/usr/include/dolfin/geometry/BoundingBoxTree.h is in libdolfin-dev 1.4.0+dfsg-4.
This file is owned by root:root, with mode 0o644.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 | // Copyright (C) 2013 Anders Logg
//
// This file is part of DOLFIN.
//
// DOLFIN is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// DOLFIN is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with DOLFIN. If not, see <http://www.gnu.org/licenses/>.
//
// First added: 2013-04-09
// Last changed: 2014-02-06
#ifndef __BOUNDING_BOX_TREE_H
#define __BOUNDING_BOX_TREE_H
#include <limits>
#include <vector>
#include <memory>
namespace dolfin
{
// Forward declarations
class Point;
class GenericBoundingBoxTree;
class Mesh;
/// This class implements a (distributed) axis aligned bounding box
/// tree (AABB tree). Bounding box trees can be created from meshes
/// and [other data structures, to be filled in].
class BoundingBoxTree
{
public:
/// Create empty bounding box tree
BoundingBoxTree();
/// Destructor
~BoundingBoxTree();
/// Build bounding box tree for cells of mesh.
///
/// *Arguments*
/// mesh (_Mesh_)
/// The mesh for which to compute the bounding box tree.
void build(const Mesh& mesh);
/// Build bounding box tree for mesh entities of given dimension.
///
/// *Arguments*
/// mesh (_Mesh_)
/// The mesh for which to compute the bounding box tree.
/// dimension (std::size_t)
/// The entity dimension (topological dimension) for which
/// to compute the bounding box tree.
void build(const Mesh& mesh, std::size_t tdim);
/// Build bounding box tree for point cloud.
///
/// *Arguments*
/// points (std::vector<_Point_>)
/// The list of points.
/// gdim (std::size_t)
/// The geometric dimension.
void build(const std::vector<Point>& points, std::size_t gdim);
/// Compute all collisions between bounding boxes and _Point_.
///
/// *Returns*
/// std::vector<unsigned int>
/// A list of local indices for entities contained in
/// (leaf) bounding boxes that collide with (intersect)
/// the given point.
///
/// *Arguments*
/// point (_Point_)
/// The point.
std::vector<unsigned int>
compute_collisions(const Point& point) const;
/// Compute all collisions between bounding boxes and _BoundingBoxTree_.
///
/// *Returns*
/// std::vector<unsigned int>
/// A list of local indices for entities in this tree that
/// collide with (intersect) entities in other tree.
/// std::vector<unsigned int>
/// A list of local indices for entities in other tree that
/// collide with (intersect) entities in this tree.
///
/// The two lists have equal length and contain matching entities,
/// such that entity `i` in the first list collides with entity
/// `i` in the second list.
///
/// Note that this means that the entity lists may contain
/// duplicate entities since a single entity may collide with
/// several different entities.
///
/// *Arguments*
/// tree (_BoundingBoxTree_)
/// The bounding box tree.
///
/// Note that this function only checks collisions between bounding
/// boxes of entities. It does not check that the entities
/// themselves actually collide. To compute entity collisions, use
/// the function compute_entity_collisions.
std::pair<std::vector<unsigned int>, std::vector<unsigned int> >
compute_collisions(const BoundingBoxTree& tree) const;
/// Compute all collisions between entities and _Point_.
///
/// *Returns*
/// std::vector<unsigned int>
/// A list of local indices for entities that collide with
/// (intersect) the given point.
///
/// *Arguments*
/// point (_Point_)
/// The point.
std::vector<unsigned int>
compute_entity_collisions(const Point& point) const;
/// Compute all collisions between entities and _BoundingBoxTree_.
///
/// *Returns*
/// std::vector<unsigned int>
/// A list of local indices for entities in this tree that
/// collide with (intersect) entities in other tree.
/// std::vector<unsigned int>
/// A list of local indices for entities in other tree that
/// collide with (intersect) entities in this tree.
///
/// The two lists have equal length and contain matching entities,
/// such that entity `i` in the first list collides with entity
/// `i` in the second list.
///
/// Note that this means that the entity lists may contain
/// duplicate entities since a single entity may collide with
/// several different entities.
///
/// *Arguments*
/// tree (_BoundingBoxTree_)
/// The bounding box tree.
std::pair<std::vector<unsigned int>, std::vector<unsigned int> >
compute_entity_collisions(const BoundingBoxTree& tree) const;
/// Compute first collision between bounding boxes and _Point_.
///
/// *Returns*
/// unsigned int
/// The local index for the first found entity contained
/// in a (leaf) bounding box that collides with
/// (intersects) the given point. If not found,
/// std::numeric_limits<unsigned int>::max() is returned.
///
/// *Arguments*
/// point (_Point_)
/// The point.
unsigned int
compute_first_collision(const Point& point) const;
/// Compute first collision between entities and _Point_.
///
/// *Returns*
/// unsigned int
/// The local index for the first found entity that
/// collides with (intersects) the given point. If not
/// found, std::numeric_limits<unsigned int>::max() is
/// returned.
///
/// *Arguments*
/// point (_Point_)
/// The point.
unsigned int
compute_first_entity_collision(const Point& point) const;
/// Compute closest entity to _Point_.
///
/// *Returns*
/// unsigned int
/// The local index for the entity that is closest to the
/// point. If more than one entity is at the same distance
/// (or point contained in entity), then the first entity
/// is returned.
/// double
/// The distance to the closest entity.
///
/// *Arguments*
/// point (_Point_)
/// The point.
std::pair<unsigned int, double>
compute_closest_entity(const Point& point) const;
/// Compute closest point to _Point_. This function assumes
/// that the tree has been built for a point cloud.
///
/// Developer note: This function should not be confused with
/// computing the closest point in all entities of a mesh. That
/// function could be added with relative ease since we actually
/// compute the closest points to get the distance in the above
/// function (compute_closest_entity) inside the specialized
/// implementations in TetrahedronCell.cpp etc.
///
/// *Returns*
/// unsigned int
/// The local index for the point that is closest to the
/// point. If more than one point is at the same distance
/// (or point contained in entity), then the first point
/// is returned.
/// double
/// The distance to the closest point.
///
/// *Arguments*
/// point (_Point_)
/// The point.
std::pair<unsigned int, double>
compute_closest_point(const Point& point) const;
private:
// Check that tree has been built
void check_built() const;
// Dimension-dependent implementation
std::unique_ptr<GenericBoundingBoxTree> _tree;
// Pointer to the mesh. We all know that we don't really want
// to store a pointer to the mesh here, but without it we will
// be forced to make calls like
// tree_A.compute_entity_intersections(tree_B, mesh_A, mesh_B).
const Mesh* _mesh;
};
}
#endif
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