}
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}
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}
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if ( maxDistance ) {
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for ( i = 0; i < maxNodes; i += 1 ) {
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bestNodes.push( [ null, maxDistance ] );
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}
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}
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nearestSearch( self.root );
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result = [];
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for ( i = 0; i < maxNodes; i += 1 ) {
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if ( bestNodes.content[ i ][ 0 ] ) {
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result.push( [ bestNodes.content[ i ][ 0 ], bestNodes.content[ i ][ 1 ] ] );
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}
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}
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return result;
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};
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};
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/**
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* If you need to free up additional memory and agree with an additional O( log n ) traversal time you can get rid of "depth" and "pos" in Node:
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* Depth can be easily done by adding 1 for every parent (care: root node has depth 0, not 1)
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* Pos is a bit tricky: Assuming the tree is balanced (which is the case when after we built it up), perform the following steps:
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* By traversing to the root store the path e.g. in a bit pattern (01001011, 0 is left, 1 is right)
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* From buildTree we know that "median = Math.floor( plength / 2 );", therefore for each bit...
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* 0: amountOfNodesRelevantForUs = Math.floor( (pamountOfNodesRelevantForUs - 1) / 2 );
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* 1: amountOfNodesRelevantForUs = Math.ceil( (pamountOfNodesRelevantForUs - 1) / 2 );
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* pos += Math.floor( (pamountOfNodesRelevantForUs - 1) / 2 );
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* when recursion done, we still need to add all left children of target node:
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* pos += Math.floor( (pamountOfNodesRelevantForUs - 1) / 2 );
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* and I think you need to +1 for the current position, not sure.. depends, try it out ^^
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*
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* I experienced that for 200'000 nodes you can get rid of 4 MB memory each, leading to 8 MB memory saved.
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*/
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THREE.TypedArrayUtils.Kdtree.prototype.Node = function ( obj, depth, parent, pos ) {
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this.obj = obj;
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this.left = null;
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this.right = null;
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this.parent = parent;
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this.depth = depth;
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this.pos = pos;
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};
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/**
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* Binary heap implementation
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* @author http://eloquentjavascript.net/appendix2.htm
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*/
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THREE.TypedArrayUtils.Kdtree.BinaryHeap = function ( scoreFunction ) {
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this.content = [];
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this.scoreFunction = scoreFunction;
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};
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THREE.TypedArrayUtils.Kdtree.BinaryHeap.prototype = {
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push: function ( element ) {
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// Add the new element to the end of the array.
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this.content.push( element );
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// Allow it to bubble up.
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this.bubbleUp( this.content.length - 1 );
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},
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pop: function () {
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// Store the first element so we can return it later.
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var result = this.content[ 0 ];
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// Get the element at the end of the array.
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var end = this.content.pop();
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// If there are any elements left, put the end element at the
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// start, and let it sink down.
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if ( this.content.length > 0 ) {
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this.content[ 0 ] = end;
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this.sinkDown( 0 );
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}
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return result;
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},
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peek: function () {
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return this.content[ 0 ];
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},
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remove: function ( node ) {
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var len = this.content.length;
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// To remove a value, we must search through the array to find it.
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for ( var i = 0; i < len; i ++ ) {
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if ( this.content[ i ] == node ) {
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// When it is found, the process seen in 'pop' is repeated
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// to fill up the hole.
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var end = this.content.pop();
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if ( i != len - 1 ) {
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this.content[ i ] = end;
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if ( this.scoreFunction( end ) < this.scoreFunction( node ) ) {
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this.bubbleUp( i );
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} else {
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this.sinkDown( i );
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}
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}
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return;
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}
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}
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throw new Error( "Node not found." );
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},
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size: function () {
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return this.content.length;
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|
|
||
|
},
|
||
|
|
||
|
bubbleUp: function ( n ) {
|
||
|
|
||
|
// Fetch the element that has to be moved.
|
||
|
var element = this.content[ n ];
|
||
|
|
||
|
// When at 0, an element can not go up any further.
|
||
|
while ( n > 0 ) {
|
||
|
|
||
|
// Compute the parent element's index, and fetch it.
|
||
|
var parentN = Math.floor( ( n + 1 ) / 2 ) - 1,
|
||
|
parent = this.content[ parentN ];
|
||
|
|
||
|
// Swap the elements if the parent is greater.
|
||
|
if ( this.scoreFunction( element ) < this.scoreFunction( parent ) ) {
|
||
|
|
||
|
this.content[ parentN ] = element;
|
||
|
this.content[ n ] = parent;
|
||
|
|
||
|
// Update 'n' to continue at the new position.
|
||
|
n = parentN;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
// Found a parent that is less, no need to move it further.
|
||
|
break;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
},
|
||
|
|
||
|
sinkDown: function ( n ) {
|
||
|
|
||
|
// Look up the target element and its score.
|
||
|
var length = this.content.length,
|
||
|
element = this.content[ n ],
|
||
|
elemScore = this.scoreFunction( element );
|
||
|
|
||
|
while ( true ) {
|
||
|
|
||
|
// Compute the indices of the child elements.
|
||
|
var child2N = ( n + 1 ) * 2, child1N = child2N - 1;
|
||
|
|
||
|
// This is used to store the new position of the element, if any.
|
||
|
var swap = null;
|
||
|
|
||
|
// If the first child exists (is inside the array)...
|
||
|
if ( child1N < length ) {
|
||
|
|
||
|
// Look it up and compute its score.
|
||
|
var child1 = this.content[ child1N ],
|
||
|
child1Score = this.scoreFunction( child1 );
|
||
|
|
||
|
// If the score is less than our element's, we need to swap.
|
||
|
if ( child1Score < elemScore ) swap = child1N;
|
||
|
|
||
|
}
|
||
|
|
||
|
// Do the same checks for the other child.
|
||
|
if ( child2N < length ) {
|
||
|
|
||
|
var child2 = this.content[ child2N ],
|
||
|
child2Score = this.scoreFunction( child2 );
|
||
|
|
||
|
if ( child2Score < ( swap === null ? elemScore : child1Score ) ) swap = child2N;
|
||
|
|
||
|
}
|
||
|
|
||
|
// If the element needs to be moved, swap it, and continue.
|
||
|
if ( swap !== null ) {
|
||
|
|
||
|
this.content[ n ] = this.content[ swap ];
|
||
|
this.content[ swap ] = element;
|
||
|
n = swap;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
// Otherwise, we are done.
|
||
|
break;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|