533 lines
18 KiB
C++
Executable File
533 lines
18 KiB
C++
Executable File
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004-2016 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#ifndef KDTREE_VCG_H
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#define KDTREE_VCG_H
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#include <vcg/space/point3.h>
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#include <vcg/space/box3.h>
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#include <vcg/space/index/kdtree/priorityqueue.h>
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#include <vector>
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#include <limits>
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#include <iostream>
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#include <cstdint>
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namespace vcg {
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template<typename _DataType>
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class ConstDataWrapper
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{
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public:
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typedef _DataType DataType;
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inline ConstDataWrapper()
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: mpData(0), mStride(0), mSize(0)
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{}
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inline ConstDataWrapper(const DataType* pData, int size, int64_t stride = sizeof(DataType))
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: mpData(reinterpret_cast<const unsigned char*>(pData)), mStride(stride), mSize(size)
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{}
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inline const DataType& operator[] (int i) const
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{
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return *reinterpret_cast<const DataType*>(mpData + i*mStride);
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}
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inline size_t size() const { return mSize; }
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protected:
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const unsigned char* mpData;
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int64_t mStride;
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size_t mSize;
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};
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template<class StdVectorType>
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class VectorConstDataWrapper :public ConstDataWrapper<typename StdVectorType::value_type>
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{
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public:
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inline VectorConstDataWrapper(StdVectorType &vec) :
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ConstDataWrapper<typename StdVectorType::value_type>(&(vec[0]), vec.size(), sizeof(typename StdVectorType::value_type))
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{}
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};
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template<class MeshType>
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class VertexConstDataWrapper :public ConstDataWrapper<typename MeshType::CoordType>
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{
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public:
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inline VertexConstDataWrapper(MeshType &m) :
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ConstDataWrapper<typename MeshType::CoordType>(&(m.vert[0].P()), m.vert.size(), sizeof(typename MeshType::VertexType))
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{}
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};
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/**
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* This class allows to create a Kd-Tree thought to perform the neighbour query (radius search, knn-nearest serach and closest search).
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* The class implemetantion is thread-safe.
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*/
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template<typename _Scalar>
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class KdTree
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{
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public:
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typedef _Scalar Scalar;
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typedef vcg::Point3<Scalar> VectorType;
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typedef vcg::Box3<Scalar> AxisAlignedBoxType;
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typedef HeapMaxPriorityQueue<int, Scalar> PriorityQueue;
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struct Node
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{
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union {
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//standard node
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struct {
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Scalar splitValue;
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unsigned int firstChildId : 24;
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unsigned int dim : 2;
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unsigned int leaf : 1;
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};
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//leaf
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struct {
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unsigned int start;
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unsigned short size;
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};
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};
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};
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typedef std::vector<Node> NodeList;
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// return the protected members which store the nodes and the points list
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inline const NodeList& _getNodes(void) { return mNodes; }
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inline const std::vector<VectorType>& _getPoints(void) { return mPoints; }
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inline unsigned int _getNumLevel(void) { return numLevel; }
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inline const AxisAlignedBoxType& _getAABBox(void) { return mAABB; }
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public:
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KdTree(const ConstDataWrapper<VectorType>& points, unsigned int nofPointsPerCell = 16, unsigned int maxDepth = 64, bool balanced = false);
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~KdTree();
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void doQueryK(const VectorType& queryPoint, int k, PriorityQueue& mNeighborQueue);
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void doQueryDist(const VectorType& queryPoint, float dist, std::vector<unsigned int>& points, std::vector<Scalar>& sqrareDists);
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void doQueryClosest(const VectorType& queryPoint, unsigned int& index, Scalar& dist);
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protected:
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// element of the stack
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struct QueryNode
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{
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QueryNode() {}
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QueryNode(unsigned int id) : nodeId(id) {}
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unsigned int nodeId; // id of the next node
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Scalar sq; // squared distance to the next node
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};
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// used to build the tree: split the subset [start..end[ according to dim and splitValue,
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// and returns the index of the first element of the second subset
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unsigned int split(int start, int end, unsigned int dim, float splitValue);
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int createTree(unsigned int nodeId, unsigned int start, unsigned int end, unsigned int level);
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protected:
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AxisAlignedBoxType mAABB; //BoundingBox
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NodeList mNodes; //kd-tree nodes
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std::vector<VectorType> mPoints; //points read from the input DataWrapper
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std::vector<unsigned int> mIndices; //points indices
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unsigned int targetCellSize; //min number of point in a leaf
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unsigned int targetMaxDepth; //max tree depth
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unsigned int numLevel; //actual tree depth
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bool isBalanced; //true if the tree is balanced
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};
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template<typename Scalar>
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KdTree<Scalar>::KdTree(const ConstDataWrapper<VectorType>& points, unsigned int nofPointsPerCell, unsigned int maxDepth, bool balanced)
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: mPoints(points.size()), mIndices(points.size())
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{
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// compute the AABB of the input
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mPoints[0] = points[0];
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mAABB.Set(mPoints[0]);
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for (unsigned int i = 1; i < mPoints.size(); ++i)
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{
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mPoints[i] = points[i];
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mIndices[i] = i;
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mAABB.Add(mPoints[i]);
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}
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targetMaxDepth = maxDepth;
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targetCellSize = nofPointsPerCell;
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isBalanced = balanced;
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//mNodes.reserve(4 * mPoints.size() / nofPointsPerCell);
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//first node inserted (no leaf). The others are made by the createTree function (recursively)
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mNodes.resize(1);
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mNodes.back().leaf = 0;
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numLevel = createTree(0, 0, mPoints.size(), 1);
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}
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template<typename Scalar>
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KdTree<Scalar>::~KdTree()
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{
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}
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/** Performs the kNN query.
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*
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* This algorithm uses the simple distance to the split plane to prune nodes.
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* A more elaborated approach consists to track the closest corner of the cell
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* relatively to the current query point. This strategy allows to save about 5%
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* of the leaves. However, in practice the slight overhead due to this tracking
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* reduces the overall performance.
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*
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* This algorithm also use a simple stack while a priority queue using the squared
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* distances to the cells as a priority values allows to save about 10% of the leaves.
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* But, again, priority queue insertions and deletions are quite involved, and therefore
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* a simple stack is by far much faster.
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*
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* The result of the query, the k-nearest neighbors, are stored into the stack mNeighborQueue, where the
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* topmost element [0] is NOT the nearest but the farthest!! (they are not sorted but arranged into a heap).
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*/
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template<typename Scalar>
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void KdTree<Scalar>::doQueryK(const VectorType& queryPoint, int k, PriorityQueue& mNeighborQueue)
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{
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mNeighborQueue.setMaxSize(k);
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mNeighborQueue.init();
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std::vector<QueryNode> mNodeStack(numLevel + 1);
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mNodeStack[0].nodeId = 0;
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mNodeStack[0].sq = 0.f;
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unsigned int count = 1;
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while (count)
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{
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//we select the last node (AABB) inserted in the stack
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QueryNode& qnode = mNodeStack[count - 1];
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//while going down the tree qnode.nodeId is the nearest sub-tree, otherwise,
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//in backtracking, qnode.nodeId is the other sub-tree that will be visited iff
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//the actual nearest node is further than the split distance.
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Node& node = mNodes[qnode.nodeId];
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//if the distance is less than the top of the max-heap, it could be one of the k-nearest neighbours
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if (mNeighborQueue.getNofElements() < k || qnode.sq < mNeighborQueue.getTopWeight())
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{
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//when we arrive to a leaf
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if (node.leaf)
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{
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--count; //pop of the leaf
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//end is the index of the last element of the leaf in mPoints
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unsigned int end = node.start + node.size;
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//adding the element of the leaf to the heap
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for (unsigned int i = node.start; i < end; ++i)
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mNeighborQueue.insert(mIndices[i], vcg::SquaredNorm(queryPoint - mPoints[i]));
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}
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//otherwise, if we're not on a leaf
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else
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{
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// the new offset is the distance between the searched point and the actual split coordinate
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float new_off = queryPoint[node.dim] - node.splitValue;
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//left sub-tree
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if (new_off < 0.)
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{
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mNodeStack[count].nodeId = node.firstChildId;
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//in the father's nodeId we save the index of the other sub-tree (for backtracking)
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qnode.nodeId = node.firstChildId + 1;
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}
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//right sub-tree (same as above)
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else
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{
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mNodeStack[count].nodeId = node.firstChildId + 1;
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qnode.nodeId = node.firstChildId;
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}
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//distance is inherited from the father (while descending the tree it's equal to 0)
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mNodeStack[count].sq = qnode.sq;
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//distance of the father is the squared distance from the split plane
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qnode.sq = new_off*new_off;
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++count;
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}
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}
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else
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{
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// pop
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--count;
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}
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}
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}
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/** Performs the distance query.
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*
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* The result of the query, all the points within the distance dist form the query point, is the vector of the indeces
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* and the vector of the squared distances from the query point.
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*/
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template<typename Scalar>
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void KdTree<Scalar>::doQueryDist(const VectorType& queryPoint, float dist, std::vector<unsigned int>& points, std::vector<Scalar>& sqrareDists)
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{
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std::vector<QueryNode> mNodeStack(numLevel + 1);
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mNodeStack[0].nodeId = 0;
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mNodeStack[0].sq = 0.f;
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unsigned int count = 1;
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float sqrareDist = dist*dist;
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while (count)
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{
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QueryNode& qnode = mNodeStack[count - 1];
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Node & node = mNodes[qnode.nodeId];
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if (qnode.sq < sqrareDist)
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{
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if (node.leaf)
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{
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--count; // pop
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unsigned int end = node.start + node.size;
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for (unsigned int i = node.start; i < end; ++i)
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{
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float pointSquareDist = vcg::SquaredNorm(queryPoint - mPoints[i]);
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if (pointSquareDist < sqrareDist)
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{
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points.push_back(mIndices[i]);
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sqrareDists.push_back(pointSquareDist);
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}
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}
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}
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else
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{
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// replace the stack top by the farthest and push the closest
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float new_off = queryPoint[node.dim] - node.splitValue;
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if (new_off < 0.)
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{
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mNodeStack[count].nodeId = node.firstChildId;
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qnode.nodeId = node.firstChildId + 1;
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}
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else
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{
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mNodeStack[count].nodeId = node.firstChildId + 1;
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qnode.nodeId = node.firstChildId;
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}
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mNodeStack[count].sq = qnode.sq;
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qnode.sq = new_off*new_off;
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++count;
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}
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}
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else
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{
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// pop
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--count;
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}
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}
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}
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/** Searchs the closest point.
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*
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* The result of the query, the closest point to the query point, is the index of the point and
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* and the squared distance from the query point.
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*/
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template<typename Scalar>
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void KdTree<Scalar>::doQueryClosest(const VectorType& queryPoint, unsigned int& index, Scalar& dist)
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{
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std::vector<QueryNode> mNodeStack(numLevel + 1);
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mNodeStack[0].nodeId = 0;
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mNodeStack[0].sq = 0.f;
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unsigned int count = 1;
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int minIndex = mIndices.size() / 2;
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Scalar minDist = vcg::SquaredNorm(queryPoint - mPoints[minIndex]);
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minIndex = mIndices[minIndex];
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while (count)
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{
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QueryNode& qnode = mNodeStack[count - 1];
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Node & node = mNodes[qnode.nodeId];
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if (qnode.sq < minDist)
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{
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if (node.leaf)
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{
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--count; // pop
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unsigned int end = node.start + node.size;
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for (unsigned int i = node.start; i < end; ++i)
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{
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float pointSquareDist = vcg::SquaredNorm(queryPoint - mPoints[i]);
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if (pointSquareDist < minDist)
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{
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minDist = pointSquareDist;
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minIndex = mIndices[i];
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}
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}
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}
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else
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{
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// replace the stack top by the farthest and push the closest
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float new_off = queryPoint[node.dim] - node.splitValue;
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if (new_off < 0.)
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{
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mNodeStack[count].nodeId = node.firstChildId;
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qnode.nodeId = node.firstChildId + 1;
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}
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else
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{
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mNodeStack[count].nodeId = node.firstChildId + 1;
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qnode.nodeId = node.firstChildId;
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}
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mNodeStack[count].sq = qnode.sq;
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qnode.sq = new_off*new_off;
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++count;
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}
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}
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else
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{
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// pop
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--count;
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}
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}
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index = minIndex;
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dist = minDist;
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}
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/**
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* Split the subarray between start and end in two part, one with the elements less than splitValue,
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* the other with the elements greater or equal than splitValue. The elements are compared
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* using the "dim" coordinate [0 = x, 1 = y, 2 = z].
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*/
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template<typename Scalar>
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unsigned int KdTree<Scalar>::split(int start, int end, unsigned int dim, float splitValue)
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{
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int l(start), r(end - 1);
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for (; l < r; ++l, --r)
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{
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while (l < end && mPoints[l][dim] < splitValue)
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l++;
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while (r >= start && mPoints[r][dim] >= splitValue)
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r--;
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if (l > r)
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break;
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std::swap(mPoints[l], mPoints[r]);
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std::swap(mIndices[l], mIndices[r]);
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}
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//returns the index of the first element on the second part
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return (mPoints[l][dim] < splitValue ? l + 1 : l);
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}
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/** recursively builds the kdtree
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*
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* The heuristic is the following:
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* - if the number of points in the node is lower than targetCellsize then make a leaf
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* - else compute the AABB of the points of the node and split it at the middle of
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* the largest AABB dimension.
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*
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* This strategy might look not optimal because it does not explicitly prune empty space,
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* unlike more advanced SAH-like techniques used for RT. On the other hand it leads to a shorter tree,
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* faster to traverse and our experience shown that in the special case of kNN queries,
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* this strategy is indeed more efficient (and much faster to build). Moreover, for volume data
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* (e.g., fluid simulation) pruning the empty space is useless.
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*
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* Actually, storing at each node the exact AABB (we therefore have a binary BVH) allows
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* to prune only about 10% of the leaves, but the overhead of this pruning (ball/ABBB intersection)
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* is more expensive than the gain it provides and the memory consumption is x4 higher !
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*/
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template<typename Scalar>
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int KdTree<Scalar>::createTree(unsigned int nodeId, unsigned int start, unsigned int end, unsigned int level)
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{
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//select the first node
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Node& node = mNodes[nodeId];
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AxisAlignedBoxType aabb;
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//putting all the points in the bounding box
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aabb.Set(mPoints[start]);
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for (unsigned int i = start + 1; i < end; ++i)
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aabb.Add(mPoints[i]);
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//bounding box diagonal
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VectorType diag = aabb.max - aabb.min;
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//the split "dim" is the dimension of the box with the biggest value
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unsigned int dim;
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if (diag.X() > diag.Y())
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dim = diag.X() > diag.Z() ? 0 : 2;
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else
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dim = diag.Y() > diag.Z() ? 1 : 2;
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node.dim = dim;
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if (isBalanced) //we divide the points using the median value along the "dim" dimension
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{
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std::vector<Scalar> tempVector;
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for (unsigned int i = start + 1; i < end; ++i)
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tempVector.push_back(mPoints[i][dim]);
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std::sort(tempVector.begin(), tempVector.end());
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node.splitValue = (tempVector[tempVector.size() / 2.0] + tempVector[tempVector.size() / 2.0 + 1]) / 2.0;
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}
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else //we divide the bounding box in 2 partitions, considering the average of the "dim" dimension
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node.splitValue = Scalar(0.5*(aabb.max[dim] + aabb.min[dim]));
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//midId is the index of the first element in the second partition
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unsigned int midId = split(start, end, dim, node.splitValue);
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node.firstChildId = mNodes.size();
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mNodes.resize(mNodes.size() + 2);
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bool flag = (midId == start) || (midId == end);
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int leftLevel, rightLevel;
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{
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// left child
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unsigned int childId = mNodes[nodeId].firstChildId;
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Node& child = mNodes[childId];
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if (flag || (midId - start) <= targetCellSize || level >= targetMaxDepth)
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{
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child.leaf = 1;
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child.start = start;
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child.size = midId - start;
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leftLevel = level;
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}
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else
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{
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child.leaf = 0;
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leftLevel = createTree(childId, start, midId, level + 1);
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}
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}
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{
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// right child
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unsigned int childId = mNodes[nodeId].firstChildId + 1;
|
|
Node& child = mNodes[childId];
|
|
if (flag || (end - midId) <= targetCellSize || level >= targetMaxDepth)
|
|
{
|
|
child.leaf = 1;
|
|
child.start = midId;
|
|
child.size = end - midId;
|
|
rightLevel = level;
|
|
}
|
|
else
|
|
{
|
|
child.leaf = 0;
|
|
rightLevel = createTree(childId, midId, end, level + 1);
|
|
}
|
|
}
|
|
if (leftLevel > rightLevel)
|
|
return leftLevel;
|
|
return rightLevel;
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|