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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); } }




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