I have a set of bounding boxes(rectangular) in a 3D space. The bounds of each box are computed and stored in a dictionary named "RegionBounds". Also, a set of points are populated in a List named "PointsToCategorize" Given a point(x,y,z) coordinates from the List populated and a bounding box to be checked in, i can check if the point is inside the box or not. The problem is, this is a big dataset. The number of points to be checked are like 1000 and the no of bounding boxes are like 250-300. So, if i loop through each bounding box for each given point; the total time it takes is like 5-6 minutes. Is there any efficient method that would do the process quicker ? If possible, a small code to do so would be great
public struct iBounds {
public double x1, x2;
public double y1, y2;
public double z1, z2;
}
public struct iPoint {
public double x,y,z
}
Dictionary<String, iBounds> RegionBounds = new Dictionary<String, iBounds>();
List<iPoint> PointsToCategorize = new List<iPoint>();
int no_of_bounding_boxes = 300;
int no_of_points_to_categorize = 1000;
for (int i = 1; i <= no_of_bounding_boxes; i++)
{
String boundingBoxName = "bound_" + i;
iBounds boundingBox = new iBounds
{
x1 = Computed By Some Other method and Formulas,
x2 = Computed By Some Other method and Formulas,
y1 = Computed By Some Other method and Formulas,
y2 = Computed By Some Other method and Formulas,
z1 = Computed By Some Other method and Formulas,
z2 = Computed By Some Other method and Formulas
};
RegionBounds.Add(boundingBoxName, boundingBox);
}
////////////Start of Output section /////////////////////////
for(int i= 1; i < = PointsToCategorize.Count; i++){
foreach(var pair in RegionBounds)
{
String myboxNmame = pair.Key;
iBounds myboxBounds = pair.Value;
Console.WriteLine(PointInside(PointsToCategorize[i],myboxBounds).ToString());
}
}
////////////// End of Output section //////////////////
private bool PointInside(iPoint mypoint, iBounds boxToBeCheckedIn)
{
if (mypoint.x > boxToBeCheckedIn.x1) && (mypoint.x < boxToBeCheckedIn.x2){
if (mypoint.y > boxToBeCheckedIn.y1) && (mypoint.y < boxToBeCheckedIn.y2){
if (mypoint.z > boxToBeCheckedIn.z1) && (mypoint.z < boxToBeCheckedIn.z2){
return true;
}
}
}else{
return false;
}
}
You may want to use a OcTree or a kD-tree data structure, which is way more efficient than iterating through all the boxes.
See also this article at the section 2-D orthogonal range searching, it has a very good resume of available techniques and algorithms, which are easily extendable to 3D