我正在寻找一种算法来查找四叉树的邻居,在示例图像中,我得到了红色节点,如何找到蓝色节点。有任何想法吗?
答案 0 :(得分:7)
有some known algorithms。检查一下。
答案 1 :(得分:2)
如果您的语言对数组有很好的支持,并且您可以选择树的表示形式,那么事实证明, 比各种论文所建议的要简单得多。
把戏是将父子关系表示为向量:
def neighbour(tree, node, direction):
"""Finds the neighbour of a node in an adaptive quadtree or it's D-dimensional
generalization (orthantree?).
Be very careful with indexing when implementing this. Because it indexes
physical space with arrays, sometimes you need to think of coords in terms
of Euclidean coords, and other times in terms of array coords.
Args:
tree: an object holding a bunch of node attributes, indexed by node:
* `parent`, an (N,)-array of integers. The `n`th element gives the
index of `n`'s parent. The parent of the root is -1.
* `children`, an ((N,) + (2,)*D)-array of integers. The `n`th slice
gives the indices of `n`'s children. The bottom-left child of node 3
in a quadtree would be (3, 0, 0).
* `descent`, an (N, D)-array with elements from {-1, +1}. The `n`th
row gives which direction node `n` lies in compared to its parent.
For example, the left-bottom quadrant in a quadtree would be `(-1, -1)`.
* `terminal`, an (N,)-array of booleans. The `n`th element is True
if node `n` is a leaf.
node: an integer, the index of the node you want to find the neighbour of.
direction: a (D,)-array with elements from {-1, +1}
Returns:
An integer giving the index of the neighbouring node, or -1 if it doesn't
exist.
"""
direction = np.asarray(direction)
# Ascend to the common ancestor
neighbour_descents = []
while True:
if (direction == 0).all() or node < 0:
break
node_descent = tree.descent[node]
neighbour_descent = node_descent*(1 - 2*abs(direction))
neighbour_descents.append(neighbour_descent)
direction = ((node_descent + direction)/2).astype(int)
node = tree.parent[node]
# Descend to the neighbour
for neighbour_descent in neighbour_descents[::-1]:
if tree.terminal[node] or node < 0:
break
node = tree.children[(node, *(neighbour_descent.T + 1)//2)]
return node
它支持bitrees(?),四叉树,八叉树和普通的N维树(hyperoctree?orthantree?)。它还支持任何方向-基数或对角线。最后,向量化真的很容易。
灵感是Yoder基于FSM的方法,@ torvin发布了该方法,此外还要求这项工作适用于任何数量的维度。