使用Python将点插入,降级和显示到四叉树中

时间:2015-04-19 14:30:46

标签: python recursion data-structures quadtree

我正在尝试构建一个点区域quadtree,它使用Python在2D地图上存储点。

每个点由其坐标(x, z)和一个指针组成,该指针指向另一个文件中此点的数据。

在四叉树中,每个只存储一个点,所以

  1. 当一个点插入一个没有孩子而没有点的区域时,该点就会进入这个区域;
  2. 当一个地区有孩子时,我们会尝试将该点插入其中一个孩子。
  3. 当一个点插入没有子节点但已经被一个点占据的区域时,该区域被细分为四个相等的子区域,旧点从该区域中取出并放入其中一个子区域。然后,我们尝试将新点插入到子项中。在我们可以从地图2D中检测到这一点并显示它之后。
  4. 我尝试实现插入功能,删除并打印但我没有成功。请有人帮我这个吗?我是编程方面的新手,并且已经坚持了两天。非常感谢提前!

1 个答案:

答案 0 :(得分:0)

我也尝试开发这种方法,但是这样的事情不能很好地工作,因为我需要叶子prendrend决定位置的值(x,y),这里是类QuadTree(对象):

def __init__(self, items=[], depth=6, boundingRect=None):
    # The sub-quadrants are empty to start with.
    self.nw = self.ne = self.se = self.sw = None

    # If we've reached the maximum depth then insert all items into this
    # quadrant.
    self.depth = depth
    if self.depth == 0:
        self.items = items
        return

    # Find this quadrant's centre.
    if boundingRect:
        l, t, r, b = self.l, self.t, self.r, self.b = boundingRect
    else:
        # If there isn't a bounding rect, then calculate it from the items.
        l = self.l = min(item.rect.left for item in items)
        t = self.t = min(item.rect.top for item in items)
        r = self.r = max(item.rect.right for item in items)
        b = self.b = max(item.rect.bottom for item in items)
    cx = self.cx = (l + r) * 0.5
    cy = self.cy = (t + b) * 0.5

    self.items = []
    if not items:
        return
    nw_items = []
    ne_items = []
    se_items = []
    sw_items = []

    for item in items:
        # Which of the sub-quadrants does the item overlap?
        in_nw = item.rect.left <= cx and item.rect.top <= cy
        in_sw = item.rect.left <= cx and item.rect.bottom >= cy
        in_ne = item.rect.right >= cx and item.rect.top <= cy
        in_se = item.rect.right >= cx and item.rect.bottom >= cy

        # If it overlaps all 4 quadrants then insert it at the current
        # depth, otherwise append it to a list to be inserted under every
        # quadrant that it overlaps.
        if in_nw and in_ne and in_se and in_sw:
            self.items.append(item)
        else:
            if in_nw: nw_items.append(item)
            if in_ne: ne_items.append(item)
            if in_se: se_items.append(item)
            if in_sw: sw_items.append(item)

    # Create the sub-quadrants, recursively.
    if nw_items:
        self.nw = QuadTree(nw_items, self.depth-1, (l, t, cx, cy))
    if ne_items:
        self.ne = QuadTree(ne_items, self.depth-1, (cx, t, r, cy))
    if se_items:
        self.se = QuadTree(se_items, self.depth-1, (cx, cy, r, b))
    if sw_items:
        self.sw = QuadTree(sw_items, self.depth-1, (l, cy, cx, b))

def insert(self, item):
    # If we've reached the maximum depth then insert item in this quadrant.
    if self.depth == 0:
        self.items.append(item)
        return

    in_nw = item.rect.left <= self.cx and item.rect.top <= self.cy
    in_sw = item.rect.left <= self.cx and item.rect.bottom >= self.cy
    in_ne = item.rect.right >= self.cx and item.rect.top <= self.cy
    in_se = item.rect.right >= self.cx and item.rect.bottom >= self.cy

    # If it overlaps all 4 quadrants then insert it at the current
    # depth, otherwise append it to the item list of every quadrant
    # that it overlaps.
    if in_nw and in_ne and in_se and in_sw:
        self.items.append(item)
    else:
        if in_nw:
            if self.nw:
                self.nw.insert(item)
            else:
                self.nw = QuadTree([item], self.depth-1,
                                   (self.l, self.t, self.cx, self.cy))
        if in_ne:
            if self.ne:
                self.ne.insert(item)
            else:
                self.ne = QuadTree([item], self.depth-1,
                                   (self.cx, self.t, self.r, self.cy))
        if in_se:
            if self.se:
                self.se.insert(item)
            else:
                self.se = QuadTree([item], self.depth-1,
                                   (self.cx, self.cy, self.r, self.b))
        if in_sw:
            if self.sw:
                self.sw.insert(item)
            else:
                self.sw = QuadTree([item], self.depth-1,
                                   (self.l, self.cy, self.cx, self.b))

def remove(self, item):
    # If we've reached the maximum depth remove the itam from this quadrant.
    if self.depth == 0:
        self.items.remove(item)
        return

    in_nw = item.rect.left <= self.cx and item.rect.top <= self.cy
    in_sw = item.rect.left <= self.cx and item.rect.bottom >= self.cy
    in_ne = item.rect.right >= self.cx and item.rect.top <= self.cy
    in_se = item.rect.right >= self.cx and item.rect.bottom >= self.cy

    # If it overlaps all 4 quadrants remove it, otherwise
    # search the lower quadrants for it
    if in_nw and in_ne and in_se and in_sw:
        self.items.remove(item)
    else:
        if in_nw and self.nw:
                self.nw.remove(item)
        if in_ne and self.ne:
                self.ne.remove(item)
        if in_se and self.se:
                self.se.remove(item)
        if in_sw and self.sw:
                self.sw.remove(item)

class class Item(object):

    def __init__(self, left, top, right, bottom):
        self.left = left
        self.top = top
        self.right = right
        self.bottom = bottom