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sml-projects/fcore/quad-tree.sml

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structure BinTree =
struct
datatype 'a bintree =
NODE of
{ x: int
, y: int
, ex: int
, ey: int
, data: 'a
, left: 'a bintree
, right: 'a bintree
}
| LEAF
val empty = LEAF
fun insert (newItem as {x, y, ex, ey, data}, tree) =
case tree of
LEAF =>
NODE
{ x = x
, y = y
, ex = ex
, ey = ey
, data = data
, left = LEAF
, right = LEAF
}
| NODE {x = ox, y = oy, ex = oex, ey = oey, data = oldData, left, right} =>
let
val dir =
if x < ox then
LESS
else if x > ox then
GREATER
else
(if y < oy then
LESS
else if y > oy then
GREATER
else
(if ex < oex then
LESS
else if ex > oex then
GREATER
else
(if ey < oey then LESS
else if ey > oey then GREATER
else EQUAL)))
in
case dir of
LESS =>
NODE
{ left = insert (newItem, left)
, right = right
, x = ox
, y = oy
, ex = oex
, ey = oey
, data = oldData
}
| GREATER =>
NODE
{ right = insert (newItem, right)
, left = left
, x = ox
, y = oy
, ex = oex
, ey = oey
, data = oldData
}
| EQUAL =>
NODE
{ left = left
, right = right
, x = x
, y = y
, ex = ex
, ey = ey
, data = data
}
end
fun foldr (f, tree, acc) =
case tree of
NODE {x, y, ex, ey, data, left, right} =>
let
val acc = foldr (f, right, acc)
val item = {x = x, y = y, ex = ex, ey = ey, data = data}
val acc = f (item, acc)
in
foldr (f, left, acc)
end
| LEAF => acc
fun toList tree = foldr (fn (item, acc) => item ::acc, tree, [])
end
structure CollisionTree =
struct
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(* ignoreData = any data we find in grid but which doesn't concern us
* so we omit from tree, to reduce number of items in tree,
* and therefore decrease the constant in O(n) *)
val ignoreData = 0
local
fun loopYAxis (x, y, eX, eY, yAxis, col) =
if y > eY orelse y >= Vector.length yAxis then
true
else
let
val newCol = Vector.sub (yAxis, y)
in
if col = newCol then loopYAxis (x, y + 1, eX, eY, yAxis, col)
else false
end
fun loopColour (x, y, eX, eY, grid, col) =
if x > eX orelse x >= Vector.length grid then
true
else
let
val yAxis = Vector.sub (grid, x)
in
if loopYAxis (x, y, eX, eY, yAxis, col) then
loopColour (x + 1, y, eX, eY, grid, col)
else
false
end
in
fun quadHasSameColour (startX, startY, endX, endY, grid) =
let
val yAxis = Vector.sub (grid, startX)
val col = Vector.sub (yAxis, startY)
in
loopColour (startX, startY, endX, endY, grid, col)
end
end
(* tree creation *)
fun build (x, y, size, grid, bintree) =
if x >= Vector.length grid orelse y >= Vector.length grid then
bintree
else if quadHasSameColour (x, y, x + size, y + size, grid) then
let
val yAxis = Vector.sub (grid, x)
val data = Vector.sub (yAxis, y)
in
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if data = ignoreData then
bintree
else
let
val ex = x + size
val ey = y + size
val item = {x = x, y = y, ex = ex, ey = ey, data = data}
in
BinTree.insert (item, bintree)
end
end
else
(if size mod 2 = 0 orelse size = 1 then
let
val halfSize = size div 2
val bintree = build (x, y, halfSize, grid, bintree)
val bintree = build (x + halfSize, y, halfSize, grid, bintree)
val bintree = build (x, y + halfSize, halfSize, grid, bintree)
in
build (x + halfSize, y + halfSize, halfSize, grid, bintree)
end
else
(* handles odd-number divisions.
* For example, `7 div 2` is 3 because of integer division.
* We would not cover every pixel unless we handle odd numbers specially. *)
let
val halfSizeBefore = size div 2
val halfSizeAfter = (size + 1) div 2
val bintree = build (x, y, halfSizeAfter, grid, bintree)
val bintree = build
(x + halfSizeBefore, y, halfSizeAfter, grid, bintree)
val bintree = build
(x, y + halfSizeBefore, halfSizeAfter, grid, bintree)
in
build
( x + halfSizeBefore
, y + halfSizeBefore
, halfSizeAfter
, grid
, bintree
)
end)
fun getClickPoint (clickPoints, pos) =
let val idx = Int.min (pos, Vector.length clickPoints - 1)
in Vector.sub (clickPoints, idx)
end
fun folder
( windowWidth
, windowHeight
, canvasWidth
, canvasHeight
, xClickPoints
, yClickPoints
) ({x, ex, y, ey, data}, acc) =
let
val ex = if ex = x then x + 1 else ex
val ey = if ey = y then y + 1 else ey
val x = getClickPoint (xClickPoints, x)
val y = getClickPoint (yClickPoints, y)
val ex = getClickPoint (xClickPoints, ex)
val ey = getClickPoint (yClickPoints, ey)
val startX = Ndc.fromPixelX (x, windowWidth, windowHeight)
val endX = Ndc.fromPixelX (ex, windowWidth, windowHeight)
val startY = Ndc.fromPixelY (y, windowWidth, windowHeight)
val endY = Ndc.fromPixelY (ey, windowWidth, windowHeight)
in
Ndc.ltrbToVertexRgb (startX, startY, endX, endY, 0.0, 0.0, 0.0) :: acc
end
fun toTriangles
( windowWidth
, windowHeight
, squares
, size
, canvasWidth
, canvasHeight
, xClickPoints
, yClickPoints
) =
let
val bintree = build (0, 0, size, squares, BinTree.empty)
val f = folder
( windowWidth
, windowHeight
, canvasWidth
, canvasHeight
, xClickPoints
, yClickPoints
)
val vec = BinTree.foldr (f, bintree, [])
in
Vector.concat vec
end
(* building and querying quad tree, plus compression *)
datatype quad_tree =
LEAF of {x: int, y: int, ex: int, ey: int, data: int}
| NODE of {tl: quad_tree, tr: quad_tree, bl: quad_tree, br: quad_tree}
| EMPTY
fun foldWithDuplicates (f, tree, acc) =
case tree of
EMPTY => acc
| LEAF item => f (item, acc)
| NODE {tl, tr, bl, br} =>
let
val acc = foldWithDuplicates (f, tl, acc)
val acc = foldWithDuplicates (f, tr, acc)
val acc = foldWithDuplicates (f, bl, acc)
in
foldWithDuplicates (f, br, acc)
end
fun toBintree qtree =
foldWithDuplicates (BinTree.insert, qtree, BinTree.empty)
fun buildTree (x, y, size, grid) =
if x >= Vector.length grid orelse y >= Vector.length grid then
EMPTY
else if quadHasSameColour (x, y, x + size, y + size, grid) then
let
val yAxis = Vector.sub (grid, x)
val data = Vector.sub (yAxis, y)
in
if data = ignoreData then
EMPTY
else
let
val ex = x + size
val ey = y + size
in
LEAF {x = x, y = y, ex = ex, ey = ey, data = data}
end
end
else
(if size mod 2 = 0 orelse size = 1 then
let
val halfSize = size div 2
val tl = buildTree (x, y, halfSize, grid)
val tr = buildTree (x + halfSize, y, halfSize, grid)
val bl = buildTree (x, y + halfSize, halfSize, grid)
val br = buildTree (x + halfSize, y + halfSize, halfSize, grid)
in
NODE {tl = tl, tr = tr, bl = bl, br = br}
end
else
(* handles odd-number divisions.
* For example, `7 div 2` is 3 because of integer division.
* We would not cover every pixel unless we handle odd numbers specially. *)
let
val halfSizeBefore = size div 2
val halfSizeAfter = (size + 1) div 2
val tl = buildTree (x, y, halfSizeAfter, grid)
val tr = buildTree (x + halfSizeBefore, y, halfSizeAfter, grid)
val bl = buildTree (x, y + halfSizeBefore, halfSizeAfter, grid)
val br =
buildTree
(x + halfSizeBefore, y + halfSizeBefore, halfSizeAfter, grid)
in
NODE {tl = tl, tr = tr, bl = bl, br = br}
end)
local
fun loop (x, y, ex, ey, grid) =
if x > 0 then
if quadHasSameColour (x, y, ex, ey, grid) then
loop (x - 1, y, x, ey, grid)
else
ex
else
0
in
fun getLeftmostX ({x, y, ex, ey, data}, grid) =
loop (x - 1, y, x, ey, grid)
end
local
fun loop (x, y, ex, ey, grid) =
if x < Vector.length grid andalso ex < Vector.length grid then
if quadHasSameColour (x, y, ex, ey, grid) then
loop (ex, y, ex + 1, ey, grid)
else
x
else
Vector.length grid - 1
in
fun getRightmostX ({x, y, ex, ey, data}, grid) =
loop (ex, y, ex + 1, ey, grid)
end
local
fun loop (x, y, ex, ey, grid) =
if y < 0 then 0
else
if quadHasSameColour (x, y, ex, ey, grid) then
loop (x, y - 1, ex, y, grid)
else
ey
in
fun getTopmostY ({x, y, ex, ey, data}, grid) =
loop (x, y - 1, ex, y, grid)
end
local
fun loop (x, y, ex, ey, grid) =
if y < Vector.length grid andalso ey < Vector.length grid then
if quadHasSameColour (x, y, ex, ey, grid) then
loop (x, ey, ex, ey + 1, grid)
else
y
else
Vector.length grid - 1
in
fun getBottomY ({x, y, ex, ey, data}, grid) =
loop (x, ey, ex, ey + 1, grid)
end
end