/usr/include/SurgSim/DataStructures/OctreeNode.h is in libopensurgsim-dev 0.7.0-5.
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// Copyright 2013, SimQuest Solutions Inc.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef SURGSIM_DATASTRUCTURES_OCTREENODE_H
#define SURGSIM_DATASTRUCTURES_OCTREENODE_H
#include <array>
#include <memory>
#include <functional>
#include "SurgSim/DataStructures/EmptyData.h"
#include "SurgSim/Framework/Asset.h"
#include "SurgSim/Math/Vector.h"
#include "SurgSim/Math/Aabb.h"
namespace SurgSim
{
namespace Math
{
class OctreeShape;
}
namespace DataStructures
{
/// Typedef of octree path
/// The path is a vector of children indexes (each within 0 to 7) that lead to
/// the specific node the front of the vector holds the index of the root's children.
typedef std::vector<size_t> OctreePath;
/// Enable the OctreePath to be used as a key in an unordered map, if the int range is exceeded this will just
/// push the least significant numbers (root addresses) out of scope, it loses a little bit of address space as
/// octree ids only go from 0-7
class OctreePathHash
{
public:
size_t operator()(const OctreePath& path) const
{
size_t result = 0;
for (auto i : path)
{
result = (result << 3) | i;
}
return m_hasher(result);
}
private:
std::hash<size_t> m_hasher;
};
/// Indicates what neighbors to grab
enum Neighborhood
{
NEIGHBORHOOD_NONE = 0x0,
NEIGHBORHOOD_FACE = 0x1,
NEIGHBORHOOD_EDGE = 0x2,
NEIGHBORHOOD_VERTEX = 0x4,
NEIGHBORHOOD_ALL = 0x1 | 0x2 | 0x4
};
/// Direction code for the neighborhood search
enum Symbol
{
SYMBOL_HALT = -1,
SYMBOL_DOWN = 0,
SYMBOL_UP = 1,
SYMBOL_RIGHT = 2,
SYMBOL_LEFT = 3,
SYMBOL_BACK = 4,
SYMBOL_FRONT = 5
};
/// Calculate the neighbor of an node in the octree by traversing a state machine, see
/// http://ww1.ucmss.com/books/LFS/CSREA2006/MSV4517.pdf for detailed description.
/// The information about the location of a nodes neighbor is encoded in a state machine, this machine is traversed
/// until a 'Halt' instruction is found. If the neighbor is across a boundary on the octree, a new search direction
/// is determined by the algorithm.
/// \note The numbering in the paper and our numbering is slightly different, this means the following transformations
/// took place.
/// a) The colums where reordered to match our numbering
/// b) All the numbers where replaced to match out numbering
/// The number changes where as following: 0 => 6, 1 => 7, 2 => 4, 3 => 5, 4 => 2, 5 => 3, 6 => 0, 7 => 1
/// \param origin the node whose neighbor is needed
/// \param direction a set of directions, for face neighbors use 1, for edge neighbors use 2 and for vertex neighbors
/// use 3 direction, fill the other spots with SYMBOL_HALT. E.g. to find the left neighbor use
/// {SYMBOL_LEFT, SYMBOL_HALT, SYMBOL_HALT}, for the vertex neighber on the upper left front corner use
/// {SYMBOL_LEFT, SYMBOLD_FRONT, SYMBOL_UP}
/// \return a OctreePath to the correct neighbor, empty if the neighbor is outside of the tree
OctreePath getNeighbor(const OctreePath& origin, const std::array<Symbol, 3>& direction);
/// Fetch a list of neighbors, indicated by the type, Face, Edge and Vertex are possible types and can be combined
/// via OR
/// \param origin the node whose neighbor is needed
/// \param type the kind of neighborhood that is needed, \sa Neighborhood
/// \return list of paths with neighbors of the node at origin
std::vector<OctreePath> getNeighbors(const OctreePath& origin, int type);
template <typename Data>
class OctreeNodePlyReaderDelegate;
/// Octree data structure
///
/// The octree node consists of an axis aligned bounding box, that can be
/// subdivided into 8 equally sized subregions. Each subregion is an octree
/// node and can be further subdivided.
/// with x-right and y-up on a right handed coordinate system this is the ordering of the nodes of the tree, looking
/// down the z-axis
/// Back Face
/// 2 3
/// 0 1
/// Front Face
/// 6 7
/// 4 5
///
/// \tparam Data Type of extra data stored in each node
template<class Data>
class OctreeNode : public SurgSim::Framework::Asset,
public std::enable_shared_from_this<OctreeNode<Data>>
{
friend class SurgSim::Math::OctreeShape;
friend class SurgSim::DataStructures::OctreeNodePlyReaderDelegate<Data>;
public:
/// Bounding box type for convenience
typedef Eigen::AlignedBox<double, 3> AxisAlignedBoundingBox;
/// Constructor
OctreeNode();
/// Copy constructor when the template data is the same type
/// \param other the octree to copy from
OctreeNode(const OctreeNode& other);
/// Copy constructor when the template data is a different type
/// In this case, no data will be copied
/// \tparam T type of data stored in the other node
/// \param other the octree to copy from
template <class T>
OctreeNode(const OctreeNode<T>& other);
std::string getClassName() const override;
/// Constructor
/// \param boundingBox The region contained by this octree node
explicit OctreeNode(const SurgSim::Math::Aabbd& boundingBox);
/// Destructor
virtual ~OctreeNode();
/// Get the bounding box for this octree node
/// \return the bounding box
const SurgSim::Math::Aabbd& getBoundingBox() const;
/// Is this node active
/// \return true if the octree node is active
bool isActive() const;
/// Set active flag for this octree node
/// \param isActive True if the octree node is being activated, False otherwise
void setIsActive(bool isActive);
/// Does this node have children
/// \return true if this node has children
bool hasChildren() const;
/// Subdivide the node into 8 equal regions. Each subregion will be stored
/// as this nodes children.
/// \note The data stored in the current node will not be automatically subdivided.
void subdivide();
/// Add data to a node in this octree
/// The octree will build the octree as necessary to add the
/// node at the specified level
/// \param position The position to add the data at
/// \param nodeData The data to store in the node
/// \param level The number of levels down the octree to store the data
/// \return true if data is added
bool addData(const SurgSim::Math::Vector3d& position, const int level, const Data& nodeData = Data());
/// Get the children of this node (non const version)
/// \return vector of all eight children
std::array<std::shared_ptr<OctreeNode<Data>>, 8>& getChildren();
/// Get the children of this node
/// \return vector of all eight children
const std::array<std::shared_ptr<OctreeNode<Data>>, 8>& getChildren() const;
/// Get a child of this node (non const version)
/// \throws SurgSim::Framework::AssertionFailure if the index >= 8
/// \param index the child index
/// \return the requested octree node
std::shared_ptr<OctreeNode<Data>> getChild(size_t index);
/// Get a child of this node
/// \throws SurgSim::Framework::AssertionFailure if the index >= 8
/// \param index the child index
/// \return the requested octree node
const std::shared_ptr<OctreeNode<Data>> getChild(size_t index) const;
/// Get the node at the supplied path
/// \throws SurgSim::Framework::AssertionFailure if returnLastValid is false and the node does not exist.
/// \param path the path to the specific node
/// \param returnLastValid if true and the path is longer than the tree deep, the function will return
// the last node on a given path, otherwise it will throw.
/// \return the requested octree node
virtual std::shared_ptr<OctreeNode<Data>> getNode(const OctreePath& path, bool returnLastValid = false);
/// Extra node data
Data data;
protected:
/// Recursive function that does the adding of the data to the octree
/// \param position The position to add the data at
/// \param nodeData The data to store in the node
/// \param level The number of levels down the octree to store the data
/// \param currentLevel Used to keep track of the current level during recursive calls
/// \return true if data is added
bool doAddData(const SurgSim::Math::Vector3d& position, const Data& nodeData, const int level,
const int currentLevel);
bool doLoad(const std::string& filePath) override;
/// The bounding box of the current OctreeNode
SurgSim::Math::Aabbd m_boundingBox;
/// True if there is any data inside this node, including data held by children, children's children, etc.
bool m_isActive;
/// True if the node has children
bool m_hasChildren;
/// The children of this node
std::array<std::shared_ptr<OctreeNode<Data>>, 8> m_children;
private:
static std::string m_className;
};
}; // namespace DataStructures
}; // namespace SurgSim
#include "SurgSim/DataStructures/OctreeNode-inl.h"
#endif // SURGSIM_DATASTRUCTURES_OCTREENODE_H
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