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// Created by: Michael SAZONOV
// Copyright (c) 2002-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef NCollection_UBTree_HeaderFile
#define NCollection_UBTree_HeaderFile
#include <NCollection_BaseAllocator.hxx>
#include <NCollection_DefineAlloc.hxx>
/**
* The algorithm of unbalanced binary tree of overlapped bounding boxes.
*
* Once the tree of boxes of geometric objects is constructed, the algorithm
* is capable of fast geometric selection of objects. The tree can be easily
* updated by adding to it a new object with bounding box.
*
* The time of adding to the tree of one object is O(log(N)), where N is the
* total number of objects, so the time of building a tree of N objects is
* O(N(log(N)). The search time of one object is O(log(N)).
*
* Defining various classes inheriting NCollection_UBTree::Selector we can
* perform various kinds of selection over the same b-tree object
*
* The object may be of any type allowing copying. Among the best suitable
* solutions there can be a pointer to an object, handled object or integer
* index of object inside some collection. The bounding object may have any
* dimension and geometry. The minimal interface of TheBndType (besides
* public empty and copy constructor and operator =) used in UBTree algorithm
* is as the following:
* @code
* class MyBndType
* {
* public:
* inline void Add (const MyBndType& other);
* // Updates me with other bounding
*
* inline Standard_Boolean IsOut (const MyBndType& other) const;
* // Classifies other bounding relatively me
*
* inline Standard_Real SquareExtent() const;
* // Computes the squared maximal linear extent of me.
* // (For box it is the squared diagonal of box)
* };
* @endcode
* To select objects you need to define a class derived from UBTree::Selector
* that should redefine the necessary virtual methods to maintain the
* selection condition. The object of this class is also used to retrieve
* selected objects after search.
*/
template <class TheObjType, class TheBndType> class NCollection_UBTree
{
public:
//! Memory allocation
DEFINE_STANDARD_ALLOC
DEFINE_NCOLLECTION_ALLOC
public:
// ---------- PUBLIC TYPES ----------
/**
* Class defining the minimal interface of selector.
*/
class Selector
{
public:
/**
* Constructor
*/
Selector () : myStop(Standard_False) {}
/**
* Rejection base on the bounding type.
* @return
* True if the bounding box does not conform to some selection conditions
*/
virtual Standard_Boolean Reject (const TheBndType&) const = 0;
/**
* Confirm the object while making necessary tests on it. This method is
* called when the bounding box of the object conforms to the conditions
* (see Reject()). It is also supposed to keep record of accepted objects.
* @return
* True if the object is accepted
*/
virtual Standard_Boolean Accept (const TheObjType&) = 0;
/**
* This condition is checked after each call to Accept().
* @return
* True signals that the selection process is stopped
*/
Standard_Boolean Stop () const { return myStop; }
/**
* Destructor
*/
virtual ~Selector () {}
protected:
/**
* The method Accept() should set this flag if the selection process
* is to be stopped
*/
Standard_Boolean myStop;
};
/**
* Class describing the node of the tree.
* Initially the tree consists of one leaf. A node can grow to a branch
* holding two childs:
* - one correspondent to initial node
* - the new one with a new object and bounding box
*/
class TreeNode
{
public:
DEFINE_STANDARD_ALLOC
DEFINE_NCOLLECTION_ALLOC
public:
TreeNode (const TheObjType& theObj, const TheBndType& theBnd)
: myBnd(theBnd), myObject(theObj), myChildren(0), myParent(0) {}
Standard_Boolean IsLeaf () const { return !myChildren; }
Standard_Boolean IsRoot () const { return !myParent; }
const TheBndType& Bnd () const { return myBnd; }
TheBndType& ChangeBnd () { return myBnd; }
const TheObjType& Object () const { return myObject; }
const TreeNode& Child (const Standard_Integer i) const
{ return myChildren[i]; }
TreeNode& ChangeChild (const Standard_Integer i)
{ return myChildren[i]; }
const TreeNode& Parent () const { return *myParent; }
TreeNode& ChangeParent () { return *myParent; }
/**
* Forces *this node being gemmated such a way that it becomes
* a branch holding the previous content of *this node at the
* first child and theObj at the second child.
* @param TheNewBnd
* new bounding box comprizing both child nodes.
* @param theObj
* added object.
* @param theBnd
* bounding box of theObj.
* @theAlloc
* allocator providing memory to the new child nodes, provided by the
* calling Tree instance.
*/
void Gemmate (const TheBndType& theNewBnd,
const TheObjType& theObj,
const TheBndType& theBnd,
const Handle(NCollection_BaseAllocator)& theAlloc)
{
//TreeNode *children = new TreeNode [2];
TreeNode *children = (TreeNode *) theAlloc->Allocate (2*sizeof(TreeNode));
new (&children[0]) TreeNode;
new (&children[1]) TreeNode;
children[0] = *this;
children[1].myObject = theObj;
children[1].myBnd = theBnd;
children[0].myParent = children[1].myParent = this;
if (!IsLeaf()) {
myChildren[0].myParent = children;
myChildren[1].myParent = children;
}
myChildren = children;
myBnd = theNewBnd;
myObject = TheObjType(); // nullify myObject
}
/**
* Kills the i-th child, and *this accepts the content of another child
*/
void Kill (const Standard_Integer i,
const Handle(NCollection_BaseAllocator)& theAlloc)
{
if (!IsLeaf()) {
TreeNode *oldChildren = myChildren;
const Standard_Integer iopp = 1 - i;
myBnd = oldChildren[iopp].myBnd;
myObject = oldChildren[iopp].myObject;
myChildren = oldChildren[iopp].myChildren;
if (!IsLeaf()) {
myChildren[0].myParent = this;
myChildren[1].myParent = this;
}
// oldChildren[0].myChildren = oldChildren[1].myChildren = 0L;
// delete [] oldChildren;
oldChildren[iopp].~TreeNode();
delNode(&oldChildren[i], theAlloc); // remove the whole branch
theAlloc->Free(oldChildren);
}
}
// ~TreeNode () { if (myChildren) delete [] myChildren; }
~TreeNode () { myChildren = 0L; }
/**
* Deleter of tree node. The whole hierarchy of its children also deleted.
* This method should be used instead of operator delete.
*/
static void delNode (TreeNode * theNode,
Handle(NCollection_BaseAllocator)& theAlloc)
{
if (theNode) {
if (theNode -> myChildren) {
delNode (&theNode -> myChildren[0], theAlloc);
delNode (&theNode -> myChildren[1], theAlloc);
theAlloc->Free(theNode -> myChildren);
}
theNode->~TreeNode();
}
}
private:
TreeNode () : myChildren(0L), myParent(0L) {}
TheBndType myBnd; ///< bounding geometry
TheObjType myObject; ///< the object
TreeNode *myChildren; ///< 2 children forming a b-tree
TreeNode *myParent; ///< the pointer to a parent node
};
// ---------- PUBLIC METHODS ----------
/**
* Constructor.
*/
NCollection_UBTree
(const Handle(NCollection_BaseAllocator)& theAllocator=0L)
: myRoot(0L), myLastNode(0L)
{
if (theAllocator.IsNull())
myAlloc = NCollection_BaseAllocator::CommonBaseAllocator();
else
myAlloc = theAllocator;
}
/**
* Update the tree with a new object and its bounding box.
* @param theObj
* added object
* @param theBnd
* bounding box of the object.
* @return
* always True
*/
Standard_EXPORT virtual Standard_Boolean Add (const TheObjType& theObj,
const TheBndType& theBnd);
/**
* Searches in the tree all objects conforming to the given selector.
* return
* Number of objects accepted
*/
virtual Standard_Integer Select (Selector& theSelector) const
{ return (IsEmpty() ? 0 : Select (Root(), theSelector)); }
/**
* Clears the contents of the tree.
* @param aNewAlloc
* Optional: a new allocator that will be used when the tree is rebuilt
* anew. This makes sense if the memory allocator needs re-initialisation
* (like NCollection_IncAllocator). By default the previous allocator is
* kept.
*/
virtual void Clear (const Handle(NCollection_BaseAllocator)& aNewAlloc = 0L)
// { if (myRoot) delete myRoot; myRoot = 0L; }
{
if (myRoot) {
TreeNode::delNode (myRoot, this->myAlloc);
this->myAlloc->Free (myRoot);
myRoot = 0L;
}
if (aNewAlloc.IsNull() == Standard_False)
myAlloc = aNewAlloc;
}
Standard_Boolean IsEmpty () const { return !myRoot; }
/**
* @return
* the root node of the tree
*/
const TreeNode& Root () const { return *myRoot; }
/**
* Desctructor.
*/
virtual ~NCollection_UBTree () { Clear(); }
/**
* Recommended to be used only in sub-classes.
* @return
* Allocator object used in this instance of UBTree.
*/
const Handle(NCollection_BaseAllocator)& Allocator () const
{ return myAlloc; }
protected:
// ---------- PROTECTED METHODS ----------
/**
* @return
* the last added node
*/
TreeNode& ChangeLastNode () { return *myLastNode; }
/**
* Searches in the branch all objects conforming to the given selector.
* @return
* the number of objects accepted
*/
Standard_EXPORT Standard_Integer Select (const TreeNode& theBranch,
Selector& theSelector) const;
private:
// ---------- PRIVATE METHODS ----------
/// Copy constructor (prohibited).
NCollection_UBTree (const NCollection_UBTree&);
/// Assignment operator (prohibited).
NCollection_UBTree& operator = (const NCollection_UBTree&);
// ---------- PRIVATE FIELDS ----------
TreeNode *myRoot; ///< root of the tree
TreeNode *myLastNode;///< the last added node
Handle(NCollection_BaseAllocator) myAlloc; ///< Allocator for TreeNode
};
// ================== METHODS TEMPLATES =====================
//=======================================================================
//function : Add
//purpose : Updates the tree with a new object and its bounding box
//=======================================================================
template <class TheObjType, class TheBndType>
Standard_Boolean NCollection_UBTree<TheObjType,TheBndType>::Add
(const TheObjType& theObj,
const TheBndType& theBnd)
{
if (IsEmpty()) {
// Accepting first object
myRoot = new (this->myAlloc) TreeNode (theObj, theBnd);
myLastNode = myRoot;
return Standard_True;
}
TreeNode *pBranch = myRoot;
Standard_Boolean isOutOfBranch = pBranch->Bnd().IsOut (theBnd);
for(;;) {
// condition of stopping the search
if (isOutOfBranch || pBranch->IsLeaf()) {
TheBndType aNewBnd = theBnd;
aNewBnd.Add (pBranch->Bnd());
// put the new leaf aside on the level of pBranch
pBranch->Gemmate (aNewBnd, theObj, theBnd, this->myAlloc);
myLastNode = &pBranch->ChangeChild(1);
break;
}
// Update the bounding box of the branch
pBranch->ChangeBnd().Add (theBnd);
// Select the best child branch to accept the object:
// 1. First check if one branch is out and another one is not.
// 2. Else select the child having the least union with theBnd
Standard_Integer iBest = 0;
Standard_Boolean isOut[] = { pBranch->Child(0).Bnd().IsOut (theBnd),
pBranch->Child(1).Bnd().IsOut (theBnd) };
if (isOut[0] != isOut[1])
iBest = (isOut[0] ? 1 : 0);
else {
TheBndType aUnion[] = { theBnd, theBnd };
aUnion[0].Add (pBranch->Child(0).Bnd());
aUnion[1].Add (pBranch->Child(1).Bnd());
const Standard_Real d1 = aUnion[0].SquareExtent();
const Standard_Real d2 = aUnion[1].SquareExtent();
if (d1 > d2)
iBest = 1;
}
// Continue with the selected branch
isOutOfBranch = isOut[iBest];
pBranch = &pBranch->ChangeChild(iBest);
}
return Standard_True;
}
//=======================================================================
//function : Select
//purpose : Recursively searches in the branch all objects conforming
// to the given selector.
// Returns the number of objects found.
//=======================================================================
template <class TheObjType, class TheBndType>
Standard_Integer NCollection_UBTree<TheObjType,TheBndType>::Select
(const TreeNode& theBranch,
Selector& theSelector) const
{
// Try to reject the branch by bounding box
if (theSelector.Reject (theBranch.Bnd()))
return 0;
Standard_Integer nSel = 0;
if (theBranch.IsLeaf()) {
// It is a leaf => try to accept the object
if (theSelector.Accept (theBranch.Object()))
nSel++;
}
else {
// It is a branch => select from its children
nSel += Select (theBranch.Child(0), theSelector);
if (!theSelector.Stop())
nSel += Select (theBranch.Child(1), theSelector);
}
return nSel;
}
// ======================================================================
/**
* Declaration of handled version of NCollection_UBTree.
* In the macros below the arguments are:
* _HUBTREE - the desired name of handled class
* _OBJTYPE - the name of the object type
* _BNDTYPE - the name of the bounding box type
* _HPARENT - the name of parent class (usually MMgt_TShared)
*/
#define DEFINE_HUBTREE(_HUBTREE, _OBJTYPE, _BNDTYPE, _HPARENT) \
class _HUBTREE : public _HPARENT \
{ \
public: \
typedef NCollection_UBTree <_OBJTYPE, _BNDTYPE> UBTree; \
\
_HUBTREE () : myTree(new UBTree) {} \
/* Empty constructor */ \
_HUBTREE (const Handle(NCollection_BaseAllocator)& theAlloc) \
: myTree(new UBTree(theAlloc)) {} \
/* Constructor */ \
\
/* Access to the methods of UBTree */ \
\
Standard_Boolean Add (const _OBJTYPE& theObj, \
const _BNDTYPE& theBnd) \
{ return ChangeTree().Add (theObj, theBnd); } \
\
Standard_Integer Select (UBTree::Selector& theSelector) const \
{ return Tree().Select (theSelector); } \
\
void Clear () { ChangeTree().Clear (); } \
\
Standard_Boolean IsEmpty () const { return Tree().IsEmpty(); } \
\
const UBTree::TreeNode& Root () const { return Tree().Root(); } \
\
\
/* Access to the tree algorithm */ \
\
const UBTree& Tree () const { return *myTree; } \
UBTree& ChangeTree () { return *myTree; } \
\
~_HUBTREE () { delete myTree; } \
/* Destructor */ \
\
DEFINE_STANDARD_RTTI (_HUBTREE) \
/* Type management */ \
\
private: \
/* Copying and assignment are prohibited */ \
_HUBTREE (UBTree*); \
_HUBTREE (const _HUBTREE&); \
void operator = (const _HUBTREE&); \
\
private: \
UBTree *myTree; /* pointer to the tree algorithm */ \
}; \
DEFINE_STANDARD_HANDLE (_HUBTREE, _HPARENT)
#define IMPLEMENT_HUBTREE(_HUBTREE, _HPARENT) \
IMPLEMENT_STANDARD_HANDLE (_HUBTREE, _HPARENT) \
IMPLEMENT_STANDARD_RTTIEXT(_HUBTREE, _HPARENT)
#endif
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