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/*=========================================================================
Program: Visualization Toolkit
Module: vtkModifiedBSPTree.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/*=========================================================================
This code is derived from an earlier work and is distributed
with permission from, and thanks to
------------------------------------------
Copyright (C) 1997-2000 John Biddiscombe
Rutherford Appleton Laboratory,
Chilton, Oxon, England
------------------------------------------
Copyright (C) 2000-2004 John Biddiscombe
Skipping Mouse Software Ltd,
Blewbury, England
------------------------------------------
Copyright (C) 2004-2009 John Biddiscombe
CSCS - Swiss National Supercomputing Centre
Galleria 2 - Via Cantonale
CH-6928 Manno, Switzerland
------------------------------------
=========================================================================*/
/**
* @class vtkModifiedBSPTree
* @brief Generate axis aligned BBox tree for raycasting and other Locator based searches
*
*
* vtkModifiedBSPTree creates an evenly balanced BSP tree using a top down
* implementation. Axis aligned split planes are found which evenly divide
* cells into two buckets. Generally a split plane will intersect some cells
* and these are usually stored in both child nodes of the current parent.
* (Or split into separate cells which we cannot consider in this case).
* Storing cells in multiple buckets creates problems associated with multiple
* tests against rays and increases the required storage as complex meshes
* will have many cells straddling a split plane (and further splits may
* cause multiple copies of these).
*
* During a discussion with Arno Formella in 1998 he suggested using
* a third child node to store objects which straddle split planes. I've not
* seen this published (Yes! - see below), but thought it worth trying. This
* implementation of the BSP tree creates a third child node for storing cells
* laying across split planes, the third cell may overlap the other two, but the
* two 'proper' nodes otherwise conform to usual BSP rules.
*
* The advantage of this implementation is cells only ever lie in one node
* and mailbox testing is avoided. All BBoxes are axis aligned and a ray cast
* uses an efficient search strategy based on near/far nodes and rejects
* all BBoxes using simple tests.
*
* For fast raytracing, 6 copies of cell lists are stored in each leaf node
* each list is in axis sorted order +/- x,y,z and cells are always tested
* in the direction of the ray dominant axis. Once an intersection is found
* any cell or BBox with a closest point further than the I-point can be
* instantly rejected and raytracing stops as soon as no nodes can be closer
* than the current best intersection point.
*
* The addition of the 'middle' node upsets the optimal balance of the tree,
* but is a minor overhead during the raytrace. Each child node is contracted
* such that it tightly fits all cells inside it, enabling further ray/box
* rejections.
*
* This class is intended for persons requiring many ray tests and is optimized
* for this purpose. As no cell ever lies in more than one leaf node, and parent
* nodes do not maintain cell lists, the memory overhead of the sorted cell
* lists is 6*num_cells*4 for 6 lists of ints, each num_cells in length.
* The memory requirement of the nodes themselves is usually of minor
* significance.
*
* Subdividision is controlled by MaxCellsPerNode - any node with more than
* this number will be subdivided providing a good split plane can be found and
* the max depth is not exceeded.
*
* The average cells per leaf will usually be around half the MaxCellsPerNode,
* though the middle node is usually sparsely populated and lowers the average
* slightly. The middle node will not be created when not needed.
* Subdividing down to very small cells per node is not generally suggested
* as then the 6 stored cell lists are effectively redundant.
*
* Values of MaxcellsPerNode of around 16->128 depending on dataset size will
* usually give good results.
*
* Cells are only sorted into 6 lists once - before tree creation, each node
* segments the lists and passes them down to the new child nodes whilst
* maintaining sorted order. This makes for an efficient subdivision strategy.
*
* NB. The following reference has been sent to me
* @Article{formella-1995-ray,
* author = "Arno Formella and Christian Gill",
* title = "{Ray Tracing: A Quantitative Analysis and a New
* Practical Algorithm}",
* journal = "{The Visual Computer}",
* year = "{1995}",
* month = dec,
* pages = "{465--476}",
* volume = "{11}",
* number = "{9}",
* publisher = "{Springer}",
* keywords = "{ray tracing, space subdivision, plane traversal,
* octree, clustering, benchmark scenes}",
* annote = "{We present a new method to accelerate the process of
* finding nearest ray--object intersections in ray
* tracing. The algorithm consumes an amount of memory
* more or less linear in the number of objects. The basic
* ideas can be characterized with a modified BSP--tree
* and plane traversal. Plane traversal is a fast linear
* time algorithm to find the closest intersection point
* in a list of bounding volumes hit by a ray. We use
* plane traversal at every node of the high outdegree
* BSP--tree. Our implementation is competitive to fast
* ray tracing programs. We present a benchmark suite
* which allows for an extensive comparison of ray tracing
* algorithms.}",
* }
*
* @par Thanks:
* John Biddiscombe for developing and contributing this class
*
* @todo
* -------------
* Implement intersection heap for testing rays against transparent objects
*
* @par Style:
* --------------
* This class is currently maintained by J. Biddiscombe who has specially
* requested that the code style not be modified to the kitware standard.
* Please respect the contribution of this class by keeping the style
* as close as possible to the author's original.
*
*/
#ifndef vtkModifiedBSPTree_h
#define vtkModifiedBSPTree_h
#include "vtkAbstractCellLocator.h"
#include "vtkFiltersFlowPathsModule.h" // For export macro
#include "vtkSmartPointer.h" // required because it is nice
class Sorted_cell_extents_Lists;
class BSPNode;
class vtkGenericCell;
class vtkIdList;
class vtkIdListCollection;
class VTKFILTERSFLOWPATHS_EXPORT vtkModifiedBSPTree : public vtkAbstractCellLocator
{
public:
//@{
/**
* Standard Type-Macro
*/
vtkTypeMacro(vtkModifiedBSPTree, vtkAbstractCellLocator);
void PrintSelf(ostream& os, vtkIndent indent) override;
//@}
/**
* Construct with maximum 32 cells per node. (average 16->31)
*/
static vtkModifiedBSPTree* New();
// Re-use any superclass signatures that we don't override.
using vtkAbstractCellLocator::FindCell;
using vtkAbstractCellLocator::IntersectWithLine;
/**
* Free tree memory
*/
void FreeSearchStructure() override;
/**
* Build Tree
*/
void BuildLocator() override;
/**
* Generate BBox representation of Nth level
*/
void GenerateRepresentation(int level, vtkPolyData* pd) override;
/**
* Generate BBox representation of all leaf nodes
*/
virtual void GenerateRepresentationLeafs(vtkPolyData* pd);
/**
* Return intersection point (if any) AND the cell which was intersected by
* the finite line. Uses fast tree-search BBox rejection tests.
*/
int IntersectWithLine(const double p1[3], const double p2[3], double tol, double& t, double x[3],
double pcoords[3], int& subId, vtkIdType& cellId) override;
/**
* Return intersection point (if any) AND the cell which was intersected by
* the finite line. The cell is returned as a cell id and as a generic cell.
*/
int IntersectWithLine(const double p1[3], const double p2[3], double tol, double& t, double x[3],
double pcoords[3], int& subId, vtkIdType& cellId, vtkGenericCell* cell) override;
/**
* Take the passed line segment and intersect it with the data set.
* The return value of the function is 0 if no intersections were found.
* For each intersection found, the vtkPoints and CellIds objects
* have the relevant information added in order of intersection increasing
* from ray start to end. If either vtkPoints or CellIds are nullptr
* pointers, then no information is generated for that list.
*/
virtual int IntersectWithLine(const double p1[3], const double p2[3], const double tol,
vtkPoints* points, vtkIdList* cellIds);
/**
* Test a point to find if it is inside a cell. Returns the cellId if inside
* or -1 if not.
*/
vtkIdType FindCell(
double x[3], double tol2, vtkGenericCell* GenCell, double pcoords[3], double* weights) override;
bool InsideCellBounds(double x[3], vtkIdType cell_ID) override;
/**
* After subdivision has completed, one may wish to query the tree to find
* which cells are in which leaf nodes. This function returns a list
* which holds a cell Id list for each leaf node.
*/
vtkIdListCollection* GetLeafNodeCellInformation();
protected:
vtkModifiedBSPTree();
~vtkModifiedBSPTree() override;
//
BSPNode* mRoot; // bounding box root node
int npn;
int nln;
int tot_depth;
//
// The main subdivision routine
void Subdivide(BSPNode* node, Sorted_cell_extents_Lists* lists, vtkDataSet* dataSet,
vtkIdType nCells, int depth, int maxlevel, vtkIdType maxCells, int& MaxDepth);
// We provide a function which does the cell/ray test so that
// it can be overridden by subclasses to perform special treatment
// (Example : Particles stored in tree, have no dimension, so we must
// override the cell test to return a value based on some particle size
virtual int IntersectCellInternal(vtkIdType cell_ID, const double p1[3], const double p2[3],
const double tol, double& t, double ipt[3], double pcoords[3], int& subId);
void BuildLocatorIfNeeded();
void ForceBuildLocator();
void BuildLocatorInternal();
private:
vtkModifiedBSPTree(const vtkModifiedBSPTree&) = delete;
void operator=(const vtkModifiedBSPTree&) = delete;
};
///////////////////////////////////////////////////////////////////////////////
// BSP Node
// A BSP Node is a BBox - axis aligned etc etc
///////////////////////////////////////////////////////////////////////////////
#ifndef DOXYGEN_SHOULD_SKIP_THIS
class BSPNode
{
public:
// Constructor
BSPNode(void)
{
mChild[0] = mChild[1] = mChild[2] = nullptr;
for (int i = 0; i < 6; i++)
sorted_cell_lists[i] = nullptr;
for (int i = 0; i < 3; i++)
{
this->Bounds[i * 2] = VTK_FLOAT_MAX;
this->Bounds[i * 2 + 1] = -VTK_FLOAT_MAX;
}
}
// Destructor
~BSPNode(void)
{
for (int i = 0; i < 3; i++)
delete mChild[i];
for (int i = 0; i < 6; i++)
delete[] sorted_cell_lists[i];
}
// Set min box limits
void setMin(double minx, double miny, double minz)
{
this->Bounds[0] = minx;
this->Bounds[2] = miny;
this->Bounds[4] = minz;
}
// Set max box limits
void setMax(double maxx, double maxy, double maxz)
{
this->Bounds[1] = maxx;
this->Bounds[3] = maxy;
this->Bounds[5] = maxz;
}
//
bool Inside(double point[3]) const;
// BBox
double Bounds[6];
protected:
// The child nodes of this one (if present - nullptr otherwise)
BSPNode* mChild[3];
// The axis we subdivide this voxel along
int mAxis;
// Just for reference
int depth;
// the number of cells in this node
int num_cells;
// 6 lists, sorted after the 6 dominant axes
vtkIdType* sorted_cell_lists[6];
// Order nodes as near/mid far relative to ray
void Classify(const double origin[3], const double dir[3], double& rDist, BSPNode*& Near,
BSPNode*& Mid, BSPNode*& Far) const;
// Test ray against node BBox : clip t values to extremes
bool RayMinMaxT(const double origin[3], const double dir[3], double& rTmin, double& rTmax) const;
//
friend class vtkModifiedBSPTree;
friend class vtkParticleBoxTree;
public:
static bool VTKFILTERSFLOWPATHS_EXPORT RayMinMaxT(const double bounds[6], const double origin[3],
const double dir[3], double& rTmin, double& rTmax);
static int VTKFILTERSFLOWPATHS_EXPORT getDominantAxis(const double dir[3]);
};
#endif /* DOXYGEN_SHOULD_SKIP_THIS */
#endif