FreeCAD / src /Mod /Points /App /PointsGrid.h
AbdulElahGwaith's picture
Upload folder using huggingface_hub
985c397 verified
// SPDX-License-Identifier: LGPL-2.1-or-later
/***************************************************************************
* Copyright (c) 2004 Werner Mayer <wmayer[at]users.sourceforge.net> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library 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 Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#ifndef POINTS_GRID_H
#define POINTS_GRID_H
#include <limits>
#include <set>
#include <Base/BoundBox.h>
#include <Base/Vector3D.h>
#include "Points.h"
static constexpr int POINTS_CT_GRID = 256; // Default value for number of elements per grid
static constexpr int POINTS_MAX_GRIDS = 100000; // Default value for maximum number of grids
static constexpr int POINTS_CT_GRID_PER_AXIS = 20;
static constexpr float PONTSGRID_BBOX_EXTENSION = 10.0F;
namespace Points
{
class PointsGrid;
/**
* The PointsGrid allows one to divide a global point cloud into smaller regions of elements
* depending on the resolution of the grid. All grid elements in the grid structure have the same
* size.
*
* Grids can be used within algorithms to avoid to iterate through all elements, so grids can speed
* up algorithms dramatically.
* @author Werner Mayer
*/
class PointsExport PointsGrid
{
public:
/** @name Construction */
//@{
/// Construction
explicit PointsGrid(const PointKernel& rclM);
/// Construction
PointsGrid();
/// Construction
PointsGrid(const PointKernel& rclM, int iCtGridPerAxis);
/// Construction
PointsGrid(const PointKernel& rclM, double fGridLen);
/// Construction
PointsGrid(const PointKernel& rclM, unsigned long ulX, unsigned long ulY, unsigned long ulZ);
PointsGrid(const PointsGrid&) = default;
PointsGrid(PointsGrid&&) = default;
/// Destruction
virtual ~PointsGrid() = default;
PointsGrid& operator=(const PointsGrid&) = default;
PointsGrid& operator=(PointsGrid&&) = default;
//@}
public:
/** Attaches the point kernel to this grid, an already attached point cloud gets detached. The
* grid gets rebuilt automatically. */
virtual void Attach(const PointKernel& rclM);
/** Rebuilds the grid structure. */
virtual void Rebuild(
unsigned long ulPerGrid = POINTS_CT_GRID,
unsigned long ulMaxGrid = POINTS_MAX_GRIDS
);
/** Rebuilds the grid structure. */
virtual void Rebuild(int iCtGridPerAxis = POINTS_CT_GRID_PER_AXIS);
/** Rebuilds the grid structure. */
virtual void Rebuild(unsigned long ulX, unsigned long ulY, unsigned long ulZ);
/** @name Search */
//@{
/** Searches for elements lying in the intersection area of the grid and the bounding box. */
virtual unsigned long InSide(
const Base::BoundBox3d& rclBB,
std::vector<unsigned long>& raulElements,
bool bDelDoubles = true
) const;
/** Searches for elements lying in the intersection area of the grid and the bounding box. */
virtual unsigned long InSide(
const Base::BoundBox3d& rclBB,
std::set<unsigned long>& raulElementss
) const;
/** Searches for elements lying in the intersection area of the grid and the bounding box. */
virtual unsigned long InSide(
const Base::BoundBox3d& rclBB,
std::vector<unsigned long>& raulElements,
const Base::Vector3d& rclOrg,
double fMaxDist,
bool bDelDoubles = true
) const;
/** Searches for the nearest grids that contain elements from a point, the result are grid
* indices. */
void SearchNearestFromPoint(const Base::Vector3d& rclPt, std::set<unsigned long>& rclInd) const;
//@}
/** Returns the lengths of the grid elements in x,y and z direction. */
virtual void GetGridLengths(double& rfLenX, double& rfLenY, double& rfLenZ) const
{
rfLenX = _fGridLenX;
rfLenY = _fGridLenY;
rfLenZ = _fGridLenZ;
}
/** Returns the number of grid elements in x,y and z direction. */
virtual void GetCtGrids(unsigned long& rulX, unsigned long& rulY, unsigned long& rulZ) const
{
rulX = _ulCtGridsX;
rulY = _ulCtGridsY;
rulZ = _ulCtGridsZ;
}
/** @name Boundings */
//@{
/** Returns the bounding box of a given grid element. */
inline Base::BoundBox3d GetBoundBox(unsigned long ulX, unsigned long ulY, unsigned long ulZ) const;
/** Returns the bounding box of the whole. */
inline Base::BoundBox3d GetBoundBox() const;
//@}
/** Returns the number of elements in a given grid. */
unsigned long GetCtElements(unsigned long ulX, unsigned long ulY, unsigned long ulZ) const
{
return _aulGrid[ulX][ulY][ulZ].size();
}
/** Finds all points that lie in the same grid as the point \a rclPoint. */
unsigned long FindElements(const Base::Vector3d& rclPoint, std::set<unsigned long>& aulElements) const;
/** Validates the grid structure and rebuilds it if needed. */
virtual void Validate(const PointKernel& rclM);
/** Validates the grid structure and rebuilds it if needed. */
virtual void Validate();
/** Verifies the grid structure and returns false if inconsistencies are found. */
virtual bool Verify() const;
/** Returns the indices of the grid this point lies in. If the point is outside the grid then
* the indices of the nearest grid element are taken.*/
virtual void Position(
const Base::Vector3d& rclPoint,
unsigned long& rulX,
unsigned long& rulY,
unsigned long& rulZ
) const;
/** Returns the indices of the elements in the given grid. */
unsigned long GetElements(
unsigned long ulX,
unsigned long ulY,
unsigned long ulZ,
std::set<unsigned long>& raclInd
) const;
protected:
/** Checks if this is a valid grid position. */
inline bool CheckPos(unsigned long ulX, unsigned long ulY, unsigned long ulZ) const;
/** Initializes the size of the internal structure. */
virtual void InitGrid();
/** Deletes the grid structure. */
virtual void Clear();
/** Calculates the grid length dependent on maximum number of grids. */
virtual void CalculateGridLength(unsigned long ulCtGrid, unsigned long ulMaxGrids);
/** Calculates the grid length dependent on the number of grids per axis. */
virtual void CalculateGridLength(int iCtGridPerAxis);
/** Rebuilds the grid structure. */
virtual void RebuildGrid();
/** Returns the number of stored elements. */
unsigned long HasElements() const
{
return _pclPoints->size();
}
/** Get the indices of all elements lying in the grids around a given grid with distance \a
* ulDistance. */
void GetHull(
unsigned long ulX,
unsigned long ulY,
unsigned long ulZ,
unsigned long ulDistance,
std::set<unsigned long>& raclInd
) const;
private:
std::vector<std::vector<std::vector<std::set<unsigned long>>>> _aulGrid; /**< Grid data
structure. */
const PointKernel* _pclPoints; /**< The point kernel. */
unsigned long _ulCtElements; /**< Number of grid elements for validation issues. */
unsigned long _ulCtGridsX; /**< Number of grid elements in z. */
unsigned long _ulCtGridsY; /**< Number of grid elements in z. */
unsigned long _ulCtGridsZ; /**< Number of grid elements in z. */
double _fGridLenX; /**< Length of grid elements in x. */
double _fGridLenY; /**< Length of grid elements in y. */
double _fGridLenZ; /**< Length of grid elements in z. */
double _fMinX; /**< Grid null position in x. */
double _fMinY; /**< Grid null position in y. */
double _fMinZ; /**< Grid null position in z. */
// friends
friend class PointsGridIterator;
friend class PointsGridIteratorStatistic;
public:
protected:
/** Adds a new point element to the grid structure. \a rclPt is the geometric point and \a
* ulPtIndex the corresponding index in the point kernel. */
void AddPoint(const Base::Vector3d& rclPt, unsigned long ulPtIndex, float fEpsilon = 0.0F);
/** Returns the grid numbers to the given point \a rclPoint. */
void Pos(
const Base::Vector3d& rclPoint,
unsigned long& rulX,
unsigned long& rulY,
unsigned long& rulZ
) const;
};
/**
* The PointsGridIterator class provides an interface to walk through
* all grid elements of a point grid.
*/
class PointsExport PointsGridIterator
{
public:
/// Construction
explicit PointsGridIterator(const PointsGrid& rclG);
/** Returns the bounding box of the current grid element. */
Base::BoundBox3d GetBoundBox() const
{
return _rclGrid.GetBoundBox(_ulX, _ulY, _ulZ);
}
/** Returns indices of the elements in the current grid. */
void GetElements(std::vector<unsigned long>& raulElements) const
{
raulElements.insert(
raulElements.end(),
_rclGrid._aulGrid[_ulX][_ulY][_ulZ].begin(),
_rclGrid._aulGrid[_ulX][_ulY][_ulZ].end()
);
}
/** @name Iteration */
//@{
/** Sets the iterator to the first element*/
void Init()
{
_ulX = _ulY = _ulZ = 0;
}
/** Checks if the iterator has not yet reached the end position. */
bool More() const
{
return (_ulZ < _rclGrid._ulCtGridsZ);
}
/** Go to the next grid. */
void Next()
{
if (++_ulX >= (_rclGrid._ulCtGridsX)) {
_ulX = 0;
}
else {
return;
}
if (++_ulY >= (_rclGrid._ulCtGridsY)) {
_ulY = 0;
_ulZ++;
}
else {
return;
}
}
//@}
/** @name Tests with rays */
//@{
/** Searches for facets around the ray. */
bool InitOnRay(
const Base::Vector3d& rclPt,
const Base::Vector3d& rclDir,
std::vector<unsigned long>& raulElements
);
/** Searches for facets around the ray. */
bool InitOnRay(
const Base::Vector3d& rclPt,
const Base::Vector3d& rclDir,
float fMaxSearchArea,
std::vector<unsigned long>& raulElements
);
/** Searches for facets around the ray. */
bool NextOnRay(std::vector<unsigned long>& raulElements);
//@}
/** Returns the grid number of the current position. */
void GetGridPos(unsigned long& rulX, unsigned long& rulY, unsigned long& rulZ) const
{
rulX = _ulX;
rulY = _ulY;
rulZ = _ulZ;
}
private:
const PointsGrid& _rclGrid; /**< The point grid. */
unsigned long _ulX {0}; /**< Number of grids in x. */
unsigned long _ulY {0}; /**< Number of grids in y. */
unsigned long _ulZ {0}; /**< Number of grids in z. */
Base::Vector3d _clPt; /**< Base point of search ray. */
Base::Vector3d _clDir; /**< Direction of search ray. */
bool _bValidRay {false}; /**< Search ray ok? */
float _fMaxSearchArea {std::numeric_limits<float>::max()};
/** Checks if a grid position is already visited by NextOnRay(). */
struct GridElement
{
GridElement(unsigned long x, unsigned long y, unsigned long z)
: x {x}
, y {y}
, z {z}
{}
bool operator<(const GridElement& pos) const
{
if (x == pos.x) {
if (y == pos.y) {
return z < pos.z;
}
else {
return y < pos.y;
}
}
else {
return x < pos.x;
}
}
private:
unsigned long x, y, z;
};
std::set<GridElement> _cSearchPositions;
};
// --------------------------------------------------------------
inline Base::BoundBox3d PointsGrid::GetBoundBox(unsigned long ulX, unsigned long ulY, unsigned long ulZ) const
{
double fX = _fMinX + (double(ulX) * _fGridLenX);
double fY = _fMinY + (double(ulY) * _fGridLenY);
double fZ = _fMinZ + (double(ulZ) * _fGridLenZ);
return Base::BoundBox3d(fX, fY, fZ, fX + _fGridLenX, fY + _fGridLenY, fZ + _fGridLenZ);
}
inline Base::BoundBox3d PointsGrid::GetBoundBox() const
{
return Base::BoundBox3d(
_fMinX,
_fMinY,
_fMinZ,
_fMinX + (_fGridLenX * double(_ulCtGridsX)),
_fMinY + (_fGridLenY * double(_ulCtGridsY)),
_fMinZ + (_fGridLenZ * double(_ulCtGridsZ))
);
}
inline bool PointsGrid::CheckPos(unsigned long ulX, unsigned long ulY, unsigned long ulZ) const
{
return ((ulX < _ulCtGridsX) && (ulY < _ulCtGridsY) && (ulZ < _ulCtGridsZ));
}
// --------------------------------------------------------------
} // namespace Points
#endif // POINTS_GRID_H