WyoMurf / kdtree

a 2D bounding box kd-tree originally written for Oct-Tools back in the 80's, with various improvements by me.
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kdtree

Back in the 1980's, David Harrison of UC-Berkeley wrote a wonderful implementation of a kd-tree geographic search algorithm, as part of the OctTree project, which was a tool to design Integrated Circuits. Here, transistor structures needed to be placed edge to edge to form wires and logical circuits. OctTools provided tools to automatically generate some circuit parts, and also provided an editor to allow users to manually view and manipulate the drawings. To do all this efficiently, they needed a quick 2-d bounding-box search mechanism. This is the package that provided it.

While the rest of the world seems to have fallen in love with quad trees, and other mechanisms, I was inspired by kd-trees, and my tests using this code showed that kd-trees are efficient, can handle large datasets, and are pretty resilient.

A recent search of the web for kdtree implementations turned up nothing but point searches in 1-d space. For practical purposes, forgive the pun, but this is pointless. This implementation is for generic 2-d objects, which could include circles, ellipses, lines, etc, which will all have a bounding box to describe their minimum and maximum x and y boundaries. The tree uses the bottom, top, left, and right sides of bounding boxes so that each side is used to split the data at each level in the tree, in a cyclical fashion, as you descend the tree to the leaves.

I wrote this code back in 1990, and only discovered it again recently. I decided to make it available to the world, as I really haven't found any good public geographic databases available.

Back in 1990, I also wrote a 3D kdtree implementation, but that code got lost. Sorry. Really, it's not that hard to take this code and turn it into a 3D database. I spotted a 3D implementation at http://g3d.sourceforge.net/ (G3D Innovation Engine) -- I haven't evaluated it yet, but based on all the surrounding goodies, it looks very promising!

Also, this code assumes that bounding boxes are 32-bit integers. It would not be difficult to turn that into longs or long longs and get 64-bit resolution.

Here are the list of my changes to his code:

Not all of it is working yet. But, eventually, I'll grab a moment here and there to finish it off.

TO DO:

  1. The really_delete routine seems to have problems with the last delete.

  2. The code was part of the OctTools system, and uses other packages, like the error stuff (uprintf), and this stuff needs to be cleaned out to reduce the complexity and allow other users to determine what to do on errors.

  3. kd_test needs to be upgraded to test every function. Especially the "Nearest Neighbor" stuff.

  4. Valgrind comes up with all sorts of illegal reads and some illegal writes. All are quite mysterious. Need to clean all this up.

  5. It would probably be nice to use configure to build from source. Wouldn't it?

  6. Hey, don't you think that other packages, like GLIB, KDE, GNOME, window managers and systems, anything working in 2d-space, would have a good geographic search mechanism built in? Oh, yes, I forgot! There will never be more than 32 or 64 objects in use, ever, so why bother? Just use linear search!

Licensing:

OctTools was licensed to allow anyone to do anything with it, as long as they kept the copyright notice.

(See http://www.eecs.berkeley.edu/XRG/Software/Description/octtools5.2.html).

I added my copyright for my changes, and made MY changes available under the GNU LGPL v2 license. Life is complex, isn't it?