/**************************************************************************\ * * This file is part of the Coin 3D visualization library. * Copyright (C) 1998-2007 by Systems in Motion. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * ("GPL") version 2 as published by the Free Software Foundation. * See the file LICENSE.GPL at the root directory of this source * distribution for additional information about the GNU GPL. * * For using Coin with software that can not be combined with the GNU * GPL, and for taking advantage of the additional benefits of our * support services, please contact Systems in Motion about acquiring * a Coin Professional Edition License. * * See http://www.coin3d.org/ for more information. * * Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY. * http://www.sim.no/ sales@sim.no coin-support@coin3d.org * \**************************************************************************/ #include #include #include #include #include #include // define this to do a sorted split (slower, but more efficient?) //#define BSP_SORTED_SPLIT /*! \class SbBSPTree SbBSPTree.h Inventor/SbBSPTree.h \brief The SbBSPTree class provides a binary space partitioning container. \ingroup base This class can be used to organize searches for 3D points or normals in a set in O(log(n)) time. Note: SbBSPTree is an extension to the original Open Inventor API. */ class coin_bspnode { public: coin_bspnode(SbList *array); ~coin_bspnode(); int addPoint(const SbVec3f &pt, const int maxpts); int findPoint(const SbVec3f &pt) const; void findPoints(const SbSphere &sphere, SbList &array); void findPoints(const SbSphere &sphere, SbIntList & array); int removePoint(const SbVec3f &pt); private: void sort(); void split(); int leftOf(const SbVec3f &pt) const; enum { // do not change these values! DIM_YZ = 0, DIM_XZ = 1, DIM_XY = 2, DIM_NONE }; coin_bspnode *left; coin_bspnode *right; int dimension; // which dimension? double position; // position in dimension (double to avoid floating point precision problems) SbList indices; SbList *pointsArray; }; coin_bspnode::coin_bspnode(SbList *ptsarray) : indices(4) { this->left = this->right = NULL; this->pointsArray = ptsarray; this->dimension = DIM_NONE; } coin_bspnode::~coin_bspnode() { delete left; delete right; } inline int coin_bspnode::leftOf(const SbVec3f &pt) const { return double(pt[this->dimension]) < this->position; } int coin_bspnode::addPoint(const SbVec3f &pt, const int maxpts) { if (this->left) { // node has been split if (this->leftOf(pt)) return this->left->addPoint(pt, maxpts); else return this->right->addPoint(pt, maxpts); } else if (this->indices.getLength() >= maxpts) { split(); return this->addPoint(pt, maxpts); } else { int n = this->indices.getLength(); int i; SbVec3f tmp; for (i = 0; i < n; i++) { tmp = (*pointsArray)[this->indices[i]]; if (pt == tmp) break; } if (i == n) { int idx = this->pointsArray->getLength(); this->pointsArray->append(pt); this->indices.append(idx); return idx; } return this->indices[i]; } } int coin_bspnode::findPoint(const SbVec3f &pt) const { if (this->left) { if (this->leftOf(pt)) return this->left->findPoint(pt); else return this->right->findPoint(pt); } else { int i, n = this->indices.getLength(); for (i = 0; i < n; i++) { SbVec3f arrpt = (*pointsArray)[this->indices[i]]; if (pt == arrpt) return this->indices[i]; } } return -1; } void coin_bspnode::findPoints(const SbSphere &sphere, SbList &array) { if (this->left) { SbVec3f min, max; min = max = sphere.getCenter(); min[this->dimension] -= sphere.getRadius(); max[this->dimension] += sphere.getRadius(); if (this->leftOf(min)) this->left->findPoints(sphere, array); if (!this->leftOf(max)) this->right->findPoints(sphere, array); } else { int i, n = this->indices.getLength(); for (i = 0; i < n; i++) { SbVec3f pt = (*pointsArray)[this->indices[i]]; if (sphere.pointInside(pt)) array.append(this->indices[i]); } } } void coin_bspnode::findPoints(const SbSphere &sphere, SbIntList & array) { if (this->left) { SbVec3f min, max; min = max = sphere.getCenter(); min[this->dimension] -= sphere.getRadius(); max[this->dimension] += sphere.getRadius(); if (this->leftOf(min)) this->left->findPoints(sphere, array); if (!this->leftOf(max)) this->right->findPoints(sphere, array); } else { int i, n = this->indices.getLength(); for (i = 0; i < n; i++) { SbVec3f pt = (*pointsArray)[this->indices[i]]; if (sphere.pointInside(pt)) array.append(this->indices[i]); } } } int coin_bspnode::removePoint(const SbVec3f &pt) { if (this->left) { if (this->leftOf(pt)) return this->left->removePoint(pt); else return this->right->removePoint(pt); } else { int i, n = this->indices.getLength(); for (i = 0; i < n; i++) { SbVec3f arrpt = (*pointsArray)[this->indices[i]]; if (pt == arrpt) { int idx = this->indices[i]; this->indices.removeFast(i); return idx; } } } return -1; } void coin_bspnode::split() { assert(this->left == NULL && this->right == NULL); this->left = new coin_bspnode(this->pointsArray); this->right = new coin_bspnode(this->pointsArray); SbBox3f box; int i, n = this->indices.getLength(); for (i = 0; i < n; i++) { box.extendBy((*pointsArray)[this->indices[i]]); } SbVec3f diag = box.getMax() - box.getMin(); int dim; double pos; if (diag[0] > diag[1]) { if (diag[0] > diag[2]) dim = DIM_YZ; else dim = DIM_XY; } else { if (diag[1] > diag[2]) dim = DIM_XZ; else dim = DIM_XY; } this->dimension = dim; // set the dimension float mid = (box.getMin()[dim] + box.getMax()[dim]) / 2.0f; #ifdef BSP_SORTED_SPLIT this->sort(); // sort vertices on ascending dimension values int splitidx = n / 2; pos = ((*pointsArray)[this->indices[splitidx-1]][dim]+ (*pointsArray)[this->indices[splitidx]][dim]) / 2.0f; // got to check and adjust for special cases if (pos == box.getMin()[dim] || pos == box.getMax()[dim]) { pos = (pos + mid) / 2.0f; } #else pos = (double(box.getMin()[this->dimension])+double(box.getMax()[this->dimension])) / 2.0; #endif // BSP_SORTED_SPLIT this->position = pos; for (i = 0; i < n; i++) { int idx = this->indices[i]; if (this->leftOf((*pointsArray)[idx])) this->left->indices.append(idx); else this->right->indices.append(idx); } // fprintf(stderr,"bsp split: %.3f %.3f %.3f, %.3f %.3f %.3f " // "==> (%d %d) %d %.3f\n", // box.min[0], box.min[1], box.min[2], // box.max[0], box.max[1], box.max[2], // this->left->indices.getLength(), this->right->indices.getLength(), // this->dimension, this->position); // for (i = 0; i < n; i++) { // SbVec3f p; // this->pointsArray->getElem(this->indices[i], p); // fprintf(stderr, "pt %d: %.3f %.3f %.3f\n", i, p[0], p[1], p[2]); // } #if COIN_DEBUG if (!this->left->indices.getLength() || !this->right->indices.getLength()) { fprintf(stderr,"Left:\n"); n = this->indices.getLength(); const SbVec3f * pts = this->pointsArray->getArrayPtr(); for (i = 0; i < n; i++) { SbVec3f vec = pts[this->indices[i]]; fprintf(stderr,"pt: %f %f %f\n", vec[0], vec[1], vec[2]); } fprintf(stderr,"pos: %f\n", pos); fprintf(stderr,"mid: %f\n", mid); fprintf(stderr,"dim: %d\n", dim); fprintf(stderr,"diag: %f %f %f\n", diag[0], diag[1], diag[2]); #ifdef BSP_SORTED_SPLIT fprintf(stderr,"splitidx: %d\n", splitidx); #endif } #endif assert(this->left->indices.getLength() && this->right->indices.getLength()); // will never be used anymore this->indices.truncate(0, TRUE); } // // an implementation of the shellsort algorithm // void coin_bspnode::sort() { int num = this->indices.getLength(); int dim = this->dimension; const SbVec3f * points = this->pointsArray->getArrayPtr(); int i, j, distance; int idx; for (distance = 1; distance <= num/9; distance = 3*distance + 1); for (; distance > 0; distance /= 3) { for (i = distance; i < num; i++) { idx = this->indices[i]; j = i; while (j >= distance && points[this->indices[j-distance]][dim] > points[idx][dim]) { this->indices[j] = this->indices[j-distance]; j -= distance; } this->indices[j] = idx; } } } /*! Constructor with \a maxnodepts specifying the maximum number of points in a node before it must be split, and \a initsize is the number of initially allocated points in the growable points array. If you know approximately the number of points which will be added to the tree, it will help the performance if you supply this in \a initsize. */ SbBSPTree::SbBSPTree(const int maxnodepts, const int initsize) : pointsArray(initsize), userdataArray(initsize) { this->topnode = new coin_bspnode(&this->pointsArray); this->maxnodepoints = maxnodepts; } /*! Destructor. Frees used memory. */ SbBSPTree::~SbBSPTree() { delete this->topnode; } /*! Returns the number of points in the BSP tree. */ int SbBSPTree::numPoints() const { return this->pointsArray.getLength(); } /*! Returns the point at index \a idx. \sa SbBSPTree::numPoints() */ SbVec3f SbBSPTree::getPoint(const int idx) const { assert(idx < this->pointsArray.getLength()); return this->pointsArray[idx]; } /*! \overload */ void SbBSPTree::getPoint(const int idx, SbVec3f &pt) const { assert(idx < this->pointsArray.getLength()); pt = this->pointsArray[idx]; } /*! Returns the user data for the point at index \a idx. \sa SbBSPTree::addPoint() \sa SbBSPTree::numPoints() */ void * SbBSPTree::getUserData(const int idx) const { assert(idx < this->userdataArray.getLength()); return this->userdataArray[idx]; } /*! Sets the user data for the point at index \a idx to \a data. \sa SbBSPTree::addPoint() \sa SbBSPTree::numPoints() */ void SbBSPTree::setUserData(const int idx, void * const data) { assert(idx < this->userdataArray.getLength()); this->userdataArray[idx] = data; } /*! Adds a new point \a pt to the BSP tree, and returns the index to the new point. The user data for that point will be set to \a data. If the point already exists in the BSP tree, the index to the old point will be returned. The user data for that point will not be changed. \sa SbBSPTree::findPoint() */ int SbBSPTree::addPoint(const SbVec3f &pt, void * const data) { this->boundingBox.extendBy(pt); int ret = this->topnode->addPoint(pt, this->maxnodepoints); if (ret == this->userdataArray.getLength()) { this->userdataArray.append(data); } return ret; } /*! Removes the point with coordinates \a pt, and returns the index to the removed point. -1 is returned if no point with those coordinates could be found. */ int SbBSPTree::removePoint(const SbVec3f &pt) { return this->topnode->removePoint(pt); } /*! Removes the point at index \a idx. \sa SbBSPTree::numPoints() */ void SbBSPTree::removePoint(const int idx) { assert(idx < this->pointsArray.getLength()); this->removePoint(this->pointsArray[idx]); } /*! Will search the tree, and return the index to the point with coordinates matching \a pos. If no such point can be found, -1 is returned. */ int SbBSPTree::findPoint(const SbVec3f &pos) const { return topnode->findPoint(pos); } /*! Will empty all points from the BSP tree. */ void SbBSPTree::clear(const int initsize) { delete this->topnode; this->topnode = NULL; this->pointsArray.truncate(0, TRUE); this->userdataArray.truncate(0, TRUE); this->topnode = new coin_bspnode(&this->pointsArray); this->boundingBox.makeEmpty(); } /*! Will return the bounding box of all points in the BSP tree. */ const SbBox3f & SbBSPTree::getBBox() const { return this->boundingBox; } /*! \overload */ int SbBSPTree::findClosest(const SbVec3f &pos) const { int n = this->pointsArray.getLength(); if (n < 32) { // points are very scattered when few are inserted SbVec3f tmp; int smallidx = -1; float smalldist = FLT_MAX; for (int i = 0; i < n; i++) { tmp = this->pointsArray[i]; float dist = (tmp-pos).sqrLength(); if (dist < smalldist) { smalldist = dist; smallidx = i; } } return smallidx; } SbVec3f center = (this->boundingBox.getMin() + this->boundingBox.getMax()) * 0.5f; center -= pos; float siz = center.length() * 2 + (this->boundingBox.getMax()-this->boundingBox.getMin()).length(); float currsize = siz / 65536.0f; // max 16 iterations (too much?). SbSphere sphere(pos, currsize); SbList tmparray; // use only one array to avoid reallocs int idx = -1; // double size of sphere until a vertex is found while (currsize < siz) { sphere.setRadius(currsize); tmparray.truncate(0); idx = this->findClosest(sphere, tmparray); if (idx >= 0) return idx; currsize *= 2; } assert(0); return -1; // this should not happen! } /*! Returns a pointer to the array of points inserted into the BPS tree. */ const SbVec3f * SbBSPTree::getPointsArrayPtr(void) const { return this->pointsArray.getArrayPtr(); } /*! Will return indices to all points inside \a sphere. \since Coin 2.3 */ void SbBSPTree::findPoints(const SbSphere & sphere, SbIntList & array) const { this->topnode->findPoints(sphere, array); } /*! Will return the index to the point closest to the center of \a sphere. Indices to all points inside the sphere is returned in \a arr. If no points can be found inside the sphere, -1 is returned. \since Coin 2.3 */ int SbBSPTree::findClosest(const SbSphere & sphere, SbIntList & arr) const { this->findPoints(sphere, arr); SbVec3f pos = sphere.getCenter(); int n = arr.getLength(); int closeidx = -1; float closedist = FLT_MAX; for (int i = 0; i < n; i++) { int idx = arr[i]; float tmp = (pos-this->pointsArray[idx]).sqrLength(); if (tmp < closedist) { closeidx = idx; closedist = tmp; } } return closeidx; } /*! WARNING: Please don't use this function. It can cause hard to find bugs on the Windows platform if your application is linked against a different CRT than your Coin DLL. Use int findClosest(const SbSphere &sphere, SbIntList & arr) instead. */ int SbBSPTree::findClosest(const SbSphere &sphere, SbList &arr) const { this->findPoints(sphere, arr); SbVec3f pos = sphere.getCenter(); int n = arr.getLength(); int closeidx = -1; float closedist = FLT_MAX; for (int i = 0; i < n; i++) { int idx = arr[i]; float tmp = (pos-this->pointsArray[idx]).sqrLength(); if (tmp < closedist) { closeidx = idx; closedist = tmp; } } return closeidx; } /*! WARNING: Please don't use this function. It can cause hard to find bugs on the Windows platform if your application is linked against a different CRT than your Coin DLL. Use void findPoints(const SbSphere &sphere, SbIntList & array) instead. */ void SbBSPTree::findPoints(const SbSphere &sphere, SbList &array) const { this->topnode->findPoints(sphere, array); }