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/* $RCSfile$
* $Author: hansonr $
* $Date: 2016-04-11 05:47:52 +0200 (Mon, 11 Apr 2016) $
*
* Copyright (C) 2003-2005 Miguel, Jmol Development, www.jmol.org
*
* Contact: [email protected]
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*/
package org.jmol.bspt;
import javajs.util.T3;
//import org.jmol.util.Logger;
/**
*
* a Binary Space Partitioning Tree
*
*
* The tree partitions n-dimensional space (in our case 3) into little boxes,
* facilitating searches for things which are *nearby*.
*
*
* For some useful background info, search the web for "bsp tree faq". Our
* application is somewhat simpler because we are storing points instead of
* polygons.
*
*
* We are working with three dimensions. For the purposes of the Bspt code these
* dimensions are stored as 0, 1, or 2. Each node of the tree splits along the
* next dimension, wrapping around to 0.
*
*
* mySplitDimension = (parentSplitDimension + 1) % 3;
*
*
* A split value is stored in the node. Values which are <= splitValue are
* stored down the left branch. Values which are >= splitValue are stored down
* the right branch. If searchValue == splitValue then the search must proceed
* down both branches.
*
*
* Planar and crystaline substructures can generate values which are == along
* one dimension.
*
*
* To get a good picture in your head, first think about it in one dimension,
* points on a number line. The tree just partitions the points. Now think about
* 2 dimensions. The first node of the tree splits the plane into two rectangles
* along the x dimension. The second level of the tree splits the subplanes
* (independently) along the y dimension into smaller rectangles. The third
* level splits along the x dimension. In three dimensions, we are doing the
* same thing, only working with 3-d boxes.
*
*
* @author Miguel, [email protected]
*/
public final class Bspt {
final static int leafCountMax = 2;
// this corresponds to the max height of the tree
final static int MAX_TREE_DEPTH = 100;
int treeDepth;
int dimMax;
int index;
Element eleRoot;
/**
* Create a bspt with the specified number of dimensions. For a 3-dimensional
* tree (x,y,z) call new Bspt(3).
*
* @param dimMax
* @param index
*/
public Bspt(int dimMax, int index) {
this.dimMax = dimMax;
this.index = index;
reset();
}
void reset() {
eleRoot = new Leaf(this, null, 0);
treeDepth = 1;
}
/**
* Iterate through all of your data points, calling addTuple
*
* @param tuple
*/
public void addTuple(T3 tuple) {
eleRoot = eleRoot.addTuple(0, tuple);
}
/**
* prints some simple stats to stdout
*/
public void stats() {
// if (Logger.debugging) {
// Logger.debug(
// "bspt treeDepth=" + treeDepth +
// " count=" + eleRoot.count);
// }
}
// public void dump() {
// SB sb = new SB();
// eleRoot.dump(0, sb);
// Logger.info(sb.toString());
// }
//
// @Override
// public String toString() {
// return eleRoot.toString();
// }
public CubeIterator allocateCubeIterator() {
return new CubeIterator(this);
}
}