//STARTHEADER // $Id: ClosestPair2D.hh 2577 2011-09-13 15:11:38Z salam $ // // Copyright (c) 2005-2011, Matteo Cacciari, Gavin P. Salam and Gregory Soyez // //---------------------------------------------------------------------- // This file is part of FastJet. // // FastJet is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // The algorithms that underlie FastJet have required considerable // development and are described in hep-ph/0512210. If you use // FastJet as part of work towards a scientific publication, please // include a citation to the FastJet paper. // // FastJet is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with FastJet. If not, see . //---------------------------------------------------------------------- //ENDHEADER #ifndef __FASTJET_CLOSESTPAIR2D__HH__ #define __FASTJET_CLOSESTPAIR2D__HH__ #include #include #include #include "fastjet/internal/ClosestPair2DBase.hh" #include "fastjet/internal/SearchTree.hh" #include "fastjet/internal/MinHeap.hh" FASTJET_BEGIN_NAMESPACE // defined in fastjet/internal/base.hh //---------------------------------------------------------------------- /// \if internal_doc /// @ingroup internal /// \class ClosestPair2D /// concrete implementation for finding closest pairs in 2D -- will /// use Chan's (hopefully efficient) shuffle based structures /// \endif class ClosestPair2D : public ClosestPair2DBase { public: /// constructor from a vector of 2D positions -- number of objects /// after insertion and deletion must never exceed positions.size(); /// objects are given IDs that correspond to their index in the vector /// of positions ClosestPair2D(const std::vector & positions, const Coord2D & left_corner, const Coord2D & right_corner) { _initialize(positions, left_corner, right_corner, positions.size()); }; /// constructor which allows structure to grow beyond positions.size(), up /// to max_size ClosestPair2D(const std::vector & positions, const Coord2D & left_corner, const Coord2D & right_corner, const unsigned int max_size) { _initialize(positions, left_corner, right_corner, max_size); }; /// provides the IDs of the closest pair as well as the distance between /// them void closest_pair(unsigned int & ID1, unsigned int & ID2, double & distance2) const; /// removes the entry labelled by ID from the object; void remove(unsigned int ID); /// inserts the position into the closest pair structure and returns the /// ID that has been allocated for the object. unsigned int insert(const Coord2D &); /// removes ID1 and ID2 and inserts position, returning the ID /// corresponding to position... virtual unsigned int replace(unsigned int ID1, unsigned int ID2, const Coord2D & position); /// replaces IDs_to_remove with points at the new_positions /// indicating the IDs allocated to the new points in new_IDs virtual void replace_many(const std::vector & IDs_to_remove, const std::vector & new_positions, std::vector & new_IDs); // mostly for checking how things are working... inline void print_tree_depths(std::ostream & outdev) const { outdev << _trees[0]->max_depth() << " " << _trees[1]->max_depth() << " " << _trees[2]->max_depth() << "\n"; }; unsigned int size(); private: void _initialize(const std::vector & positions, const Coord2D & left_corner, const Coord2D & right_corner, const unsigned int max_size); static const unsigned int _nshift = 3; class Point; // will be defined below /// since sets of three objects will crop up repeatedly, useful /// to have a triplet class? template class triplet { public: inline const T & operator[](unsigned int i) const {return _contents[i];}; inline T & operator[](unsigned int i) {return _contents[i];}; private: T _contents[_nshift]; }; /// class that will take care of ordering of shuffles for us class Shuffle { public: unsigned int x, y; Point * point; bool operator<(const Shuffle &) const; void operator+=(unsigned int shift) {x += shift; y+= shift;}; }; typedef SearchTree Tree; typedef Tree::circulator circulator; typedef Tree::const_circulator const_circulator; triplet > _trees; std::auto_ptr _heap; std::vector _points; std::stack _available_points; /// points that are "under review" in some way std::vector _points_under_review; // different statuses for review static const unsigned int _remove_heap_entry = 1; static const unsigned int _review_heap_entry = 2; static const unsigned int _review_neighbour = 4; /// add a label to a point as to the nature of review needed /// (includes adding it to list of points needing review) [doesn't /// affect other labels already set for the point] void _add_label(Point * point, unsigned int review_flag); /// sets the label for the point to be exclusively this /// review flag (and adds it to list of points needing review /// if not already there) void _set_label(Point * point, unsigned int review_flag); /// for all entries of the _points_under_review[] vector, carry out /// the actions indicated by its review flag; the points are /// then removed from _points_under_review[] and their flags /// set to zero void _deal_with_points_to_review(); /// carry out the search-tree related operations of point removal void _remove_from_search_tree(Point * point_to_remove); /// carry out the search-tree related operations of point insertion void _insert_into_search_tree(Point * new_point); /// takes a point and creates a shuffle with the given shift void _point2shuffle(Point & , Shuffle & , unsigned int shift); /// pieces needed for converting coordinates to integer Coord2D _left_corner; double _range; int _ID(const Point *) const; triplet _shifts; // absolute shifts triplet _rel_shifts; // shifts relative to previous shift unsigned int _cp_search_range; }; //---------------------------------------------------------------------- /// \if internal_doc /// @ingroup internal /// \class ClosestPair2D::Point /// class for representing all info needed about a point /// \endif class ClosestPair2D::Point { public: /// the point's coordinates Coord2D coord; /// a pointer to its closest neighbour in our structure Point * neighbour; /// the corresponding squared distance double neighbour_dist2; /// circulators for each of the shifts of the shuffles triplet circ; /// indicates that something special is currently happening to this point unsigned int review_flag; /// returns the distance between two of these objects double distance2(const Point & other) const { return coord.distance2(other.coord); }; /// creates a shuffle for us with a given shift //void set_shuffle(Shuffle & shuffle); }; //---------------------------------------------------------------------- /// returns true if floor(ln_base2(x)) < floor(ln_base2(y)), using /// Chan's neat trick... inline bool floor_ln2_less(unsigned x, unsigned y) { if (x>y) return false; return (x < (x^y)); // beware of operator precedence... } //---------------------------------------------------------------------- /// returns the ID for the specified point... inline int ClosestPair2D::_ID(const Point * point) const { return point - &(_points[0]); } // inline unsigned int ClosestPair2D::size() { return _points.size() - _available_points.size(); } FASTJET_END_NAMESPACE #endif // __FASTJET_CLOSESTPAIR2D__HH__