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/*
* Software License Agreement (BSD License)
*
* Point Cloud Library (PCL) - www.pointclouds.org
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*
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*
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*
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*
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/*
* bvh.h
*
* Created on: Mar 7, 2013
* Author: papazov
*/
#pragma once
#include <pcl/pcl_exports.h>
#include <cstring>
#include <algorithm>
#include <vector>
#include <list>
namespace pcl
{
namespace recognition
{
/** \brief This class is an implementation of bounding volume hierarchies. Use the build method to construct
* the data structure. To use the class, construct an std::vector of pointers to BVH::BoundedObject objects
* and pass it to the build method. BVH::BoundedObject is a template class, so you can save user-defined data
* in it.
*
* The tree is built such that each leaf contains exactly one object. */
template<class UserData>
class PCL_EXPORTS BVH
{
public:
class BoundedObject
{
public:
BoundedObject (const UserData& data)
: data_ (data)
{
}
virtual ~BoundedObject ()
{
}
/** \brief This method is for std::sort. */
inline static bool
compareCentroidsXCoordinates (const BoundedObject* a, const BoundedObject* b)
{
return a->getCentroid ()[0] < b->getCentroid ()[0];
}
float*
getBounds ()
{
return (bounds_);
}
float*
getCentroid ()
{
return (centroid_);
}
const float*
getCentroid () const
{
return (centroid_);
}
UserData&
getData ()
{
return (data_);
}
protected:
/** These are the bounds of the object.*/
float bounds_[6];
/** This is the centroid. */
float centroid_[3];
/** This is the user-defined data object. */
UserData data_;
};
protected:
class Node
{
public:
/** \brief 'sorted_objects' is a sorted vector of bounded objects. It has to be sorted in ascending order according
* to the objects' x-coordinates. The constructor recursively calls itself with the right 'first_id' and 'last_id'
* and with the same vector 'sorted_objects'. */
Node (std::vector<BoundedObject*>& sorted_objects, int first_id, int last_id)
{
// Initialize the bounds of the node
memcpy (bounds_, sorted_objects[first_id]->getBounds (), 6*sizeof (float));
// Expand the bounds of the node
for ( int i = first_id + 1 ; i <= last_id ; ++i )
aux::expandBoundingBox(bounds_, sorted_objects[i]->getBounds());
// Shall we create children?
if ( first_id != last_id )
{
// Division by 2
int mid_id = (first_id + last_id) >> 1;
children_[0] = new Node(sorted_objects, first_id, mid_id);
children_[1] = new Node(sorted_objects, mid_id + 1, last_id);
}
else
{
// We reached a leaf
object_ = sorted_objects[first_id];
children_[0] = children_[1] = nullptr;
}
}
virtual ~Node ()
{
delete children_[0];
delete children_[1];
}
bool
hasChildren () const
{
return static_cast<bool>(children_[0]);
}
Node*
getLeftChild ()
{
return children_[0];
}
Node*
getRightChild ()
{
return children_[1];
}
BoundedObject*
getObject ()
{
return object_;
}
bool
isLeaf () const
{
return !static_cast<bool>(children_[0]);
}
/** \brief Returns true if 'box' intersects or touches (with a side or a vertex) this node. */
inline bool
intersect(const float box[6]) const
{
return !(box[1] < bounds_[0] || box[3] < bounds_[2] || box[5] < bounds_[4] ||
box[0] > bounds_[1] || box[2] > bounds_[3] || box[4] > bounds_[5]);
}
/** \brief Computes and returns the volume of the bounding box of this node. */
double
computeBoundingBoxVolume() const
{
return (bounds_[1] - bounds_[0]) * (bounds_[3] - bounds_[2]) * (bounds_[5] - bounds_[4]);
}
friend class BVH;
protected:
float bounds_[6];
Node* children_[2];
BoundedObject* object_;
};
public:
BVH()
: root_ (nullptr),
sorted_objects_ (nullptr)
{
}
virtual ~BVH()
{
this->clear ();
}
/** \brief Creates the tree. No need to call clear, it's called within the method. 'objects' is a vector of
* pointers to bounded objects which have to have valid bounds and centroids. Use the getData method of
* BoundedObject to retrieve the user-defined data saved in the object. Note that vector will be sorted within
* the method!
*
* The tree is built such that each leaf contains exactly one object. */
void
build(std::vector<BoundedObject*>& objects)
{
this->clear();
if ( objects.empty () )
return;
sorted_objects_ = &objects;
// Now sort the objects according to the x-coordinates of their centroids
std::sort (objects.begin (), objects.end (), BoundedObject::compareCentroidsXCoordinates);
// Create the root -> it recursively creates the children nodes until each leaf contains exactly one object
root_ = new Node (objects, 0, static_cast<int> (objects.size () - 1));
}
/** \brief Frees the memory allocated by this object. After that, you have to call build to use the tree again. */
void
clear()
{
delete root_;
root_ = nullptr;
}
inline const std::vector<BoundedObject*>*
getInputObjects () const
{
return (sorted_objects_);
}
/** \brief Pushes back in 'intersected_objects' the bounded objects intersected by the input 'box' and returns true.
* Returns false if no objects are intersected. */
inline bool
intersect(const float box[6], std::list<BoundedObject*>& intersected_objects) const
{
if ( !root_ )
return false;
bool got_intersection = false;
// Start the intersection process at the root
std::list<Node*> working_list;
working_list.push_back (root_);
while ( !working_list.empty () )
{
Node* node = working_list.front ();
working_list.pop_front ();
// Is 'node' intersected by the box?
if ( node->intersect (box) )
{
// We have to check the children of the intersected 'node'
if ( node->hasChildren () )
{
working_list.push_back (node->getLeftChild ());
working_list.push_back (node->getRightChild ());
}
else // 'node' is a leaf -> save it's object in the output list
{
intersected_objects.push_back (node->getObject ());
got_intersection = true;
}
}
}
return (got_intersection);
}
protected:
Node* root_;
std::vector<BoundedObject*>* sorted_objects_;
};
} // namespace recognition
} // namespace pcl