四叉树的C++实现

四叉树的数据结构
抽象数据类型定义如下:
ADT QuadTrees{
数据对象D:D是具有相同性质的具有二维结构的数据元素的集合,本实验为坐标数据。
数据关系R:若D为空集,则称为空树;若D仅含有一个数据元素,则R为空集,否则R={H}, H是如下二元关系:

(1) 在D中存在唯一的元素root,它在关系H下无父节点;
(2) D中任意元素d将其子节点划分为四个象限,将其直接相邻的节点分别设为d[1],d[2],d[3],d[4];
(3) 若D-{root}≠ɸ,则存在D-{root} ={root[1],root[2],root[3],root[4]},且两两无交集;
(4) 若d[i] ≠ɸ(i=1,2,3,4),则d[i]中存在唯一的xi ,<root, xi> ∈H,且存在d[i]上的关系Hi⊂H;
       H={<root, xi>, Hi},i=1,2,3,4;
(5) (root[i],{Hi})i=1,2,3,4 是符合定义的四叉树;
基本操作:
QuadTreeInit(QT);//构造空的四叉树
Compare(node A, node B);//返回B在A的第几个象限,返回值取之只能为1,2,3,4
StaightforwardInsertion(QT,K);//简单插入节点K(不考虑树的平衡)
SophisticatedInsertion(QT,K);//插入节点K(考虑树的平衡)
RegionSearch(QT,K,double L,R,B,T);//查找节点K所有在x=L,x=B,y=R,y=T所构成矩形区域的子节点

}ADT QuadTrees;

算法实现
四叉树给出如下定义:
一棵四叉树T是由一个或一个以上节点组成的有限集,其中有一个特定的节点R称为T的根节点。如果集合( T - { R } ) 非空,那么集合中的这些点被划分为n(n≤4)个不相交的子集 ,其中每个子集都是四叉树,并且其相应的根节点 是R的子节点。子集 称为T 的子树。
四叉树与对应节点关系:

四叉树与对应节点关系对照

以下是源码:

#include <vector>
#include <iostream>
using namespace std;

template<typename T>
struct Point{
    T x;
    T y;
    Point(){}
    Point(T _x, T _y) :x(_x), y(_y){}
};

template<typename T>
struct Node{
    Node* R[4];
    Point<T> pt;
    Node* parent;
};

template<typename ElemType>
class QuardTree
{
public:
    QuardTree();
    ~QuardTree();
    void Insert(const Point<ElemType>& pos);
    void BalanceInsert(const Point<ElemType>& pos );
    int nodeCount();
    int TPLS();
    int Height();
    void RegionResearch(ElemType left, ElemType right, ElemType botom, ElemType top, int& visitednum,int& foundnum);
    void clear();
private:
    Node<ElemType>* root;
    int Compare(const Node<ElemType>* node, const Point<ElemType>& pos);
    bool In_Region(Point<ElemType> t, ElemType left, ElemType right, ElemType botom, ElemType top);
    bool Rectangle_Overlapse_Region(ElemType L, ElemType R, ElemType B, ElemType T, ElemType left, ElemType right, ElemType botom, ElemType top);
    void RegionResearch(Node<ElemType>* t, ElemType left, ElemType right, ElemType botom, ElemType top, int& visitednum, int& foundnum);
    int Depth(Node<ElemType>* &);
    int nodeCount(const Node<ElemType>*);
    void clear(Node < ElemType>*& p);
    void Insert(Node<ElemType>*& , const Point<ElemType>& pos);//递归插入节点
};


template<typename T>
QuardTree<T>::QuardTree()
{
    root = NULL;
}

template<typename T>
QuardTree<T>::~QuardTree()
{
    clear(root);
}

template<typename T>
int QuardTree<T>::TPLS()
{
    return Depth(root);
}

template<typename T>
int QuardTree<T>::Compare(const Node<T>* node, const Point<T>& pos)
{
    if (pos.x == node->pt.x && pos.y == node->pt.y) return 0;
    if (pos.x >= node->pt.x && pos.y>node->pt.y)  return 1;
    if (pos.x<node->pt.x  && pos.y >= node->pt.y) return 2;
    if (pos.x <= node->pt.x && pos.y<node->pt.y)  return 3;
    if (pos.x>node->pt.x  && pos.y <= node->pt.y) return 4;
    return -1;
}


template<typename T>
void QuardTree<T>::BalanceInsert(const Point<T>& pos)
{
    Node<T>* node = (Node<T>*)malloc(sizeof(Node<T>));
    node->R[0] = NULL;
    node->R[1] = NULL;
    node->R[2] = NULL;
    node->R[3] = NULL;
    node->parent = NULL;
    node->pt = pos;
    if (root == NULL)
    {
        root = node;
        return;
    }
    Node<T>* temp = root;
    int direction = Compare(temp, pos);
    if (direction == 0) return;
    while (temp->R[direction - 1] != NULL)
    {
        temp = temp->R[direction - 1];
        direction = Compare(temp, pos);
        if (direction == 0) return;
    }
    temp->R[direction - 1] = node;
    node->parent = temp;

    Node<T>* tp = temp->parent;
    if (tp == NULL) return;
    int r = Compare(tp, temp->pt);

    if (abs(direction-r) == 2)
    {
        Node<T>* leaf = node;
        if (tp->R[abs(3 - r)] == NULL )
        {
            tp->R[r - 1] = NULL;
            temp->parent = leaf;
            leaf->R[r-1] = temp;

            temp->R[abs(3 - r)] = NULL;
            Node<T>* Rt = tp->parent;
            if (Rt == NULL)
            {
                root = leaf;
                leaf->parent = NULL;

                leaf->R[abs(3 - r)] = tp;
                tp->parent = leaf;
                return;
            }
            tp->parent = NULL;
            int dd = Compare(Rt, tp->pt);

            Rt->R[dd - 1] = leaf;
            leaf->parent = Rt;

            leaf->R[abs(3 - r)] = tp;
            tp->parent = leaf;
        }
    }   
}


template<typename T>
void QuardTree<T>::Insert(Node<T>*& p, const Point<T>& pos)
{
    if (p == NULL)
    {
        Node<T>* node = (Node<T>*)malloc(sizeof(Node<T>));
        node->R[0] = NULL;
        node->R[1] = NULL;
        node->R[2] = NULL;
        node->R[3] = NULL;
        node->pt = pos;
        p = node;
        return;
    }
    else
    {
        int d = Compare(p, pos);
        if (d == 0) return;
        Insert(p->R[d - 1], pos);
    }
}


template<typename T>
void QuardTree<T>::Insert(const Point<T>& pos)
{
    int direction, len = 0;
    Node<T>* node = (Node<T>*)malloc(sizeof(Node<T>));
    node->R[0] = NULL;
    node->R[1] = NULL;
    node->R[2] = NULL;
    node->R[3] = NULL;
    node->pt = pos;
    if (root == NULL)
    {
        root = node;
        return;
    }
    direction = Compare(root, pos);
    Node<T>* temp = root;
    if (direction == 0) return;//节点已存在 
    len = 1;
    while (temp->R[direction - 1] != NULL)
    {
        temp = temp->R[direction - 1];
        direction = Compare(temp, pos);
        if (direction == 0) return;
    }
    temp->R[direction - 1] = node;
    //Insert(root, pos);//递归插入节点
}





template<typename T>
int QuardTree<T>::nodeCount()
{
    return nodeCount(root);
}

template<typename T>
int QuardTree<T>::nodeCount(const Node<T>* node)
{
    if (node == NULL) return 0;
    return 1 + nodeCount(node->R[0]) + nodeCount(node->R[1]) + nodeCount(node->R[2]) + nodeCount(node->R[3]);
}

template<typename T>
bool QuardTree<T>::In_Region(Point<T> t, T left, T right, T botom, T top)
{
    return t.x >= left && t.x <= right && t.y >= botom && t.y <= top;
}

template<typename ElemType>
bool QuardTree<ElemType>::Rectangle_Overlapse_Region(ElemType L, ElemType R, ElemType B, ElemType T, 
    ElemType left, ElemType right, ElemType botom, ElemType top)
{
    return L <= right && R >= left && B <= top && T >= botom;
    //return true;
}//优化查找速度

template<typename T>
void QuardTree<T>::RegionResearch(Node<T>* t, T left, T right, T botom, T top, int& visitednum, int& foundnum)
{
    if (t == NULL) return;
    T xc = t->pt.x;
    T yc = t->pt.y;
    if (In_Region(t->pt, left, right, botom, top)){ ++foundnum; }
    if (t->R[0] != NULL && Rectangle_Overlapse_Region(xc, right, yc, top, left, right, botom, top))
    {
        visitednum++;
        RegionResearch(t->R[0], xc>left?xc:left, right, yc>botom?yc:botom, top, visitednum, foundnum);
    }
    if (t->R[1] != NULL && Rectangle_Overlapse_Region(left, xc, yc, top, left, right, botom, top))
    {
        visitednum++;
        RegionResearch(t->R[1], left, xc>right?right:xc, yc>botom?yc:botom, top, visitednum, foundnum);
    }
    if (t->R[2] != NULL && Rectangle_Overlapse_Region(left, xc, botom, yc, left, right, botom, top))
    {
        visitednum++;
        RegionResearch(t->R[2], left, xc<right?xc:right, botom, yc<top?yc:top, visitednum, foundnum);
    }
    if (t->R[3] != NULL && Rectangle_Overlapse_Region(xc, right, botom, yc, left, right, botom, top))
    {
        visitednum++;
        RegionResearch(t->R[3], xc>left ? xc : left, right, botom, yc<top ? yc : top, visitednum, foundnum);
    }
}

template<typename T>
void QuardTree<T>::clear()
{
    clear(root);
}

template<typename T>
void QuardTree<T>::clear(Node<T>* &p)
{
    if (p == NULL) return;
    if (p->R[0]) clear(p->R[0]);
    if (p->R[1]) clear(p->R[1]);
    if (p->R[2]) clear(p->R[2]);
    if (p->R[3]) clear(p->R[3]);
    free(p);
    p = NULL;
}

template<typename T>
void QuardTree<T>::RegionResearch(T left, T right, T botom, T top, int& visitednum, int& foundnum)
{
    RegionResearch(root, left, right, botom, top, visitednum,foundnum);
}

template<typename T>
int QuardTree<T>::Depth(Node<T>* &node)
{
    if (node == NULL) return 0;
    int dep = 0;
    Node<T>* tp = root;
    while (tp->pt.x!=node->pt.x || tp->pt.y!=node->pt.y)
    {
        dep++;
        tp = tp->R[Compare(tp, node->pt) - 1];
        if (tp == NULL) break;
    }
    return dep + Depth(node->R[0]) + Depth(node->R[1]) + Depth(node->R[2]) + Depth(node->R[3]);
}

参考文献
Finkel R A, Bentley J L. Quad trees a data structure for retrieval on composite keys[J]. Acta Informatica, 1974, 4(1):1-9.

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转载自blog.csdn.net/qithon/article/details/50766136