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authorGravatar rileya@google.com <rileya@google.com@2bbb7eff-a529-9590-31e7-b0007b416f81>2012-09-05 16:10:59 +0000
committerGravatar rileya@google.com <rileya@google.com@2bbb7eff-a529-9590-31e7-b0007b416f81>2012-09-05 16:10:59 +0000
commit1f45e934b68a5985b2127ec871ff593c3bfc7c2e (patch)
tree8d413d8198f65dfba5764283e944728d6194e3aa /src/core/SkRTree.h
parentd6bbbf8a831cc982cda9b91e84c5600c631af5b2 (diff)
Add R-Tree data structure.
Review URL: https://codereview.appspot.com/6489055 git-svn-id: http://skia.googlecode.com/svn/trunk@5401 2bbb7eff-a529-9590-31e7-b0007b416f81
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+
+/*
+ * Copyright 2012 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef SkRTree_DEFINED
+#define SkRTree_DEFINED
+
+#include "SkRect.h"
+#include "SkTDArray.h"
+#include "SkChunkAlloc.h"
+#include "SkBBoxHierarchy.h"
+
+/**
+ * An R-Tree implementation. In short, it is a balanced n-ary tree containing a hierarchy of
+ * bounding rectangles.
+ *
+ * Much like a B-Tree it maintains balance by enforcing minimum and maximum child counts, and
+ * splitting nodes when they become overfull. Unlike B-trees, however, we're using spatial data; so
+ * there isn't a canonical ordering to use when choosing insertion locations and splitting
+ * distributions. A variety of heuristics have been proposed for these problems; here, we're using
+ * something resembling an R*-tree, which attempts to minimize area and overlap during insertion,
+ * and aims to minimize a combination of margin, overlap, and area when splitting.
+ *
+ * One detail that is thus far unimplemented that may improve tree quality is attempting to remove
+ * and reinsert nodes when they become full, instead of immediately splitting (nodes that may have
+ * been placed well early on may hurt the tree later when more nodes have been added; removing
+ * and reinserting nodes generally helps reduce overlap and make a better tree). Deletion of nodes
+ * is also unimplemented.
+ *
+ * For more details see:
+ *
+ * Beckmann, N.; Kriegel, H. P.; Schneider, R.; Seeger, B. (1990). "The R*-tree:
+ * an efficient and robust access method for points and rectangles"
+ *
+ * It also supports bulk-loading from a batch of bounds and values; if you don't require the tree
+ * to be usable in its intermediate states while it is being constructed, this is significantly
+ * quicker than individual insertions and produces more consistent trees.
+ */
+class SkRTree : public SkBBoxHierarchy {
+public:
+
+ /**
+ * Create a new R-Tree with specified min/max child counts.
+ * The child counts are valid iff:
+ * - (max + 1) / 2 >= min (splitting an overfull node must be enough to populate 2 nodes)
+ * - min < max
+ * - min > 0
+ * - max < SK_MaxU16
+ */
+ static SkRTree* Create(int minChildren, int maxChildren);
+ virtual ~SkRTree();
+
+ /**
+ * Insert a node, consisting of bounds and a data value into the tree, if we don't immediately
+ * need to use the tree; we may allow the insert to be deferred (this can allow us to bulk-load
+ * a large batch of nodes at once, which tends to be faster and produce a better tree).
+ * @param data The data value
+ * @param bounds The corresponding bounding box
+ * @param defer Can this insert be deferred? (this may be ignored)
+ */
+ virtual void insert(void* data, const SkIRect& bounds, bool defer = false);
+
+ /**
+ * If any inserts have been deferred, this will add them into the tree
+ */
+ virtual void flushDeferredInserts();
+
+ /**
+ * Given a query rectangle, populates the passed-in array with the elements it intersects
+ */
+ virtual void search(const SkIRect& query, SkTDArray<void*>* results);
+
+ virtual void clear();
+ bool isEmpty() const { return 0 == fCount; }
+ int getDepth() const { return this->isEmpty() ? 0 : fRoot.fChild.subtree->fLevel + 1; }
+
+ /**
+ * This gets the insertion count (rather than the node count)
+ */
+ virtual int getCount() const { return fCount; }
+
+private:
+
+ struct Node;
+
+ /**
+ * A branch of the tree, this may contain a pointer to another interior node, or a data value
+ */
+ struct Branch {
+ union {
+ Node* subtree;
+ void* data;
+ } fChild;
+ SkIRect fBounds;
+ };
+
+ /**
+ * A node in the tree, has between fMinChildren and fMaxChildren (the root is a special case)
+ */
+ struct Node {
+ uint16_t fNumChildren;
+ uint16_t fLevel;
+ bool isLeaf() { return 0 == fLevel; }
+ // Since we want to be able to pick min/max child counts at runtime, we assume the creator
+ // has allocated sufficient space directly after us in memory, and index into that space
+ Branch* child(size_t index) {
+ return reinterpret_cast<Branch*>(this + 1) + index;
+ }
+ };
+
+ typedef int32_t SkIRect::*SortSide;
+
+ // Helper for sorting our children arrays by sides of their rects
+ static bool RectLessThan(SortSide const& side, const Branch lhs, const Branch rhs) {
+ return lhs.fBounds.*side < rhs.fBounds.*side;
+ }
+
+ static bool RectLessX(int&, const Branch lhs, const Branch rhs) {
+ return ((lhs.fBounds.fRight - lhs.fBounds.fLeft) >> 1) <
+ ((rhs.fBounds.fRight - lhs.fBounds.fLeft) >> 1);
+ }
+
+ static bool RectLessY(int&, const Branch lhs, const Branch rhs) {
+ return ((lhs.fBounds.fBottom - lhs.fBounds.fTop) >> 1) <
+ ((rhs.fBounds.fBottom - lhs.fBounds.fTop) >> 1);
+ }
+
+ SkRTree(int minChildren, int maxChildren);
+
+ /**
+ * Recursively descend the tree to find an insertion position for 'branch', updates
+ * bounding boxes on the way up.
+ */
+ Branch* insert(Node* root, Branch* branch, uint16_t level = 0);
+
+ int chooseSubtree(Node* root, Branch* branch);
+ SkIRect computeBounds(Node* n);
+ int distributeChildren(Branch* children);
+ void search(Node* root, const SkIRect query, SkTDArray<void*>* results) const;
+
+ /**
+ * This performs a bottom-up bulk load using the STR (sort-tile-recursive) algorithm, this
+ * seems to generally produce better, more consistent trees at significantly lower cost than
+ * repeated insertions.
+ *
+ * This consumes the input array.
+ *
+ * TODO: Experiment with other bulk-load algorithms (in particular the Hilbert pack variant,
+ * which groups rects by position on the Hilbert curve, is probably worth a look). There also
+ * exist top-down bulk load variants (VAMSplit, TopDownGreedy, etc).
+ */
+ Branch bulkLoad(SkTDArray<Branch>* branches, int level = 0);
+
+ void validate();
+ int validateSubtree(Node* root, SkIRect bounds, bool isRoot = false);
+
+ const int fMinChildren;
+ const int fMaxChildren;
+ const size_t fNodeSize;
+
+ // This is the count of data elements (rather than total nodes in the tree)
+ size_t fCount;
+
+ Branch fRoot;
+ SkChunkAlloc fNodes;
+ SkTDArray<Branch> fDeferredInserts;
+
+ Node* allocateNode(uint16_t level);
+
+};
+
+#endif
+