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95 lines
5.4 KiB
95 lines
5.4 KiB
// This file is part of Eigen, a lightweight C++ template library |
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// for linear algebra. |
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// |
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// Copyright (C) 2009 Ilya Baran <ibaran@mit.edu> |
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// |
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// This Source Code Form is subject to the terms of the Mozilla |
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// Public License v. 2.0. If a copy of the MPL was not distributed |
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// with this file, You can obtain one at the mozilla.org home page |
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#ifndef EIGEN_BVH_MODULE_H |
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#define EIGEN_BVH_MODULE_H |
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#include "../../Eigen/Core" |
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#include "../../Eigen/Geometry" |
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#include "../../Eigen/StdVector" |
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#include <algorithm> |
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#include <queue> |
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namespace Eigen { |
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/** |
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* \defgroup BVH_Module BVH module |
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* \brief This module provides generic bounding volume hierarchy algorithms |
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* and reference tree implementations. |
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* |
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* |
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* \code |
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* #include <unsupported/Eigen/BVH> |
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* \endcode |
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* |
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* A bounding volume hierarchy (BVH) can accelerate many geometric queries. This module provides a generic implementation |
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* of the two basic algorithms over a BVH: intersection of a query object against all objects in the hierarchy and minimization |
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* of a function over the objects in the hierarchy. It also provides intersection and minimization over a cartesian product of |
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* two BVH's. A BVH accelerates intersection by using the fact that if a query object does not intersect a volume, then it cannot |
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* intersect any object contained in that volume. Similarly, a BVH accelerates minimization because the minimum of a function |
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* over a volume is no greater than the minimum of a function over any object contained in it. |
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* |
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* Some sample queries that can be written in terms of intersection are: |
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* - Determine all points where a ray intersects a triangle mesh |
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* - Given a set of points, determine which are contained in a query sphere |
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* - Given a set of spheres, determine which contain the query point |
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* - Given a set of disks, determine if any is completely contained in a query rectangle (represent each 2D disk as a point \f$(x,y,r)\f$ |
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* in 3D and represent the rectangle as a pyramid based on the original rectangle and shrinking in the \f$r\f$ direction) |
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* - Given a set of points, count how many pairs are \f$d\pm\epsilon\f$ apart (done by looking at the cartesian product of the set |
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* of points with itself) |
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* |
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* Some sample queries that can be written in terms of function minimization over a set of objects are: |
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* - Find the intersection between a ray and a triangle mesh closest to the ray origin (function is infinite off the ray) |
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* - Given a polyline and a query point, determine the closest point on the polyline to the query |
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* - Find the diameter of a point cloud (done by looking at the cartesian product and using negative distance as the function) |
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* - Determine how far two meshes are from colliding (this is also a cartesian product query) |
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* |
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* This implementation decouples the basic algorithms both from the type of hierarchy (and the types of the bounding volumes) and |
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* from the particulars of the query. To enable abstraction from the BVH, the BVH is required to implement a generic mechanism |
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* for traversal. To abstract from the query, the query is responsible for keeping track of results. |
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* |
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* To be used in the algorithms, a hierarchy must implement the following traversal mechanism (see KdBVH for a sample implementation): \code |
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typedef Volume //the type of bounding volume |
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typedef Object //the type of object in the hierarchy |
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typedef Index //a reference to a node in the hierarchy--typically an int or a pointer |
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typedef VolumeIterator //an iterator type over node children--returns Index |
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typedef ObjectIterator //an iterator over object (leaf) children--returns const Object & |
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Index getRootIndex() const //returns the index of the hierarchy root |
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const Volume &getVolume(Index index) const //returns the bounding volume of the node at given index |
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void getChildren(Index index, VolumeIterator &outVBegin, VolumeIterator &outVEnd, |
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ObjectIterator &outOBegin, ObjectIterator &outOEnd) const |
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//getChildren takes a node index and makes [outVBegin, outVEnd) range over its node children |
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//and [outOBegin, outOEnd) range over its object children |
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\endcode |
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* |
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* To use the hierarchy, call BVIntersect or BVMinimize, passing it a BVH (or two, for cartesian product) and a minimizer or intersector. |
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* For an intersection query on a single BVH, the intersector encapsulates the query and must provide two functions: |
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* \code |
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bool intersectVolume(const Volume &volume) //returns true if the query intersects the volume |
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bool intersectObject(const Object &object) //returns true if the intersection search should terminate immediately |
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\endcode |
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* The guarantee that BVIntersect provides is that intersectObject will be called on every object whose bounding volume |
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* intersects the query (but possibly on other objects too) unless the search is terminated prematurely. It is the |
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* responsibility of the intersectObject function to keep track of the results in whatever manner is appropriate. |
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* The cartesian product intersection and the BVMinimize queries are similar--see their individual documentation. |
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* |
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* The following is a simple but complete example for how to use the BVH to accelerate the search for a closest red-blue point pair: |
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* \include BVH_Example.cpp |
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* Output: \verbinclude BVH_Example.out |
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*/ |
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} |
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//@{ |
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#include "src/BVH/BVAlgorithms.h" |
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#include "src/BVH/KdBVH.h" |
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//@} |
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#endif // EIGEN_BVH_MODULE_H
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