425 lines
15 KiB
C++
425 lines
15 KiB
C++
/*
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* nextpnr -- Next Generation Place and Route
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*
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* Copyright (C) 2018 Serge Bazanski <q3k@symbioticeda.com>
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*
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* Permission to use, copy, modify, and/or distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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*/
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#ifndef QUADTREE_H
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#define QUADTREE_H
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// This file implements a quad tree used for committing 2D axis aligned
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// bounding boxes and then retrieving them by 2D point.
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NEXTPNR_NAMESPACE_BEGIN
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// A node of a QuadTree. Internal.
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template <typename CoordinateT, typename ElementT> class QuadTreeNode
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{
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public:
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class BoundingBox
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{
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friend class QuadTreeNode;
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private:
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CoordinateT x0_, y0_, x1_, y1_;
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static constexpr float pinf = std::numeric_limits<CoordinateT>::infinity();
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static constexpr float ninf = -std::numeric_limits<CoordinateT>::infinity();
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public:
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// Standard constructor for a given (x0,y0), (x1,y1) bounding box
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//
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// @param x0 x coordinate of top-left corner of box
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// @param y0 y coordinate of top-left corner of box
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// @param x1 x coordinate of bottom-right corner of box
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// @param y1 y coordinate of bottom-right corner of box
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BoundingBox(CoordinateT x0, CoordinateT y0, CoordinateT x1, CoordinateT y1) : x0_(x0), y0_(y0), x1_(x1), y1_(y1)
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{
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}
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BoundingBox() : x0_(pinf), y0_(pinf), x1_(ninf), y1_(ninf) {}
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BoundingBox(const BoundingBox &other) : x0_(other.x0_), y0_(other.y0_), x1_(other.x1_), y1_(other.y1_) {}
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// Whether a bounding box contains a given points.
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// A point is defined to be in a bounding box when it's not lesser than
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// the lower coordinate or greater than the higher coordinate, eg:
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// A BoundingBox of x0: 20, y0: 30, x1: 100, y1: 130 fits the following
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// points:
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// [ (50, 50), (20, 50), (20, 30), (100, 130) ]
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inline bool contains(CoordinateT x, CoordinateT y) const
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{
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if (x < x0_ || x > x1_)
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return false;
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if (y < y0_ || y > y1_)
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return false;
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return true;
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}
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// Sort the bounding box coordinates.
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void fixup()
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{
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if (x1_ < x0_)
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std::swap(x0_, x1_);
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if (y1_ < y0_)
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std::swap(y0_, y1_);
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}
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CoordinateT x0() const { return x0_; }
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CoordinateT y0() const { return y0_; }
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CoordinateT x1() const { return x1_; }
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CoordinateT y1() const { return y1_; }
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void setX0(CoordinateT v) { x0_ = v; }
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void setY0(CoordinateT v) { y0_ = v; }
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void setX1(CoordinateT v) { x1_ = v; }
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void setY1(CoordinateT v) { y1_ = v; }
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void clear()
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{
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x0_ = pinf;
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y0_ = pinf;
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x1_ = ninf;
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y1_ = ninf;
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}
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CoordinateT w() const { return x1_ - x0_; }
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CoordinateT h() const { return y1_ - y0_; }
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};
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private:
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// A pair of Element and BoundingBox that contains it.
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class BoundElement
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{
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friend class QuadTreeNode;
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private:
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BoundingBox bb_;
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ElementT elem_;
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public:
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BoundElement(BoundingBox bb, ElementT elem) : bb_(bb), elem_(elem) {}
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};
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// The bounding box that this node describes.
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BoundingBox bound_;
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// How many elements should be contained in this node until it splits into
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// sub-nodes.
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const size_t max_elems_;
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// Four sub-nodes or nullptr if it hasn't split yet.
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std::unique_ptr<QuadTreeNode<CoordinateT, ElementT>[]> children_ = nullptr;
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// Coordinates of the split.
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// Anything < split_x is west.
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CoordinateT splitx_;
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// Anything < split_y is north.
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CoordinateT splity_;
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// Elements contained directly within this node and not part of children
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// nodes.
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std::vector<BoundElement> elems_;
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// Depth at which this node is - root is at 0, first level at 1, etc.
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int depth_;
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// Checks whether a given bounding box fits within this node - used for
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// sanity checking on insertion.
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// @param b bounding box to check
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// @returns whether b fits in this node entirely
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bool fits(const BoundingBox &b) const
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{
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if (b.x0_ < bound_.x0_ || b.x0_ > bound_.x1_) {
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return false;
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} else if (b.x1_ < bound_.x0_ || b.x1_ > bound_.x1_) {
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return false;
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} else if (b.y0_ < bound_.y0_ || b.y0_ > bound_.y1_) {
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return false;
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} else if (b.y1_ < bound_.y0_ || b.y1_ > bound_.y1_) {
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return false;
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}
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return true;
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}
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// Used to describe one of 5 possible places an element can exist:
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// - the node itself (THIS)
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// - any of the 4 children nodes.
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enum Quadrant
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{
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THIS_NODE = -1,
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NW = 0,
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NE = 1,
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SW = 2,
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SE = 3
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};
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// Finds the quadrant to which a bounding box should go (if the node
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// is / were to be split).
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// @param b bounding box to check
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// @returns quadrant in which b belongs to if the node is were to be split
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Quadrant quadrant(const BoundingBox &b) const
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{
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if (children_ == nullptr) {
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return THIS_NODE;
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}
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bool west0 = b.x0_ < splitx_;
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bool west1 = b.x1_ < splitx_;
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bool north0 = b.y0_ < splity_;
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bool north1 = b.y1_ < splity_;
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if (west0 && west1 && north0 && north1)
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return NW;
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if (!west0 && !west1 && north0 && north1)
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return NE;
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if (west0 && west1 && !north0 && !north1)
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return SW;
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if (!west0 && !west1 && !north0 && !north1)
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return SE;
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return THIS_NODE;
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}
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// Checks whether this node should split.
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bool should_split() const
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{
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// The node shouldn't split if it's not large enough to merit it.
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if (elems_.size() < max_elems_)
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return false;
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// The node shouldn't split if its' level is too deep (this is true for
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// 100k+ entries, where the amount of splits causes us to lose
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// significant CPU time on traversing the tree, or worse yet causes a
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// stack overflow).
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if (depth_ > 5)
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return false;
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return true;
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}
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public:
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// Standard constructor for node.
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// @param b BoundingBox this node covers.
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// @param depth depth at which this node is in the tree
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// @max_elems how many elements should this node contain before it splits
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QuadTreeNode(BoundingBox b, int depth, size_t max_elems = 4) : bound_(b), max_elems_(max_elems), depth_(depth) {}
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// Disallow copies.
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QuadTreeNode(const QuadTreeNode &other) = delete;
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QuadTreeNode &operator=(const QuadTreeNode &other) = delete;
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// Allow moves.
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QuadTreeNode(QuadTreeNode &&other)
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: bound_(other.bound_), max_elems_(other.max_elems_), children_(std::move(other.children_)),
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splitx_(other.splitx_), splity_(other.splity_), elems_(std::move(other.elems_)), depth_(other.depth_)
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{
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other.children_ = nullptr;
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}
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QuadTreeNode &operator=(QuadTreeNode &&other)
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{
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if (this == &other)
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return *this;
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bound_ = other.bound_;
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max_elems_ = other.max_elems_;
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children_ = other.max_children_;
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children_ = other.children_;
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splitx_ = other.splitx_;
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splity_ = other.splity_;
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elems_ = std::move(other.elems_);
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depth_ = other.depth_;
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other.children_ = nullptr;
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return *this;
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}
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// Insert an element at a given bounding box.
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bool insert(const BoundingBox &k, ElementT v)
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{
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// Fail early if this BB doesn't fit us at all.
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if (!fits(k)) {
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return false;
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}
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// Do we have children?
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if (children_ != nullptr) {
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// Put the element either recursively into a child if it fits
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// entirely or keep it for ourselves if not.
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auto quad = quadrant(k);
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if (quad == THIS_NODE) {
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elems_.push_back(BoundElement(k, std::move(v)));
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} else {
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return children_[quad].insert(k, std::move(v));
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}
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} else {
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// No children and not about to have any.
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if (!should_split()) {
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elems_.push_back(BoundElement(k, std::move(v)));
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return true;
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}
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// Splitting. Calculate the split point.
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splitx_ = (bound_.x1_ - bound_.x0_) / 2 + bound_.x0_;
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splity_ = (bound_.y1_ - bound_.y0_) / 2 + bound_.y0_;
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// Create the new children.
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children_ = decltype(children_)(new QuadTreeNode<CoordinateT, ElementT>[4] {
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// Note: not using [NW] = QuadTreeNode because that seems to
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// crash g++ 7.3.0.
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/* NW */ QuadTreeNode<CoordinateT, ElementT>(BoundingBox(bound_.x0_, bound_.y0_, splitx_, splity_),
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depth_ + 1, max_elems_),
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/* NE */
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QuadTreeNode<CoordinateT, ElementT>(BoundingBox(splitx_, bound_.y0_, bound_.x1_, splity_),
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depth_ + 1, max_elems_),
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/* SW */
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QuadTreeNode<CoordinateT, ElementT>(BoundingBox(bound_.x0_, splity_, splitx_, bound_.y1_),
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depth_ + 1, max_elems_),
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/* SE */
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QuadTreeNode<CoordinateT, ElementT>(BoundingBox(splitx_, splity_, bound_.x1_, bound_.y1_),
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depth_ + 1, max_elems_),
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});
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// Move all elements to where they belong.
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auto it = elems_.begin();
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while (it != elems_.end()) {
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auto quad = quadrant(it->bb_);
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if (quad != THIS_NODE) {
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// Move to one of the children.
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if (!children_[quad].insert(it->bb_, std::move(it->elem_)))
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return false;
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// Delete from ourselves.
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it = elems_.erase(it);
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} else {
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// Keep for ourselves.
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it++;
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}
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}
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// Insert the actual element now that we've split.
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return insert(k, std::move(v));
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}
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return true;
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}
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// Dump a human-readable representation of the tree to stdout.
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void dump(int level) const
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{
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for (int i = 0; i < level; i++)
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printf(" ");
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printf("loc: % 3d % 3d % 3d % 3d\n", bound_.x0_, bound_.y0_, bound_.x1_, bound_.y1_);
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if (elems_.size() != 0) {
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for (int i = 0; i < level; i++)
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printf(" ");
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printf("elems: %zu\n", elems_.size());
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}
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if (children_ != nullptr) {
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for (int i = 0; i < level; i++)
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printf(" ");
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printf("children:\n");
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children_[NW].dump(level + 1);
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children_[NE].dump(level + 1);
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children_[SW].dump(level + 1);
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children_[SE].dump(level + 1);
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}
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}
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// Return count of BoundingBoxes/Elements contained.
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// @returns count of elements contained.
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size_t size() const
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{
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size_t res = elems_.size();
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if (children_ != nullptr) {
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res += children_[NW].size();
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res += children_[NE].size();
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res += children_[SW].size();
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res += children_[SE].size();
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}
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return res;
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}
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// Retrieve elements whose bounding boxes cover the given coordinates.
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//
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// @param x X coordinate of points to query.
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// @param y Y coordinate of points to query.
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// @returns vector of found bounding boxes
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void get(CoordinateT x, CoordinateT y, std::vector<ElementT> &res) const
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{
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if (!bound_.contains(x, y))
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return;
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for (const auto &elem : elems_) {
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const auto &bb = elem.bb_;
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if (bb.contains(x, y)) {
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res.push_back(elem.elem_);
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}
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}
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if (children_ != nullptr) {
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children_[NW].get(x, y, res);
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children_[NE].get(x, y, res);
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children_[SW].get(x, y, res);
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children_[SE].get(x, y, res);
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}
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}
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};
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// User facing method to manage a quad tree.
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//
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// @param CoodinateT scalar type of the coordinate system - int, float, ...
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// @param ElementT type of the contained element. Must be movable or copiable.
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template <typename CoordinateT, typename ElementT> class QuadTree
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{
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private:
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// Root of the tree.
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QuadTreeNode<CoordinateT, ElementT> root_;
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public:
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// To let user create bounding boxes of the correct type.
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// Bounding boxes are composed of two 2D points, which designate their
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// top-left and bottom-right corners. All its' edges are axis aligned.
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using BoundingBox = typename QuadTreeNode<CoordinateT, ElementT>::BoundingBox;
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// Standard constructor.
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//
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// @param b Bounding box of the entire tree - all committed elements must
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// fit within in.
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QuadTree(BoundingBox b) : root_(b, 0) {}
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// Inserts a new value at a given bounding box.e
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// BoundingBoxes are not deduplicated - if two are pushed with the same
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// coordinates, the first one will take precedence.
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//
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// @param k Bounding box at which to store value.
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// @param v Value at a given bounding box.
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// @returns Whether the insert was successful.
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bool insert(BoundingBox k, ElementT v)
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{
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k.fixup();
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return root_.insert(k, v);
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}
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// Dump a human-readable representation of the tree to stdout.
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void dump() const { root_.dump(0); }
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// Return count of BoundingBoxes/Elements contained.
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// @returns count of elements contained.
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size_t size() const { return root_.size(); }
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// Retrieve elements whose bounding boxes cover the given coordinates.
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//
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// @param x X coordinate of points to query.
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// @param y Y coordinate of points to query.
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// @returns vector of found bounding boxes
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std::vector<ElementT> get(CoordinateT x, CoordinateT y) const
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{
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std::vector<ElementT> res;
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root_.get(x, y, res);
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return res;
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}
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};
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NEXTPNR_NAMESPACE_END
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#endif
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