Node3d<T>
ReferencesBasic node in a Tree3d structure. Nodes in tree structures maintain a local region and either a list of content indices or a list of up to 8 child nodes.
Type parameters:
| T |
Constructors
Node3d
#Create a new spatial tree root.
Parameters:
| converter (Coordinates3d<T>) | Converter delegate. |
| region (BoundingBox) | Bounding box for this node. The region should be big enough to contain all items you're going to insert. |
| limit (int) | Node subdivision limit. |
Node3d
#Create a new spatial tree root.
Parameters:
| converter (Coordinates3d<T>) | Converter delegate. |
| region (BoundingBox) | Bounding box for this node. The region should be big enough to contain all items you're going to insert. |
Properties
Center
#Gets the center of the spatial region of this node. If the node contains no children the center is always in the middle of the Region. If the node does contain child-nodes, the center may be anywhere within the region.
ChildCount
#Gets the number of defined child nodes. Leaf nodes have no children. Root and twig nodes can have anywhere between 1 and 8 children.
ChildNode
#Gets the child node at the given index.
Parameters:
| index (int) | Index of child node to retrieve. Valid indices are from 0 to 7 inclusive. |
ContentAverage
#Returns the average coordinate of all items in this node. If this node does not contain any items, Point3d.Unset is returned.
ContentBoundingBox
#Returns the boundingbox of all items in this node. If this node does not contain any items, BoundingBox.Empty is returned.
IndicesLocal
#Gets the list of item indices that are contained within this node.
IndicesRecursive
#Gets the list of item indices that are contained within this node and any child nodes.
IsMutable
#Gets whether this tree is mutable. You can only add items to mutable trees. We don't recommend removing items from unmutable trees, though that shouldn't necessarily lead to problems. Trees become unmutable after a call to ShrinkRegions(), CollapseNodes() or OptimizeTree().
ItemsGlobal
#Gets the list of all items stored inside this entire tree. Do not modify this collection unless you know what you are doing.
ItemsLocal
#Gets a list of all the items stored directly in this node. This list is constructed every time you access this property, so keep it down to a minimum.
Limit
#Gets the subdivision limit for this tree. This limit can only be set once when you create a new tree. It is fixed forever after.
MemoryConsumption
#Gets the estimated memory consumption of the (sub)tree structure. Items inside the global list are not included in this estimate.
NextNode
#Gets the logical neighbour to the right of this node. There is no spatial relationships between logical neighbours, this is purely an iteration aid.
NodeDepth
#Gets the recursive depth of this node. The tree root is at depth zero. The first subdivision is at depth one, and so on and so forth.
Methods
Add
#public void Add(T item)
Insert another item into the tree. The item should be within the region of this node.
Parameters:
| item (T) | Item to insert. |
AddRange
#Insert a collection of items into the tree. The items should all be within the region of this node.
Parameters:
| items (IEnumerable<T>) | Items to add. |
ChildIndex
#Find the child index that is associated with a given coordinate.
ChildRegion
#Compute the region of a specific child node.
Parameters:
| index (int) | Index of twig to compute. |
CollapseNodes
#Collapse the (sub)tree rooted at this node. Collapsing happens when a node only has a single child, in which case the child usurps the position previously held by the parent. Do not collapse a (sub)tree if you still plan to add items later.
Returns: The new root for this (sub)tree. May well be an instance of this node if it cannot be collapsed.
FurthestItem
#Find the furtest item.
Parameters:
| x (double) | x coordinate to search from. |
| y (double) | y coordinate to search from. |
| z (double) | z coordinate to search from. |
| minimumDistance (double) | Minimum distance for furtest item. Items closer than minimumDistance will be ignored. |
| maximumDistance (double) | Maximum distance for furtest item. Items further than maximumDistance will be ignored. |
Returns: The index of the furtest item or null if no furtest item could be found.
FurthestItem
#Find the furtest item.
FurthestItem
#Find the furtest item.
Parameters:
| locus (Point3d) | Location to search from. |
| minimumDistance (double) | Minimum distance for furtest item. Items closer than minimumDistance will be ignored. |
| maximumDistance (double) | Maximum distance for furtest item. Items further than maximumDistance will be ignored. |
Returns: The index of the furtest item or null if no furtest item could be found.
FurthestItem
#Find the furtest item.
Parameters:
| locus (Point3d) | Location to search from. |
Returns: The index of the furtest item or null if no furtest item could be found.
FurthestItem
#Find the furtest item.
Parameters:
| locus (T) | Location to search from. |
| minimumDistance (double) | Minimum distance for furtest item. Items closer than minimumDistance will be ignored. |
| maximumDistance (double) | Maximum distance for furtest item. Items further than maximumDistance will be ignored. |
Returns: The index of the furtest item or null if no furtest item could be found.
FurthestItem
#Find the furtest item.
Parameters:
| locus (T) | Location to search from. |
Returns: The index of the furtest item or null if no furtest item could be found.
InsertIndexRecursive
#Adust this node and all child nodes for the insertion of a single index.
Parameters:
| index (int) | Index to insert. |
NearestItem
#Find the nearest item.
Parameters:
| x (double) | x coordinate to search from. |
| y (double) | y coordinate to search from. |
| z (double) | z coordinate to search from. |
| minimumDistance (double) | Minimum distance for nearest item. Items closer than minimumDistance will be ignored. |
| maximumDistance (double) | Maximum distance for nearest item. Items further than maximumDistance will be ignored. |
Returns: The index of the nearest item or null if no nearest item could be found.
NearestItem
#Find the nearest item using custom validation criteria.
Parameters:
| x (double) | x coordinate to search from. |
| y (double) | y coordinate to search from. |
| z (double) | z coordinate to search from. |
| validationDelegate (Validation3d<T>) | Item validation delegate. |
Returns: The index of the nearest item or null if no nearest item could be found.
NearestItem
#Find the nearest item.
NearestItem
#Find the nearest item.
Parameters:
| locus (Point3d) | Location to search from. |
| minimumDistance (double) | Minimum distance for nearest item. Items closer than minimumDistance will be ignored. |
| maximumDistance (double) | Maximum distance for nearest item. Items further than maximumDistance will be ignored. |
Returns: The index of the nearest item or null if no nearest item could be found.
NearestItem
#Find the nearest item.
Parameters:
| locus (Point3d) | Location to search from. |
Returns: The index of the nearest item or null if no nearest item could be found.
NearestItem
#Find the nearest item.
Parameters:
| locus (T) | Location to search from. |
| minimumDistance (double) | Minimum distance for nearest item. Items closer than minimumDistance will be ignored. |
| maximumDistance (double) | Maximum distance for nearest item. Items further than maximumDistance will be ignored. |
Returns: The index of the nearest item or null if no nearest item could be found.
NearestItem
#Find the nearest item.
Parameters:
| locus (T) | Location to search from. |
Returns: The index of the nearest item or null if no nearest item could be found.
NearestItems
#Find the N nearest items.
Parameters:
| x (double) | x coordinate to search from. |
| y (double) | y coordinate to search from. |
| z (double) | z coordinate to search from. |
| groupSize (int) | Number of nearest items to return. |
| minimumDistance (double) | Minimum distance for nearest items. Items closer than minimumDistance will be ignored. |
| maximumDistance (double) | Maximum distance for nearest items. Items further than maximumDistance will be ignored. |
Returns: A list of nearest items, sorted from nearest to furthest.
NearestItems
#Find the N nearest items.
NearestItems
#Find the N nearest items.
Parameters:
| locus (T) | Search locus. |
| groupSize (int) | Number of nearest items to return. |
| minimumDistance (double) | Minimum distance for nearest items. Items closer than minimumDistance will be ignored. |
| maximumDistance (double) | Maximum distance for nearest items. Items further than maximumDistance will be ignored. |
Returns: A list of nearest items, sorted from nearest to furthest.
NearestItems
#Find the N nearest items.
Parameters:
| locus (T) | Search locus. |
| groupSize (int) | Number of nearest items to return. |
Returns: A list of nearest items, sorted from nearest to furthest.
OptimizeTree
#Optimize this tree for fast searches. Do not call this method if you still plan to add items in the future. You can no longer modify this tree once it has been optimized.
Returns: The new root of the optimized tree. If the root could not be optimized an instance of this node will be returned.
Remove
#Remove the item with the given index from the entire tree. It doesn't matter on which node you call this function, it is a tree-wide operation.
Parameters:
| index (Index3d<T>) | Index of item to remove. |
Remove
#Remove the item with the given index from the entire tree. It doesn't matter on which node you call this function, it is a tree-wide operation.
Parameters:
| index (int) | Index of item to remove. |
RemoveIndexRecursive
#Adjust this node and all child nodes to cater for the removal of a single index. If a node contains the specified index, that item will be removed entirely.
Parameters:
| index (int) | Index to remove. |
ShrinkRegions
#public void ShrinkRegions()
Shrink the region for this node and all child nodes. Do not use this method if you intend to add more items later as it creates spatial gaps in the tree structure. You can shrink nodes if you're done adding items and want to start searching the tree.
SubTree
#Gets an iterator for all nodes in this (sub)tree.
Parameters:
| omitStructuralNodes (bool) | If true, nodes that contain other nodes will be skipped. Only nodes containing items will be included. |
TrimExcess
#public void TrimExcess()
Trim the excess space on all index lists. You can call this method to reduce memory usage. It will not modify the tree in any functional way.