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      1 
      2 /*
      3  * Copyright 2012 Google Inc.
      4  *
      5  * Use of this source code is governed by a BSD-style license that can be
      6  * found in the LICENSE file.
      7  */
      8 
      9 #ifndef SkRTree_DEFINED
     10 #define SkRTree_DEFINED
     11 
     12 #include "SkRect.h"
     13 #include "SkTDArray.h"
     14 #include "SkChunkAlloc.h"
     15 #include "SkBBoxHierarchy.h"
     16 
     17 /**
     18  * An R-Tree implementation. In short, it is a balanced n-ary tree containing a hierarchy of
     19  * bounding rectangles.
     20  *
     21  * Much like a B-Tree it maintains balance by enforcing minimum and maximum child counts, and
     22  * splitting nodes when they become overfull. Unlike B-trees, however, we're using spatial data; so
     23  * there isn't a canonical ordering to use when choosing insertion locations and splitting
     24  * distributions. A variety of heuristics have been proposed for these problems; here, we're using
     25  * something resembling an R*-tree, which attempts to minimize area and overlap during insertion,
     26  * and aims to minimize a combination of margin, overlap, and area when splitting.
     27  *
     28  * One detail that is thus far unimplemented that may improve tree quality is attempting to remove
     29  * and reinsert nodes when they become full, instead of immediately splitting (nodes that may have
     30  * been placed well early on may hurt the tree later when more nodes have been added; removing
     31  * and reinserting nodes generally helps reduce overlap and make a better tree). Deletion of nodes
     32  * is also unimplemented.
     33  *
     34  * For more details see:
     35  *
     36  *  Beckmann, N.; Kriegel, H. P.; Schneider, R.; Seeger, B. (1990). "The R*-tree:
     37  *      an efficient and robust access method for points and rectangles"
     38  *
     39  * It also supports bulk-loading from a batch of bounds and values; if you don't require the tree
     40  * to be usable in its intermediate states while it is being constructed, this is significantly
     41  * quicker than individual insertions and produces more consistent trees.
     42  */
     43 class SkRTree : public SkBBoxHierarchy {
     44 public:
     45     SK_DECLARE_INST_COUNT(SkRTree)
     46 
     47     /**
     48      * Create a new R-Tree with specified min/max child counts.
     49      * The child counts are valid iff:
     50      * - (max + 1) / 2 >= min (splitting an overfull node must be enough to populate 2 nodes)
     51      * - min < max
     52      * - min > 0
     53      * - max < SK_MaxU16
     54      * If you have some prior information about the distribution of bounds you're expecting, you
     55      * can provide an optional aspect ratio parameter. This allows the bulk-load algorithm to create
     56      * better proportioned tiles of rectangles.
     57      */
     58     static SkRTree* Create(int minChildren, int maxChildren, SkScalar aspectRatio = 1,
     59             bool orderWhenBulkLoading = true);
     60     virtual ~SkRTree();
     61 
     62     /**
     63      * Insert a node, consisting of bounds and a data value into the tree, if we don't immediately
     64      * need to use the tree; we may allow the insert to be deferred (this can allow us to bulk-load
     65      * a large batch of nodes at once, which tends to be faster and produce a better tree).
     66      *  @param data The data value
     67      *  @param bounds The corresponding bounding box
     68      *  @param defer Can this insert be deferred? (this may be ignored)
     69      */
     70     virtual void insert(void* data, const SkIRect& bounds, bool defer = false) SK_OVERRIDE;
     71 
     72     /**
     73      * If any inserts have been deferred, this will add them into the tree
     74      */
     75     virtual void flushDeferredInserts() SK_OVERRIDE;
     76 
     77     /**
     78      * Given a query rectangle, populates the passed-in array with the elements it intersects
     79      */
     80     virtual void search(const SkIRect& query, SkTDArray<void*>* results) SK_OVERRIDE;
     81 
     82     virtual void clear() SK_OVERRIDE;
     83     bool isEmpty() const { return 0 == fCount; }
     84 
     85     /**
     86      * Gets the depth of the tree structure
     87      */
     88     virtual int getDepth() const SK_OVERRIDE {
     89         return this->isEmpty() ? 0 : fRoot.fChild.subtree->fLevel + 1;
     90     }
     91 
     92     /**
     93      * This gets the insertion count (rather than the node count)
     94      */
     95     virtual int getCount() const SK_OVERRIDE { return fCount; }
     96 
     97     virtual void rewindInserts() SK_OVERRIDE;
     98 
     99 private:
    100 
    101     struct Node;
    102 
    103     /**
    104      * A branch of the tree, this may contain a pointer to another interior node, or a data value
    105      */
    106     struct Branch {
    107         union {
    108             Node* subtree;
    109             void* data;
    110         } fChild;
    111         SkIRect fBounds;
    112     };
    113 
    114     /**
    115      * A node in the tree, has between fMinChildren and fMaxChildren (the root is a special case)
    116      */
    117     struct Node {
    118         uint16_t fNumChildren;
    119         uint16_t fLevel;
    120         bool isLeaf() { return 0 == fLevel; }
    121         // Since we want to be able to pick min/max child counts at runtime, we assume the creator
    122         // has allocated sufficient space directly after us in memory, and index into that space
    123         Branch* child(size_t index) {
    124             return reinterpret_cast<Branch*>(this + 1) + index;
    125         }
    126     };
    127 
    128     typedef int32_t SkIRect::*SortSide;
    129 
    130     // Helper for sorting our children arrays by sides of their rects
    131     struct RectLessThan {
    132         RectLessThan(SkRTree::SortSide side) : fSide(side) { }
    133         bool operator()(const SkRTree::Branch lhs, const SkRTree::Branch rhs) const {
    134             return lhs.fBounds.*fSide < rhs.fBounds.*fSide;
    135         }
    136     private:
    137         const SkRTree::SortSide fSide;
    138     };
    139 
    140     struct RectLessX {
    141         bool operator()(const SkRTree::Branch lhs, const SkRTree::Branch rhs) {
    142             return ((lhs.fBounds.fRight - lhs.fBounds.fLeft) >> 1) <
    143                    ((rhs.fBounds.fRight - lhs.fBounds.fLeft) >> 1);
    144         }
    145     };
    146 
    147     struct RectLessY {
    148         bool operator()(const SkRTree::Branch lhs, const SkRTree::Branch rhs) {
    149             return ((lhs.fBounds.fBottom - lhs.fBounds.fTop) >> 1) <
    150                    ((rhs.fBounds.fBottom - lhs.fBounds.fTop) >> 1);
    151         }
    152     };
    153 
    154     SkRTree(int minChildren, int maxChildren, SkScalar aspectRatio, bool orderWhenBulkLoading);
    155 
    156     /**
    157      * Recursively descend the tree to find an insertion position for 'branch', updates
    158      * bounding boxes on the way up.
    159      */
    160     Branch* insert(Node* root, Branch* branch, uint16_t level = 0);
    161 
    162     int chooseSubtree(Node* root, Branch* branch);
    163     SkIRect computeBounds(Node* n);
    164     int distributeChildren(Branch* children);
    165     void search(Node* root, const SkIRect query, SkTDArray<void*>* results) const;
    166 
    167     /**
    168      * This performs a bottom-up bulk load using the STR (sort-tile-recursive) algorithm, this
    169      * seems to generally produce better, more consistent trees at significantly lower cost than
    170      * repeated insertions.
    171      *
    172      * This consumes the input array.
    173      *
    174      * TODO: Experiment with other bulk-load algorithms (in particular the Hilbert pack variant,
    175      * which groups rects by position on the Hilbert curve, is probably worth a look). There also
    176      * exist top-down bulk load variants (VAMSplit, TopDownGreedy, etc).
    177      */
    178     Branch bulkLoad(SkTDArray<Branch>* branches, int level = 0);
    179 
    180     void validate();
    181     int validateSubtree(Node* root, SkIRect bounds, bool isRoot = false);
    182 
    183     const int fMinChildren;
    184     const int fMaxChildren;
    185     const size_t fNodeSize;
    186 
    187     // This is the count of data elements (rather than total nodes in the tree)
    188     int fCount;
    189 
    190     Branch fRoot;
    191     SkChunkAlloc fNodes;
    192     SkTDArray<Branch> fDeferredInserts;
    193     SkScalar fAspectRatio;
    194     bool fSortWhenBulkLoading;
    195 
    196     Node* allocateNode(uint16_t level);
    197 
    198     typedef SkBBoxHierarchy INHERITED;
    199 };
    200 
    201 #endif
    202