167 lines
6.1 KiB
C++

/*
* Software License Agreement (BSD License)
*
* Point Cloud Library (PCL) - www.pointclouds.org
* Copyright (c) 2010-2012, Willow Garage, Inc.
*
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following
* disclaimer in the documentation and/or other materials provided
* with the distribution.
* * Neither the name of Willow Garage, Inc. nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*
*/
#pragma once
namespace pcl
{
namespace recognition
{
/** \brief This class is a box in R3 built of voxels ordered in a regular rectangular grid. Each voxel is of type T. */
template<class T, typename REAL = float>
class VoxelStructure
{
public:
inline VoxelStructure (): voxels_(nullptr){}
inline virtual ~VoxelStructure (){ this->clear();}
/** \brief Call this method before using an instance of this class. Parameter meaning is obvious. */
inline void
build (const REAL bounds[6], int num_of_voxels[3]);
/** \brief Release the memory allocated for the voxels. */
inline void
clear (){ delete[] voxels_; voxels_ = nullptr;}
/** \brief Returns a pointer to the voxel which contains p or NULL if p is not inside the structure. */
inline T*
getVoxel (const REAL p[3]);
/** \brief Returns a pointer to the voxel with integer id (x,y,z) or NULL if (x,y,z) is out of bounds. */
inline T*
getVoxel (int x, int y, int z) const;
/** \brief Returns the linear voxel array. */
const inline T*
getVoxels () const
{
return voxels_;
}
/** \brief Returns the linear voxel array. */
inline T*
getVoxels ()
{
return voxels_;
}
/** \brief Converts a linear id to a 3D id, i.e., computes the integer 3D coordinates of a voxel from its position in the voxel array.
*
* \param[in] linear_id the position of the voxel in the internal voxel array.
* \param[out] id3d an array of 3 integers for the integer coordinates of the voxel. */
inline void
compute3dId (int linear_id, int id3d[3]) const
{
// Compute the z axis id
id3d[2] = linear_id / num_of_voxels_xy_plane_;
int proj_xy = linear_id % num_of_voxels_xy_plane_;
// Compute the y axis id
id3d[1] = proj_xy / num_of_voxels_[0];
// Compute the x axis id
id3d[0] = proj_xy % num_of_voxels_[0];
}
/** \brief Returns the number of voxels in x, y and z direction. */
inline const int*
getNumberOfVoxelsXYZ() const
{
return (num_of_voxels_);
}
/** \brief Computes the center of the voxel with given integer coordinates.
*
* \param[in] id3 the integer coordinates along the x, y and z axis.
* \param[out] center */
inline void
computeVoxelCenter (const int id3[3], REAL center[3]) const
{
center[0] = min_center_[0] + static_cast<float> (id3[0])*spacing_[0];
center[1] = min_center_[1] + static_cast<float> (id3[1])*spacing_[1];
center[2] = min_center_[2] + static_cast<float> (id3[2])*spacing_[2];
}
/** \brief Returns the total number of voxels. */
inline int
getNumberOfVoxels() const
{
return (total_num_of_voxels_);
}
/** \brief Returns the bounds of the voxel structure, which is pointer to the internal array of 6 doubles: (min_x, max_x, min_y, max_y, min_z, max_z). */
inline const float*
getBounds() const
{
return (bounds_);
}
/** \brief Copies the bounds of the voxel structure to 'b'. */
inline void
getBounds(REAL b[6]) const
{
b[0] = bounds_[0];
b[1] = bounds_[1];
b[2] = bounds_[2];
b[3] = bounds_[3];
b[4] = bounds_[4];
b[5] = bounds_[5];
}
/** \brief Returns the voxel spacing in x, y and z direction. That's the same as the voxel size along each axis. */
const REAL*
getVoxelSpacing() const
{
return (spacing_);
}
/** \brief Saves pointers to the voxels which are neighbors of the voxels which contains 'p'. The containing voxel is returned too.
* 'neighs' has to be an array of pointers with space for at least 27 pointers (27 = 3^3 which is the max number of neighbors). The */
inline int
getNeighbors (const REAL* p, T **neighs) const;
protected:
T *voxels_;
int num_of_voxels_[3], num_of_voxels_xy_plane_, total_num_of_voxels_;
REAL bounds_[6];
REAL spacing_[3]; // spacing between the voxel in x, y and z direction = voxel size in x, y and z direction
REAL min_center_[3]; // the center of the voxel with integer coordinates (0, 0, 0)
};
} // namespace recognition
} // namespace pcl
#include <pcl/recognition/impl/ransac_based/voxel_structure.hpp>