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KnnContainer.cs
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KnnContainer.cs
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//MIT License
//
//Copyright(c) 2018 Vili Volčini / viliwonka
//
//Permission is hereby granted, free of charge, to any person obtaining a copy
//of this software and associated documentation files (the "Software"), to deal
//in the Software without restriction, including without limitation the rights
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
//copies of the Software, and to permit persons to whom the Software is
//furnished to do so, subject to the following conditions:
//
//The above copyright notice and this permission notice shall be included in all
//copies or substantial portions of the Software.
//
//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
//SOFTWARE.
//
// Modifed 2019 Arthur Brussee
using System;
using KNN.Internal;
using KNN.Jobs;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Jobs;
using Unity.Mathematics;
namespace KNN.Internal {
public static unsafe class UnsafeUtilityEx {
public static T* AllocArray<T>(int length, Allocator allocator) where T : unmanaged {
return (T*)UnsafeUtility.Malloc(length * UnsafeUtility.SizeOf<T>(), UnsafeUtility.AlignOf<T>(), allocator);
}
}
}
namespace KNN {
[NativeContainerSupportsDeallocateOnJobCompletion, NativeContainer, System.Diagnostics.DebuggerDisplay("Length = {Points.Length}")]
public struct KnnContainer : IDisposable {
// We manage safety by our own sentinel. Disable unity's safety system for internal caches / arrays
[NativeDisableContainerSafetyRestriction]
public NativeArray<float3> Points;
[NativeDisableContainerSafetyRestriction]
NativeArray<int> m_permutation;
[NativeDisableContainerSafetyRestriction]
NativeList<KdNode> m_nodes;
[NativeDisableContainerSafetyRestriction]
NativeArray<int> m_rootNodeIndex;
[NativeDisableContainerSafetyRestriction]
NativeQueue<int> m_buildQueue;
KdNode RootNode => m_nodes[m_rootNodeIndex[0]];
#if ENABLE_UNITY_COLLECTIONS_CHECKS
// Note: MUST be named m_Safey, m_DisposeSentinel exactly
// ReSharper disable once InconsistentNaming
internal AtomicSafetyHandle m_Safety;
[NativeSetClassTypeToNullOnSchedule]
// ReSharper disable once InconsistentNaming
internal DisposeSentinel m_DisposeSentinel;
#endif
const int c_maxPointsPerLeafNode = 64;
public struct KnnQueryTemp : IDisposable {
public MinMaxHeap<int> MaxHeap;
public MinMaxHeap<QueryNode> MinHeap;
public static KnnQueryTemp Create(int kCapacity) {
KnnQueryTemp temp;
temp.MaxHeap = new MinMaxHeap<int>(kCapacity, Allocator.Temp);
// Min heap keeps track of current stack.
// The max stack depth is the tree depth
// The tree depth is log_c(nodes)
// Let's assume people have a tree at most 32 deep (which equals 2^32 * c_maxPointsPerLeafNode ~ 2^39 nodes)
// There are left/right nodes -> 64 max on stack at any given time
temp.MinHeap = new MinMaxHeap<QueryNode>(64, Allocator.Temp);
return temp;
}
public void PushQueryNode(int index, float3 closestPoint, float3 queryPosition) {
float lengthsq = math.lengthsq(closestPoint - queryPosition);
MinHeap.PushObjMin(new QueryNode {
NodeIndex = index,
TempClosestPoint = closestPoint,
Distance = lengthsq
}, lengthsq);
}
public void Dispose() {
MaxHeap.Dispose();
MinHeap.Dispose();
}
}
public KnnContainer(NativeArray<float3> points, bool buildNow, Allocator allocator) {
int nodeCountEstimate = 4 * (int) math.ceil(points.Length / (float) c_maxPointsPerLeafNode + 1) + 1;
Points = points;
// Both arrays are filled in as we go, so start with uninitialized mem
m_nodes = new NativeList<KdNode>(nodeCountEstimate, allocator);
// Dumb way to create an int* essentially..
m_permutation = new NativeArray<int>(points.Length, allocator, NativeArrayOptions.UninitializedMemory);
m_rootNodeIndex = new NativeArray<int>(new[] {-1}, allocator);
m_buildQueue = new NativeQueue<int>(allocator);
#if ENABLE_UNITY_COLLECTIONS_CHECKS
if (allocator <= Allocator.None) {
throw new ArgumentException("Allocator must be Temp, TempJob or Persistent", nameof(allocator));
}
if (points.Length <= 0) {
throw new ArgumentOutOfRangeException(nameof(points), "Input points length must be >= 0");
}
DisposeSentinel.Create(out m_Safety, out m_DisposeSentinel, 0, allocator);
#endif
if (buildNow) {
var rebuild = new KnnRebuildJob(this);
rebuild.Schedule().Complete();
}
}
public void Rebuild() {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
AtomicSafetyHandle.CheckWriteAndThrow(m_Safety);
#endif
m_nodes.Clear();
for (int i = 0; i < m_permutation.Length; ++i) {
m_permutation[i] = i;
}
int rootNode = GetKdNode(MakeBounds(), 0, Points.Length);
m_rootNodeIndex[0] = rootNode;
m_buildQueue.Enqueue(rootNode);
while (m_buildQueue.Count > 0) {
int index = m_buildQueue.Dequeue();
SplitNode(index, out int posNodeIndex, out int negNodeIndex);
if (m_nodes[negNodeIndex].Count > c_maxPointsPerLeafNode) {
m_buildQueue.Enqueue(posNodeIndex);
}
if (m_nodes[posNodeIndex].Count > c_maxPointsPerLeafNode) {
m_buildQueue.Enqueue(negNodeIndex);
}
}
}
public void Dispose() {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
DisposeSentinel.Dispose(ref m_Safety, ref m_DisposeSentinel);
#endif
m_permutation.Dispose();
m_nodes.Dispose();
m_rootNodeIndex.Dispose();
m_buildQueue.Dispose();
}
int GetKdNode(KdNodeBounds bounds, int start, int end) {
m_nodes.Add(new KdNode {
Bounds = bounds,
Start = start,
End = end,
PartitionAxis = -1,
PartitionCoordinate = 0.0f,
PositiveChildIndex = -1,
NegativeChildIndex = -1
});
return m_nodes.Length - 1;
}
/// <summary>
/// For calculating root node bounds
/// </summary>
/// <returns>Boundary of all Vector3 points</returns>
KdNodeBounds MakeBounds() {
var max = new float3(float.MinValue, float.MinValue, float.MinValue);
var min = new float3(float.MaxValue, float.MaxValue, float.MaxValue);
int even = Points.Length & ~1; // calculate even Length
// min, max calculations
// 3n/2 calculations instead of 2n
for (int i0 = 0; i0 < even; i0 += 2) {
int i1 = i0 + 1;
// X Coords
if (Points[i0].x > Points[i1].x) {
// i0 is bigger, i1 is smaller
if (Points[i1].x < min.x) {
min.x = Points[i1].x;
}
if (Points[i0].x > max.x) {
max.x = Points[i0].x;
}
} else {
// i1 is smaller, i0 is bigger
if (Points[i0].x < min.x) {
min.x = Points[i0].x;
}
if (Points[i1].x > max.x) {
max.x = Points[i1].x;
}
}
// Y Coords
if (Points[i0].y > Points[i1].y) {
// i0 is bigger, i1 is smaller
if (Points[i1].y < min.y) {
min.y = Points[i1].y;
}
if (Points[i0].y > max.y) {
max.y = Points[i0].y;
}
} else {
// i1 is smaller, i0 is bigger
if (Points[i0].y < min.y) {
min.y = Points[i0].y;
}
if (Points[i1].y > max.y) {
max.y = Points[i1].y;
}
}
// Z Coords
if (Points[i0].z > Points[i1].z) {
// i0 is bigger, i1 is smaller
if (Points[i1].z < min.z) {
min.z = Points[i1].z;
}
if (Points[i0].z > max.z) {
max.z = Points[i0].z;
}
} else {
// i1 is smaller, i0 is bigger
if (Points[i0].z < min.z) {
min.z = Points[i0].z;
}
if (Points[i1].z > max.z) {
max.z = Points[i1].z;
}
}
}
// if array was odd, calculate also min/max for the last element
if (even != Points.Length) {
// X
if (min.x > Points[even].x) {
min.x = Points[even].x;
}
if (max.x < Points[even].x) {
max.x = Points[even].x;
}
// Y
if (min.y > Points[even].y) {
min.y = Points[even].y;
}
if (max.y < Points[even].y) {
max.y = Points[even].y;
}
// Z
if (min.z > Points[even].z) {
min.z = Points[even].z;
}
if (max.z < Points[even].z) {
max.z = Points[even].z;
}
}
var b = new KdNodeBounds();
b.Min = min;
b.Max = max;
return b;
}
// TODO: When multiple points overlap exactly this function breaks.
/// <summary>
/// Recursive splitting procedure
/// </summary>
void SplitNode(int parentIndex, out int posNodeIndex, out int negNodeIndex) {
KdNode parent = m_nodes[parentIndex];
// center of bounding box
KdNodeBounds parentBounds = parent.Bounds;
float3 parentBoundsSize = parentBounds.Size;
// Find axis where bounds are largest
int splitAxis = 0;
float axisSize = parentBoundsSize.x;
if (axisSize < parentBoundsSize.y) {
splitAxis = 1;
axisSize = parentBoundsSize.y;
}
if (axisSize < parentBoundsSize.z) {
splitAxis = 2;
}
// Our axis min-max bounds
float boundsStart = parentBounds.Min[splitAxis];
float boundsEnd = parentBounds.Max[splitAxis];
// Calculate the spiting coords
float splitPivot = CalculatePivot(parent.Start, parent.End, boundsStart, boundsEnd, splitAxis);
// 'Spiting' array to two sub arrays
int splittingIndex = Partition(parent.Start, parent.End, splitPivot, splitAxis);
// Negative / Left node
float3 negMax = parentBounds.Max;
negMax[splitAxis] = splitPivot;
var bounds = parentBounds;
bounds.Max = negMax;
negNodeIndex = GetKdNode(bounds, parent.Start, splittingIndex);
parent.PartitionAxis = splitAxis;
parent.PartitionCoordinate = splitPivot;
// Positive / Right node
float3 posMin = parentBounds.Min;
posMin[splitAxis] = splitPivot;
bounds = parentBounds;
bounds.Min = posMin;
posNodeIndex = GetKdNode(bounds, splittingIndex, parent.End);
parent.NegativeChildIndex = negNodeIndex;
parent.PositiveChildIndex = posNodeIndex;
// Write back node to array to update those values
m_nodes[parentIndex] = parent;
}
/// <summary>
/// Sliding midpoint splitting pivot calculation
/// 1. First splits node to two equal parts (midPoint)
/// 2. Checks if elements are in both sides of splitted bounds
/// 3a. If they are, just return midPoint
/// 3b. If they are not, then points are only on left or right bound.
/// 4. Move the splitting pivot so that it shrinks part with points completely (calculate min or max dependent) and return.
/// </summary>
float CalculatePivot(int start, int end, float boundsStart, float boundsEnd, int axis) {
//! sliding midpoint rule
float midPoint = (boundsStart + boundsEnd) / 2.0f;
bool negative = false;
bool positive = false;
float negMax = float.MinValue;
float posMin = float.MaxValue;
// this for loop section is used both for sorted and unsorted data
for (int i = start; i < end; i++) {
float val = Points[m_permutation[i]][axis];
if (val < midPoint) {
negative = true;
} else {
positive = true;
}
if (negative && positive) {
return midPoint;
}
}
if (negative) {
for (int i = start; i < end; i++) {
float val = Points[m_permutation[i]][axis];
if (negMax < val) {
negMax = val;
}
}
return negMax;
}
for (int i = start; i < end; i++) {
float val = Points[m_permutation[i]][axis];
if (posMin > val) {
posMin = val;
}
}
return posMin;
}
/// <summary>
/// Similar to Hoare partitioning algorithm (used in Quick Sort)
/// Modification: pivot is not left-most element but is instead argument of function
/// Calculates splitting index and partially sorts elements (swaps them until they are on correct side - depending on pivot)
/// Complexity: O(n)
/// </summary>
/// <param name="start">Start index</param>
/// <param name="end">End index</param>
/// <param name="partitionPivot">Pivot that decides boundary between left and right</param>
/// <param name="axis">Axis of this pivoting</param>
/// <returns>
/// Returns splitting index that subdivides array into 2 smaller arrays
/// left = [start, pivot),
/// right = [pivot, end)
/// </returns>
int Partition(int start, int end, float partitionPivot, int axis) {
// note: increasing right pointer is actually decreasing!
int lp = start - 1; // left pointer (negative side)
int rp = end; // right pointer (positive side)
while (true) {
do {
// move from left to the right until "out of bounds" value is found
lp++;
} while (lp < rp && Points[m_permutation[lp]][axis] < partitionPivot);
do {
// move from right to the left until "out of bounds" value found
rp--;
} while (lp < rp && Points[m_permutation[rp]][axis] >= partitionPivot);
if (lp < rp) {
// swap
int temp = m_permutation[lp];
m_permutation[lp] = m_permutation[rp];
m_permutation[rp] = temp;
} else {
return lp;
}
}
}
public void QueryRange(float3 queryPosition, float radius, NativeList<int> result) {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
AtomicSafetyHandle.CheckReadAndThrow(m_Safety);
#endif
// Start with a temp of some size. This will be resized dynamically
var temp = KnnQueryTemp.Create(32);
// Biggest Smallest Squared Radius
float bssr = radius * radius;
float3 rootClosestPoint = RootNode.Bounds.ClosestPoint(queryPosition);
temp.PushQueryNode(m_rootNodeIndex[0], rootClosestPoint, queryPosition);
while (temp.MinHeap.Count > 0) {
QueryNode queryNode = temp.MinHeap.PopObjMin();
if (queryNode.Distance > bssr) {
continue;
}
KdNode node = m_nodes[queryNode.NodeIndex];
if (!node.Leaf) {
int partitionAxis = node.PartitionAxis;
float partitionCoord = node.PartitionCoordinate;
float3 tempClosestPoint = queryNode.TempClosestPoint;
if (tempClosestPoint[partitionAxis] - partitionCoord < 0) {
// we already know we are on the side of negative bound/node,
// so we don't need to test for distance
// push to stack for later querying
temp.PushQueryNode(node.NegativeChildIndex, tempClosestPoint, queryPosition);
// project the tempClosestPoint to other bound
tempClosestPoint[partitionAxis] = partitionCoord;
if (node.Count != 0) {
temp.PushQueryNode(node.PositiveChildIndex, tempClosestPoint, queryPosition);
}
}
else {
// we already know we are on the side of positive bound/node,
// so we don't need to test for distance
// push to stack for later querying
temp.PushQueryNode(node.PositiveChildIndex, tempClosestPoint, queryPosition);
// project the tempClosestPoint to other bound
tempClosestPoint[partitionAxis] = partitionCoord;
if (node.Count != 0) {
temp.PushQueryNode(node.NegativeChildIndex, tempClosestPoint, queryPosition);
}
}
} else {
for (int i = node.Start; i < node.End; i++) {
int index = m_permutation[i];
float sqrDist = math.lengthsq(Points[index] - queryPosition);
if (sqrDist <= bssr) {
// Unlike the k-query we want to keep _all_ objects in range
// So resize the heap when pushing this node
if (temp.MaxHeap.IsFull) {
temp.MaxHeap.Resize(temp.MaxHeap.Count * 2);
}
temp.MaxHeap.PushObjMax(index, sqrDist);
}
}
}
}
while (temp.MaxHeap.Count > 0) {
result.Add(temp.MaxHeap.PopObjMax());
}
temp.Dispose();
}
public void QueryKNearest(float3 queryPosition, NativeSlice<int> result) {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
AtomicSafetyHandle.CheckReadAndThrow(m_Safety);
#endif
var temp = KnnQueryTemp.Create(result.Length);
int k = result.Length;
// Biggest Smallest Squared Radius
float bssr = float.PositiveInfinity;
float3 rootClosestPoint = RootNode.Bounds.ClosestPoint(queryPosition);
temp.PushQueryNode(m_rootNodeIndex[0], rootClosestPoint, queryPosition);
while (temp.MinHeap.Count > 0) {
QueryNode queryNode = temp.MinHeap.PopObjMin();
if (queryNode.Distance > bssr) {
continue;
}
KdNode node = m_nodes[queryNode.NodeIndex];
if (!node.Leaf) {
int partitionAxis = node.PartitionAxis;
float partitionCoord = node.PartitionCoordinate;
float3 tempClosestPoint = queryNode.TempClosestPoint;
if (tempClosestPoint[partitionAxis] - partitionCoord < 0) {
// we already know we are on the side of negative bound/node,
// so we don't need to test for distance
// push to stack for later querying
temp.PushQueryNode(node.NegativeChildIndex, tempClosestPoint, queryPosition);
// project the tempClosestPoint to other bound
tempClosestPoint[partitionAxis] = partitionCoord;
if (node.Count != 0) {
temp.PushQueryNode(node.PositiveChildIndex, tempClosestPoint, queryPosition);
}
} else {
// we already know we are on the side of positive bound/node,
// so we don't need to test for distance
// push to stack for later querying
temp.PushQueryNode(node.PositiveChildIndex, tempClosestPoint, queryPosition);
// project the tempClosestPoint to other bound
tempClosestPoint[partitionAxis] = partitionCoord;
if (node.Count != 0) {
temp.PushQueryNode(node.NegativeChildIndex, tempClosestPoint, queryPosition);
}
}
} else {
for (int i = node.Start; i < node.End; i++) {
int index = m_permutation[i];
float sqrDist = math.lengthsq(Points[index] - queryPosition);
if (sqrDist <= bssr) {
temp.MaxHeap.PushObjMax(index, sqrDist);
if (temp.MaxHeap.Count == k) {
bssr = temp.MaxHeap.HeadValue;
}
}
}
}
}
for (int i = 0; i < k; i++) {
result[i] = temp.MaxHeap.PopObjMax();
}
temp.Dispose();
}
}
}