BVH implement with less generic parm

This commit is contained in:
Tnze
2022-03-18 12:37:33 +08:00
parent 00de623cc2
commit 7997a5faea
2 changed files with 357 additions and 355 deletions

View File

@ -1,211 +1,217 @@
package bvh
//
//import (
// "container/heap"
// "fmt"
// "golang.org/x/exp/constraints"
//)
//
//type Node[Vec constraints.Signed | constraints.Float, B interface {
// WithIn(Vec) bool
// Union(B) B
// Surface() float64
//}, V any] struct {
// box B
// Value V
// parent *Node[Vec, B, V]
// children [2]*Node[Vec, B, V]
// isLeaf bool
//}
//
//func (n *Node[Vec, B, V]) findAnotherChild(not *Node[Vec, B, V]) *Node[Vec, B, V] {
// if n.children[0] == not {
// return n.children[1]
// } else if n.children[1] == not {
// return n.children[0]
// }
// panic("unreachable, please make sure the 'not' is the n's child")
//}
//
//func (n *Node[Vec, B, V]) findChildPointer(child *Node[Vec, B, V]) **Node[Vec, B, V] {
// if n.children[0] == child {
// return &n.children[0]
// } else if n.children[1] == child {
// return &n.children[1]
// }
// panic("unreachable, please make sure the 'not' is the n's child")
//}
//
//type Tree[I constraints.Signed | constraints.Float, B interface {
// Union(B) B
// Surface() I
//}, V any] struct {
// root *Node[I, B, V]
//}
//
//func (t *Tree[Vec, B, V]) Insert(leaf B, value V) (n *Node[Vec, B, V]) {
// n = &Node[Vec, B, V]{
// box: leaf,
// Value: value,
// parent: nil,
// children: [2]*Node[Vec, B, V]{},
// isLeaf: true,
// }
// if t.root == nil {
// t.root = n
// return
// }
//
// // Stage 1: find the best sibling for the new leaf
// sibling := t.root
// bestCost := t.root.box.Union(leaf).Surface()
// parentTo := &t.root // the parent's children pointer which point to the sibling
// queue := searchHeap[Node[Vec, B, V]]{searchItem[Node[Vec, B, V]]{pointer: t.root, parentTo: &t.root}}
//
// leafCost := leaf.Surface()
// for queue.Len() > 0 {
// p := heap.Pop(&queue).(searchItem[Node[Vec, B, V]])
// // determine if node p has the best cost
// mergeSurface := p.pointer.box.Union(leaf).Surface()
// deltaCost := mergeSurface - p.pointer.box.Surface()
// cost := p.inheritedCost + mergeSurface
// if cost <= bestCost {
// bestCost = cost
// sibling = p.pointer
// parentTo = p.parentTo
// }
// // determine if it is worthwhile to explore the children of node p.
// inheritedCost := p.inheritedCost + deltaCost // lower bound
// if !p.pointer.isLeaf && inheritedCost+leafCost < bestCost {
// heap.Push(&queue, searchItem[Node[Vec, B, V]]{
// pointer: p.pointer.children[0],
// parentTo: &p.pointer.children[0],
// inheritedCost: inheritedCost,
// })
// heap.Push(&queue, searchItem[Node[Vec, B, V]]{
// pointer: p.pointer.children[1],
// parentTo: &p.pointer.children[1],
// inheritedCost: inheritedCost,
// })
// }
// }
//
// // Stage 2: create a new parent
// *parentTo = &Node[Vec, B, V]{
// box: sibling.box.Union(leaf), // we will calculate in Stage3
// parent: sibling.parent,
// children: [2]*Node[Vec, B, V]{sibling, n},
// isLeaf: false,
// }
// n.parent = *parentTo
// sibling.parent = *parentTo
//
// // Stage 3: walk back up the tree refitting AABBs
// for p := *parentTo; p != nil; p = p.parent {
// p.box = p.children[0].box.Union(p.children[1].box)
// t.rotate(p)
// }
// return
//}
//
//func (t *Tree[Vec, B, V]) Delete(n *Node[Vec, B, V]) interface{} {
// if n.parent == nil {
// // n is the root
// t.root = nil
// return n.Value
// }
// sibling := n.parent.findAnotherChild(n)
// grand := n.parent.parent
// if grand == nil {
// // n's parent is root
// t.root = sibling
// sibling.parent = nil
// } else {
// p := grand.findChildPointer(n.parent)
// *p = sibling
// sibling.parent = grand
// for p := sibling.parent; p.parent != nil; p = p.parent {
// p.box = p.children[0].box.Union(p.children[1].box)
// t.rotate(p)
// }
// }
// return n.Value
//}
//
//func (t *Tree[Vec, B, V]) rotate(n *Node[Vec, B, V]) {
// if n.isLeaf || n.parent == nil {
// return
// }
// // trying to swap n's sibling and children
// sibling := n.parent.findAnotherChild(n)
// current := n.box.Surface()
// if n.children[1].box.Union(sibling.box).Surface() < current {
// // swap n.children[0] and sibling
// n.parent.children, n.children, n.children[0].parent, sibling.parent = [2]*Node[Vec, B, V]{n, n.children[0]}, [2]*Node[Vec, B, V]{sibling, n.children[1]}, n.parent, n
// n.box = n.children[0].box.Union(n.children[1].box)
// } else if n.children[0].box.Union(sibling.box).Surface() < current {
// // swap n.children[1] and sibling
// n.parent.children, n.children, n.children[1].parent, sibling.parent = [2]*Node[Vec, B, V]{n, n.children[1]}, [2]*Node[Vec, B, V]{sibling, n.children[0]}, n.parent, n
// n.box = n.children[0].box.Union(n.children[1].box)
// }
//}
//
////func lookupPoint[B interface {
//// Union(B) B
//// Surface() float64
////}, V any](n *Node[B, V], point Vec2, f func(v V)) {
//// if n == nil || !n.box.WithIn(point) {
//// return
//// }
//// if n.isLeaf {
//// f(n.Value)
//// } else {
//// lookupVec(n.children[0], point, f)
//// lookupVec(n.children[1], point, f)
//// }
////}
//
////
////func lookupAABB(n *Node, aabb AABB, f func(v interface{})) {
//// if n == nil || !n.box.Touch(aabb) {
//// return
//// }
//// if n.isLeaf {
//// f(n.Value)
//// } else {
//// lookupAABB(n.children[0], aabb, f)
//// lookupAABB(n.children[1], aabb, f)
//// }
////}
//
//type searchHeap[V any] []searchItem[V]
//type searchItem[V any] struct {
// pointer *V
// parentTo **V
// inheritedCost float64
//}
//
//func (h searchHeap[V]) Len() int { return len(h) }
//func (h searchHeap[V]) Less(i, j int) bool { return h[i].inheritedCost < h[j].inheritedCost }
//func (h searchHeap[V]) Swap(i, j int) { h[i], h[j] = h[j], h[i] }
//func (h *searchHeap[V]) Push(x interface{}) { *h = append(*h, x.(searchItem[V])) }
//func (h *searchHeap[V]) Pop() interface{} {
// old := *h
// n := len(old)
// x := old[n-1]
// *h = old[0 : n-1]
// return x
//}
//
//func (t Tree[Vec, B, V]) String() string {
// return t.root.String()
//}
//
//func (n *Node[Vec, B, V]) String() string {
// if n.isLeaf {
// return fmt.Sprint(n.Value)
// } else {
// return fmt.Sprintf("{%v, %v}", n.children[0], n.children[1])
// }
//}
import (
"container/heap"
"fmt"
"golang.org/x/exp/constraints"
)
type Node[I constraints.Float, B interface {
Union(B) B
Surface() I
}, V any] struct {
box B
Value V
parent *Node[I, B, V]
children [2]*Node[I, B, V]
isLeaf bool
}
func (n *Node[I, B, V]) findAnotherChild(not *Node[I, B, V]) *Node[I, B, V] {
if n.children[0] == not {
return n.children[1]
} else if n.children[1] == not {
return n.children[0]
}
panic("unreachable, please make sure the 'not' is the n's child")
}
func (n *Node[I, B, V]) findChildPointer(child *Node[I, B, V]) **Node[I, B, V] {
if n.children[0] == child {
return &n.children[0]
} else if n.children[1] == child {
return &n.children[1]
}
panic("unreachable, please make sure the 'not' is the n's child")
}
func (n *Node[I, B, V]) each(test func(bound B) bool, foreach func(v V)) {
if n == nil {
return
}
if n.isLeaf {
if test(n.box) {
foreach(n.Value)
}
} else {
n.children[0].each(test, foreach)
n.children[1].each(test, foreach)
}
}
type Tree[I constraints.Float, B interface {
Union(B) B
Surface() I
}, V any] struct {
root *Node[I, B, V]
}
func (t *Tree[I, B, V]) Insert(leaf B, value V) (n *Node[I, B, V]) {
n = &Node[I, B, V]{
box: leaf,
Value: value,
parent: nil,
children: [2]*Node[I, B, V]{nil, nil},
isLeaf: true,
}
if t.root == nil {
t.root = n
return
}
// Stage 1: find the best sibling for the new leaf
sibling := t.root
bestCost := t.root.box.Union(leaf).Surface()
parentTo := &t.root // the parent's children pointer which point to the sibling
var queue searchHeap[I, Node[I, B, V]]
queue.Push(searchItem[I, Node[I, B, V]]{pointer: t.root, parentTo: &t.root})
leafCost := leaf.Surface()
for queue.Len() > 0 {
p := heap.Pop(&queue).(searchItem[I, Node[I, B, V]])
// determine if node p has the best cost
mergeSurface := p.pointer.box.Union(leaf).Surface()
deltaCost := mergeSurface - p.pointer.box.Surface()
cost := p.inheritedCost + mergeSurface
if cost <= bestCost {
bestCost = cost
sibling = p.pointer
parentTo = p.parentTo
}
// determine if it is worthwhile to explore the children of node p.
inheritedCost := p.inheritedCost + deltaCost // lower bound
if !p.pointer.isLeaf && inheritedCost+leafCost < bestCost {
heap.Push(&queue, searchItem[I, Node[I, B, V]]{
pointer: p.pointer.children[0],
parentTo: &p.pointer.children[0],
inheritedCost: inheritedCost,
})
heap.Push(&queue, searchItem[I, Node[I, B, V]]{
pointer: p.pointer.children[1],
parentTo: &p.pointer.children[1],
inheritedCost: inheritedCost,
})
}
}
// Stage 2: create a new parent
*parentTo = &Node[I, B, V]{
box: sibling.box.Union(leaf), // we will calculate in Stage3
parent: sibling.parent,
children: [2]*Node[I, B, V]{sibling, n},
isLeaf: false,
}
n.parent = *parentTo
sibling.parent = *parentTo
// Stage 3: walk back up the tree refitting AABBs
for p := *parentTo; p != nil; p = p.parent {
p.box = p.children[0].box.Union(p.children[1].box)
t.rotate(p)
}
return
}
func (t *Tree[I, B, V]) Delete(n *Node[I, B, V]) interface{} {
if n.parent == nil {
// n is the root
t.root = nil
return n.Value
}
sibling := n.parent.findAnotherChild(n)
grand := n.parent.parent
if grand == nil {
// n's parent is root
t.root = sibling
sibling.parent = nil
} else {
p := grand.findChildPointer(n.parent)
*p = sibling
sibling.parent = grand
for p := sibling.parent; p.parent != nil; p = p.parent {
p.box = p.children[0].box.Union(p.children[1].box)
t.rotate(p)
}
}
return n.Value
}
func (t *Tree[I, B, V]) rotate(n *Node[I, B, V]) {
if n.isLeaf || n.parent == nil {
return
}
// trying to swap n's sibling and children
sibling := n.parent.findAnotherChild(n)
current := n.box.Surface()
if n.children[1].box.Union(sibling.box).Surface() < current {
// swap n.children[0] and sibling
t1 := [2]*Node[I, B, V]{n, n.children[0]}
t2 := [2]*Node[I, B, V]{sibling, n.children[1]}
n.parent.children, n.children, n.children[0].parent, sibling.parent = t1, t2, n.parent, n
n.box = n.children[0].box.Union(n.children[1].box)
} else if n.children[0].box.Union(sibling.box).Surface() < current {
// swap n.children[1] and sibling
t1 := [2]*Node[I, B, V]{n, n.children[1]}
t2 := [2]*Node[I, B, V]{sibling, n.children[0]}
n.parent.children, n.children, n.children[1].parent, sibling.parent = t1, t2, n.parent, n
n.box = n.children[0].box.Union(n.children[1].box)
}
}
func (t *Tree[I, B, V]) Find(test func(bound B) bool, foreach func(v V)) {
t.root.each(test, foreach)
}
func (t Tree[I, B, V]) String() string {
return t.root.String()
}
func (n *Node[I, B, V]) String() string {
if n.isLeaf {
return fmt.Sprint(n.Value)
} else {
return fmt.Sprintf("{%v, %v}", n.children[0], n.children[1])
}
}
func TouchPoint[Vec any, B interface{ WithIn(Vec) bool }](point Vec) func(bound B) bool {
return func(bound B) bool {
return bound.WithIn(point)
}
}
func TouchBound[Vec any, B interface{ Touch(B) bool }](other B) func(bound B) bool {
return func(bound B) bool {
return bound.Touch(other)
}
}
type searchHeap[I constraints.Float, V any] []searchItem[I, V]
type searchItem[I constraints.Float, V any] struct {
pointer *V
parentTo **V
inheritedCost I
}
func (h searchHeap[I, V]) Len() int { return len(h) }
func (h searchHeap[I, V]) Less(i, j int) bool { return h[i].inheritedCost < h[j].inheritedCost }
func (h searchHeap[I, V]) Swap(i, j int) { h[i], h[j] = h[j], h[i] }
func (h *searchHeap[I, V]) Push(x interface{}) { *h = append(*h, x.(searchItem[I, V])) }
func (h *searchHeap[I, V]) Pop() interface{} {
old := *h
n := len(old)
x := old[n-1]
*h = old[0 : n-1]
return x
}

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@ -1,148 +1,144 @@
package bvh
//
//import (
// "math/rand"
// "testing"
//)
//
//func TestTree2_Insert(t *testing.T) {
// aabbs := []AABB[Vec2[float64]]{
// {Upper: Vec2[float64]{1, 1}, Lower: Vec2[float64]{0, 0}},
// {Upper: Vec2[float64]{2, 1}, Lower: Vec2[float64]{1, 0}},
// {Upper: Vec2[float64]{11, 1}, Lower: Vec2[float64]{10, 0}},
// {Upper: Vec2[float64]{12, 1}, Lower: Vec2[float64]{11, 0}},
// {Upper: Vec2[float64]{101, 1}, Lower: Vec2[float64]{100, 0}},
// {Upper: Vec2[float64]{102, 1}, Lower: Vec2[float64]{101, 0}},
// {Upper: Vec2[float64]{111, 1}, Lower: Vec2[float64]{110, 0}},
// {Upper: Vec2[float64]{112, 1}, Lower: Vec2[float64]{111, 0}},
// {Upper: Vec2[float64]{1, 1}, Lower: Vec2[float64]{-1, -1}},
// }
// var bvh Tree[float64, AABB[Vec2[float64]], int]
// for i, aabb := range aabbs {
// bvh.Insert(aabb, i)
// // visualize
// t.Log(bvh)
// }
// //bvh.FindVec(Vec2{0.5, 0.5}, func(v interface{}) {
// // t.Logf("find! %v", v)
// //})
//}
//
//func TestTree2_FindVec(t *testing.T) {
// aabbs := []AABB[Vec2[float64]]{
// {Upper: Vec2[float64]{2, 2}, Lower: Vec2[float64]{-1, -1}},
// {Upper: Vec2[float64]{2, 1}, Lower: Vec2[float64]{-1, -2}},
// {Upper: Vec2[float64]{1, 1}, Lower: Vec2[float64]{-2, -2}},
// {Upper: Vec2[float64]{1, 2}, Lower: Vec2[float64]{-2, -1}},
// }
// var bvh Tree[float64, AABB[Vec2[float64]], int]
// for i, aabb := range aabbs {
// bvh.Insert(aabb, i)
// // visualize
// t.Log(bvh)
// }
// //findVec := func(vec Vec2) (list []interface{}) {
// // bvh.FindVec(vec, func(v interface{}) { list = append(list, v) })
// // return
// //}
// //t.Log(findVec(Vec2{0, 0}))
// //t.Log(findVec(Vec2{1.5, 0}))
// //t.Log(findVec(Vec2{1.5, 1.5}))
// //t.Log(findVec(Vec2{-1.5, 0}))
// //
// //findAABB := func(aabb AABB2) (list []interface{}) {
// // bvh.FindAABB(aabb, func(v interface{}) { list = append(list, v) })
// // return
// //}
// //t.Log(findAABB(AABB2{Upper: Vec2{1, 1}, Lower: Vec2{-1, -1}}))
// //t.Log(findAABB(AABB2{Upper: Vec2{3, 3}, Lower: Vec2{1.5, 1.5}}))
// //t.Log(findAABB(AABB2{Upper: Vec2{-1.5, 0.5}, Lower: Vec2{-2.5, -0.5}}))
//}
//
//func TestTree2_Insert_rotation(t *testing.T) {
// var bvh Tree[float64, AABB[Vec2[float64]], int]
// for i := 0; i < 5; i++ {
// bvh.Insert(AABB[Vec2[float64]]{
// Upper: Vec2[float64]{float64(i), float64(i)},
// Lower: Vec2[float64]{float64(0), float64(0)},
// }, i)
// }
//}
//
//func BenchmarkTree2_Insert_random(b *testing.B) {
// const size = 25
// // generate test cases
// aabbs := make([]AABB[Vec2[float64]], b.N)
// poses := make([]Vec2[float64], b.N)
// for i := range aabbs {
// poses[i] = Vec2[float64]{rand.Float64() * 1e4, rand.Float64() * 1e4}
// aabbs[i] = AABB[Vec2[float64]]{
// Upper: Vec2[float64]{poses[i][0] + size, poses[i][0] + size},
// Lower: Vec2[float64]{poses[i][0] - size, poses[i][0] - size},
// }
// }
// b.ResetTimer()
//
// var bvh Tree[float64, AABB[Vec2[float64]], any]
// for _, v := range aabbs {
// bvh.Insert(v, nil)
// }
// //for _, v := range poses {
// // bvh.FindVec(v, func(interface{}) {})
// //}
//}
//
//func BenchmarkTree2_Insert_sorted1(b *testing.B) {
// // generate test cases
// var bvh Tree[float64, AABB[Vec2[float64]], int]
// upper := Vec2[float64]{float64(b.N), float64(b.N)}
// for i := 0; i < b.N; i++ {
// bvh.Insert(AABB[Vec2[float64]]{
// Upper: upper,
// Lower: Vec2[float64]{float64(i), float64(i)},
// }, i)
// }
//}
//
//func BenchmarkTree2_Insert_sorted2(b *testing.B) {
// // generate test cases
// var bvh Tree[float64, AABB[Vec2[float64]], int]
// for i := 0; i < b.N; i++ {
// bvh.Insert(AABB[Vec2[float64]]{
// Upper: Vec2[float64]{float64(i), float64(i)},
// Lower: Vec2[float64]{0, 0},
// }, i)
// }
//}
//
//func BenchmarkTree2_Delete_random(b *testing.B) {
// const size = 25
// // generate test cases
// aabbs := make([]AABB[Vec2[float64]], b.N)
// poses := make([]Vec2[float64], b.N)
// nodes := make([]*Node[AABB[Vec2[float64]], any], b.N)
// for i := range aabbs {
// poses[i] = Vec2[float64]{rand.Float64() * 1e4, rand.Float64() * 1e4}
// aabbs[i] = AABB[Vec2[float64]]{
// Upper: Vec2[float64]{poses[i][0] + size, poses[i][0] + size},
// Lower: Vec2[float64]{poses[i][0] - size, poses[i][0] - size},
// }
// }
// b.ResetTimer()
//
// var bvh Tree[float64, AABB[Vec2[float64]], any]
// for i, v := range aabbs {
// nodes[i] = bvh.Insert(v, nil)
// }
//
// b.StopTimer()
// rand.Shuffle(b.N, func(i, j int) {
// nodes[i], nodes[j] = nodes[j], nodes[i]
// })
// b.StartTimer()
//
// for _, v := range nodes {
// bvh.Delete(v)
// }
//}
import (
"math/rand"
"testing"
)
func TestTree2_Insert(t *testing.T) {
aabbs := []AABB[float64, Vec2[float64]]{
{Upper: Vec2[float64]{1, 1}, Lower: Vec2[float64]{0, 0}},
{Upper: Vec2[float64]{2, 1}, Lower: Vec2[float64]{1, 0}},
{Upper: Vec2[float64]{11, 1}, Lower: Vec2[float64]{10, 0}},
{Upper: Vec2[float64]{12, 1}, Lower: Vec2[float64]{11, 0}},
{Upper: Vec2[float64]{101, 1}, Lower: Vec2[float64]{100, 0}},
{Upper: Vec2[float64]{102, 1}, Lower: Vec2[float64]{101, 0}},
{Upper: Vec2[float64]{111, 1}, Lower: Vec2[float64]{110, 0}},
{Upper: Vec2[float64]{112, 1}, Lower: Vec2[float64]{111, 0}},
{Upper: Vec2[float64]{1, 1}, Lower: Vec2[float64]{-1, -1}},
}
var bvh Tree[float64, AABB[float64, Vec2[float64]], int]
for i, aabb := range aabbs {
bvh.Insert(aabb, i)
// visualize
t.Log(bvh)
}
bvh.Find(TouchPoint[Vec2[float64], AABB[float64, Vec2[float64]]](Vec2[float64]{0.5, 0.5}), func(v int) {
t.Logf("find! %v", v)
})
}
func TestTree2_Find_vec(t *testing.T) {
type Vec2d = Vec2[float64]
type AABBVec2d = AABB[float64, Vec2d]
type TreeAABBVec2di = Tree[float64, AABBVec2d, int]
aabbs := []AABBVec2d{
{Upper: Vec2d{2, 2}, Lower: Vec2d{-1, -1}},
{Upper: Vec2d{2, 1}, Lower: Vec2d{-1, -2}},
{Upper: Vec2d{1, 1}, Lower: Vec2d{-2, -2}},
{Upper: Vec2d{1, 2}, Lower: Vec2d{-2, -1}},
}
var bvh TreeAABBVec2di
for i, aabb := range aabbs {
bvh.Insert(aabb, i)
t.Log(bvh)
}
find := func(test func(bound AABBVec2d) bool) []int {
var result []int
bvh.Find(test, func(i int) {
result = append(result, i)
})
return result
}
t.Log(find(TouchPoint[Vec2d, AABBVec2d](Vec2d{0, 0})))
t.Log(find(TouchPoint[Vec2d, AABBVec2d](Vec2d{1.5, 0})))
t.Log(find(TouchPoint[Vec2d, AABBVec2d](Vec2d{1.5, 1.5})))
t.Log(find(TouchPoint[Vec2d, AABBVec2d](Vec2d{-1.5, 0})))
t.Log(find(TouchBound[Vec2d, AABBVec2d](AABBVec2d{Upper: Vec2d{1, 1}, Lower: Vec2d{-1, -1}})))
t.Log(find(TouchBound[Vec2d, AABBVec2d](AABBVec2d{Upper: Vec2d{1, 1}, Lower: Vec2d{1.5, 1.5}})))
t.Log(find(TouchBound[Vec2d, AABBVec2d](AABBVec2d{Upper: Vec2d{-1.5, 0.5}, Lower: Vec2d{-2.5, -0.5}})))
}
func BenchmarkTree_Insert(b *testing.B) {
type Vec2d = Vec2[float64]
type AABBVec2d = AABB[float64, Vec2d]
type TreeAABBVec2da = Tree[float64, AABBVec2d, any]
const size = 25
// generate test cases
aabbs := make([]AABBVec2d, b.N)
poses := make([]Vec2d, b.N)
for i := range aabbs {
poses[i] = Vec2d{rand.Float64() * 1e4, rand.Float64() * 1e4}
aabbs[i] = AABBVec2d{
Upper: Vec2d{poses[i][0] + size, poses[i][0] + size},
Lower: Vec2d{poses[i][0] - size, poses[i][0] - size},
}
}
b.ResetTimer()
var bvh TreeAABBVec2da
for _, v := range aabbs {
bvh.Insert(v, nil)
}
}
func BenchmarkTree2_Find_random(b *testing.B) {
type Vec2d = Vec2[float64]
type AABBVec2d = AABB[float64, Vec2d]
type TreeAABBVec2da = Tree[float64, AABBVec2d, any]
const size = 25
// generate test cases
aabbs := make([]AABBVec2d, b.N)
poses := make([]Vec2d, b.N)
for i := range aabbs {
poses[i] = Vec2d{rand.Float64() * 1e4, rand.Float64() * 1e4}
aabbs[i] = AABBVec2d{
Upper: Vec2d{poses[i][0] + size, poses[i][0] + size},
Lower: Vec2d{poses[i][0] - size, poses[i][0] - size},
}
}
var bvh TreeAABBVec2da
for _, v := range aabbs {
bvh.Insert(v, nil)
}
b.ResetTimer()
for _, v := range poses {
bvh.Find(TouchPoint[Vec2d, AABBVec2d](v), func(v any) {})
}
}
func BenchmarkTree2_Delete_random(b *testing.B) {
const size = 25
// generate test cases
aabbs := make([]AABB[float64, Vec2[float64]], b.N)
poses := make([]Vec2[float64], b.N)
nodes := make([]*Node[float64, AABB[float64, Vec2[float64]], any], b.N)
for i := range aabbs {
poses[i] = Vec2[float64]{rand.Float64() * 1e4, rand.Float64() * 1e4}
aabbs[i] = AABB[float64, Vec2[float64]]{
Upper: Vec2[float64]{poses[i][0] + size, poses[i][0] + size},
Lower: Vec2[float64]{poses[i][0] - size, poses[i][0] - size},
}
}
b.ResetTimer()
var bvh Tree[float64, AABB[float64, Vec2[float64]], any]
for i, v := range aabbs {
nodes[i] = bvh.Insert(v, nil)
}
b.StopTimer()
rand.Shuffle(b.N, func(i, j int) {
nodes[i], nodes[j] = nodes[j], nodes[i]
})
b.StartTimer()
for _, v := range nodes {
bvh.Delete(v)
}
}