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package quadtree
import (
"fmt"
"git.darknebu.la/GalaxySimulator/Source/structs"
//"git.darknebu.la/GalaxySimulator/Source/structs"
"github.com/fogleman/gg"
)
type Coord struct {
X float64
Y float64
}
// newCoord returns a new coordinate using the given values
func NewCoord(x float64, y float64) Coord {
return Coord{x, y}
}
// InsideOf returns true if the point the method is used on in inside of the quadtreecell
func (point Coord) InsideOf(quadtreeCell *Quadtree) bool {
// define the bounds
var lowerXBound = quadtreeCell.boundary.center.X - quadtreeCell.boundary.halfDimension
var upperXBound = quadtreeCell.boundary.center.X + quadtreeCell.boundary.halfDimension
var lowerYBound = quadtreeCell.boundary.center.Y - quadtreeCell.boundary.halfDimension
var upperYBound = quadtreeCell.boundary.center.Y + quadtreeCell.boundary.halfDimension
// if the point is in the right x range
if point.X < upperXBound && point.X > lowerXBound {
// test if the point is in the right y range
if point.Y < upperYBound && point.Y > lowerYBound {
// the star is within the bounds: return true
return true
}
}
// the star is outside of the bounds: return false
return false
}
// BoundingBox defines a single cell in the Quadtree
type BoundingBox struct {
center Coord
halfDimension float64
}
// NewBoundingBox returns a new bounding with the given struct elements
func NewBoundingBox(inCenter Coord, inHalfDimension float64) BoundingBox {
return BoundingBox{
center: inCenter,
halfDimension: inHalfDimension,
}
}
// Quadtree defining the whole Quadtree and a node in itself (recursively)
type Quadtree struct {
// general information (node ca/home/hanemile/go/src/git.darknebu.la/emile/quadtreepacity, spacial outreach)
nodeCapacity int
boundary BoundingBox
// slice storing the star coordinates
pointsSlice []Coord
// the Quadtree leaves
northWest *Quadtree
northEast *Quadtree
southWest *Quadtree
southEast *Quadtree
depth int
}
// NewQuadtree returns a new Quadtree
func NewQuadtree(boundary BoundingBox, depth int) *Quadtree {
return &Quadtree{
nodeCapacity: 0,
boundary: boundary,
pointsSlice: nil,
northWest: nil,
northEast: nil,
southWest: nil,
southEast: nil,
depth: depth,
}
}
// Subdvide the given quadtree into multiple cells
func (quadtree *Quadtree) subdivide() {
// Create the new NorthWest boundingbox
var newCellBoundingNorthWest = BoundingBox{
center: Coord{
X: quadtree.boundary.center.X - quadtree.boundary.halfDimension/2,
Y: quadtree.boundary.center.Y + quadtree.boundary.halfDimension/2,
},
halfDimension: quadtree.boundary.halfDimension / 2,
}
quadtree.northWest = NewQuadtree(newCellBoundingNorthWest, quadtree.depth+1)
// Create the new NorthWest boundingbox
var newCellBoundingNorthEast = BoundingBox{
center: Coord{
X: quadtree.boundary.center.X + quadtree.boundary.halfDimension/2,
Y: quadtree.boundary.center.Y + quadtree.boundary.halfDimension/2,
},
halfDimension: quadtree.boundary.halfDimension / 2,
}
quadtree.northEast = NewQuadtree(newCellBoundingNorthEast, quadtree.depth+1)
// Create the new NorthWest boundingbox
var newCellBoundingSouthWest = BoundingBox{
center: Coord{
X: quadtree.boundary.center.X - quadtree.boundary.halfDimension/2,
Y: quadtree.boundary.center.Y - quadtree.boundary.halfDimension/2,
},
halfDimension: quadtree.boundary.halfDimension / 2,
}
quadtree.southWest = NewQuadtree(newCellBoundingSouthWest, quadtree.depth+1)
// Create the new NorthWest boundingbox
var newCellBoundingSouthEast = BoundingBox{
center: Coord{
X: quadtree.boundary.center.X + quadtree.boundary.halfDimension/2,
Y: quadtree.boundary.center.Y - quadtree.boundary.halfDimension/2,
},
halfDimension: quadtree.boundary.halfDimension / 2,
}
quadtree.southEast = NewQuadtree(newCellBoundingSouthEast, quadtree.depth+1)
}
// Insert inserts the given point into the Quadtree the method is applied on
// it returns an error incase the point is not in bounds
func (quadtree *Quadtree) Insert(point Coord) {
// subdivide the Quadtree into four new cells
quadtree.subdivide()
if point.InsideOf(quadtree.northWest) {
quadtree.northWest.Insert(point)
}
if point.InsideOf(quadtree.northEast) {
quadtree.northEast.Insert(point)
}
if point.InsideOf(quadtree.southWest) {
quadtree.southWest.Insert(point)
}
if point.InsideOf(quadtree.southEast) {
quadtree.southEast.Insert(point)
}
// if the maximal depth of the tree has been reached:
// Insert the point into the slice
quadtree.pointsSlice = append(quadtree.pointsSlice, NewCoord(point.X, point.Y))
fmt.Printf("Inserted (%f, %f) in layer %d\n", point.X, point.Y, quadtree.depth)
}
func Print(quadtree *Quadtree) {
// Define an end condition: if the quadtree-leaf is nil, the root does not continue
if quadtree.northWest != nil {
Print(quadtree.northWest)
}
if quadtree.northEast != nil {
Print(quadtree.northEast)
}
if quadtree.southWest != nil {
Print(quadtree.southWest)
}
if quadtree.southEast != nil {
Print(quadtree.southEast)
}
fmt.Printf("%d\t", quadtree.depth)
fmt.Printf("%v\t", quadtree.boundary)
fmt.Printf("%d\n", len(quadtree.pointsSlice))
}
func CreateWithSlice(slice []structs.Star2D) Quadtree {
// Create a new bounding box at the center of the Galaxy containing the whole galaxy
var newCenter structs.Vec2 = structs.Vec2{0, 0}
var newHalfDimension float64 = 5e5
// Create a Quadtree containing the whole galaxy
var boundary BoundingBox = NewBoundingBox(Coord(newCenter), newHalfDimension)
var depth int = 0
var newQuadtree *Quadtree = NewQuadtree(boundary, depth)
fmt.Printf("Inserting %d Elements into the Quadtree\n", len(slice))
// Insert all the stars from the slice into the quadtree step for step
for i := 0; i < len(slice); i++ {
newQuadtree.Insert(Coord(slice[i].C))
}
return *newQuadtree
}
func InitializeCanvas() *gg.Context {
const imageWidth = 8192
const imageHeight = 8192
// Initialize the new Context
dc := gg.NewContext(imageWidth, imageHeight)
// Set the Background to black
dc.SetRGB(0, 0, 0)
dc.Clear()
// Invert the Y axis
dc.InvertY()
// Translate the Coordinate System to the middle of the image
dc.TransformPoint(imageWidth/4, imageHeight/4)
return dc
}
// recursively iterate over a quadtree and draw all the nodes
func drawQuadTree(dc *gg.Context, quadtree Quadtree) {
// find filled quadtrees
if quadtree.northWest != nil {
drawQuadTree(dc, *quadtree.northWest)
}
if quadtree.northEast != nil {
drawQuadTree(dc, *quadtree.northEast)
}
if quadtree.southWest != nil {
drawQuadTree(dc, *quadtree.southWest)
}
if quadtree.southEast != nil {
drawQuadTree(dc, *quadtree.southEast)
}
// don't draw the root node
if quadtree.depth != 0 {
// calculate the position of the new rectangle
origx := quadtree.boundary.center.X
origy := quadtree.boundary.center.X
x := (origx - quadtree.boundary.halfDimension) / 1000
y := (origy - quadtree.boundary.halfDimension) / 1000
w := quadtree.boundary.halfDimension
h := quadtree.boundary.halfDimension
//fmt.Printf("(%f, %f), (%f, %f, %f, %f)\n", origx, origy, x, y, w, h)
// draw the rectangle
dc.DrawRectangle(x, y, w, h)
dc.Stroke()
}
}
// save the given gg.Context to the given path
func saveImage(dc *gg.Context, path string) {
err := dc.SavePNG(path)
if err != nil {
panic(err)
}
}
func DrawQuadtree(quadtree Quadtree) {
dc := InitializeCanvas()
dc.SetRGB(1, 1, 1)
drawQuadTree(dc, quadtree)
saveImage(dc, "quadtree.png")
}
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