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152
helix/helpers/nodequadtree.py
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152
helix/helpers/nodequadtree.py
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from math import floor, ceil
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# A utility class, a rectangle acting as boundaries of the quad tree
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class Bounds:
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def __init__(self, left, right, bottom, top):
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if top < bottom:
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top, bottom = bottom, top
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if right < left:
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right, left = left, right
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self.left = left
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self.right = right
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self.bottom = bottom
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self.top = top
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self.width = right - left
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self.height = top - bottom
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def getWidth(self):
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return self.width
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def getHeight(self):
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return self.height
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def getLeft(self):
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return self.left
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def getRight(self):
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return self.right
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def getBottom(self):
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return self.bottom
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def getTop(self):
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return self.top
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# A QuadTree implemented to specifically handle panel Nodes
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class NodeQuadTree():
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MAX_OBJECTS = 100
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MAX_LEVELS = 5
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def __init__(self, level, bounds, variance):
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if level < 1:
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level = 1
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self.level = level
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self.variance = variance
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self.bounds = bounds
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if level == 1:
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self.bounds = Bounds(floor(bounds.getLeft() - self.variance),
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ceil(bounds.getRight() + self.variance),
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floor(bounds.getBottom() - self.variance),
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ceil(bounds.getTop() + self.variance))
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self.nodeList = []
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self.quads = [None, None, None, None]
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def clear(self):
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self.nodeList = []
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for quad in self.quads:
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if quad is not None:
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quad.clear()
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self.quads = [None, None, None, None]
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def pointInside(self, point):
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if point.x - self.variance < self.bounds.getLeft():
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return False
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if point.x + self.variance > self.bounds.getRight():
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return False
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if point.y - self.variance < self.bounds.getBottom():
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return False
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if point.y + self.variance > self.bounds.getTop():
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return False
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return True
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def split(self):
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left = self.bounds.getLeft()
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right = self.bounds.getRight()
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midLR = left + self.bounds.getWidth() / 2
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bottom = self.bounds.getBottom()
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top = self.bounds.getTop()
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midBT = bottom + self.bounds.getHeight() / 2
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self.quads[0] = NodeQuadTree(self.level + 1, Bounds(left, midLR, bottom, midBT), self.variance)
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self.quads[1] = NodeQuadTree(self.level + 1, Bounds(midLR, right, bottom, midBT), self.variance)
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self.quads[2] = NodeQuadTree(self.level + 1, Bounds(left, midLR, midBT, top), self.variance)
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self.quads[3] = NodeQuadTree(self.level + 1, Bounds(midLR, right, midBT, top), self.variance)
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# Returns which child index the point belongs in, or -1 if it doesn't fit completely within any
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def getIndex(self, point):
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for i in range(4):
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if self.quads[i] is not None:
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if self.quads[i].pointInside(point):
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return i
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return -1
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# insert the node into the QuadTree, or one of its children
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def insert(self, node):
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# add it to our children, if they exist and the point fits
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if self.quads[0] is not None:
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index = self.getIndex(node.coordinate)
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if index != -1:
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self.quads[index].insert(node)
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return
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# else, add it to self
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self.nodeList.append(node)
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# too big? split into quads
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if (len(self.nodeList) > NodeQuadTree.MAX_OBJECTS) and \
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(self.level < NodeQuadTree.MAX_LEVELS) and \
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(self.quads[0] is None):
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self.split()
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toKeep = []
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for n in self.nodeList:
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index = self.getIndex(n.coordinate)
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if index != -1:
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self.quads[index].insert(n)
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else:
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toKeep.append(n)
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self.nodeList = toKeep
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# Return a list of all possible nodes that can be near this point
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def retrieve(self, nearPoint):
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retNodes = list(self.nodeList)
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if self.quads[0] is not None:
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index = self.getIndex(nearPoint)
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if index != -1:
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retNodes += self.quads[index].retrieve(nearPoint)
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else:
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for quad in self.quads:
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retNodes += quad.retrieve(nearPoint)
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return retNodes
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def report(self, outputArray):
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if outputArray is not None:
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outputArray.append(len(self.nodeList))
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for quad in self.quads:
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if quad is not None:
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quad.report(outputArray)
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