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ThirdParty-6/ParaView-5.0.1/VTK/Rendering/Label/vtkLabelHierarchy.cxx

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C++

/*=========================================================================
Program: Visualization Toolkit
Module: vtkLabelHierarchy.cxx
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/*-------------------------------------------------------------------------
Copyright 2008 Sandia Corporation.
Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation,
the U.S. Government retains certain rights in this software.
-------------------------------------------------------------------------*/
#include "vtkLabelHierarchy.h"
#include "vtkCamera.h"
#include "vtkCellType.h"
#include "vtkCoordinate.h"
#include "vtkDataArray.h"
#include "vtkExtractSelectedFrustum.h"
#include "vtkIdTypeArray.h"
#include "vtkIdList.h"
#include "vtkIntArray.h"
#include "vtkLabelHierarchyIterator.h"
#include "vtkLabelHierarchyPrivate.h"
#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include "vtkCoincidentPoints.h"
#include "vtkPlanes.h"
#include "vtkPoints.h"
#include "vtkPointData.h"
#include "vtkPolyData.h"
#include "vtkPythagoreanQuadruples.h"
#include "vtkRenderer.h"
#include "vtkSmartPointer.h"
#include "vtkTextProperty.h"
#include <octree/octree>
#include <deque>
#include <set>
#include <vector>
#include <map>
#include <cstdlib>
// WORKAROUND:
//
// This is the "comment near declaration of Current"
//
// Workaround for the lack of proper assignment of multiset-derived objects
// in the Borland 5.5 compiler's STL Implementation. This must be set prior
// to any possible calls to the PriorityComparator's default constructor so
// that it can have access to a vtkLabelHierarchy object in order to do proper
// comparisons. (Even though assignments are done after the default construction,
// with the Borland 5.5 multiset, the comparators for the multiset do not get
// set properly during those assignments.) So... we use this ha-ha-ha ckish
// workaround to get it to work.
//
// In practical terms, this means if a method in this file calls add_children,
// it should set vtkLabelHierarchy::Implementation::Current to a non-NULL
// vtkLabelHierarchy prior to calling add_children.
//
// Be warned: there is some global/static state here that may bite somebody
// in the future. But, for now, while we are still supporting Borland 5.5
// in the VTK code base, this is one way to do it. Feel free to change it
// if you have a better solution. But make sure it works on Borland 5.5...
//
vtkLabelHierarchy* vtkLabelHierarchy::Implementation::Current;
//----------------------------------------------------------------------------
// vtkLabelHierarchyFrustumIterator - an iterator with no-initial processing
//
// An iterator that has no initial processing, but looks for possible
// ocrtree nodes based on permutations of pythagorean triples.
class vtkLabelHierarchyFrustumIterator : public vtkLabelHierarchyIterator
{
public:
vtkTypeMacro(vtkLabelHierarchyFrustumIterator,vtkLabelHierarchyIterator);
static vtkLabelHierarchyFrustumIterator* New();
void Prepare( vtkLabelHierarchy* hier, vtkCamera* cam, double frustumPlanes[24] );
virtual void Begin( vtkIdTypeArray* lastPlaced );
virtual void BeginOctreeTraversal();
virtual void Next();
virtual bool IsAtEnd();
virtual vtkIdType GetLabelId();
virtual void GetNodeGeometry( double center[3], double& sz );
protected:
vtkLabelHierarchyFrustumIterator();
virtual ~vtkLabelHierarchyFrustumIterator();
bool IsCursorInFrustum();
virtual void SetCamera( vtkCamera* camera );
vtkCoordinate* Projector;
double* Frustum;
vtkCamera* Camera;
int Level;
int NodeCount;
int HitCount;
int QuadrupleId;
int SignFlip;
int Permutation;
int Work;
int IjkG[3];
int Ijk0[3];
int IjkS[3];
int IjkP[3];
int Ijk[3];
vtkLabelHierarchy::Implementation::LabelSet::iterator LabelIterator;
vtkLabelHierarchy::Implementation::HierarchyCursor3 Cursor;
std::vector<int> Path;
int AtEnd;
vtkSmartPointer<vtkIdTypeArray> PreviousLabels;
vtkIdType PreviousLabelIter;
};
vtkStandardNewMacro(vtkLabelHierarchyFrustumIterator);
vtkCxxSetObjectMacro(vtkLabelHierarchyFrustumIterator, Camera, vtkCamera);
vtkLabelHierarchyFrustumIterator::vtkLabelHierarchyFrustumIterator()
{
this->Projector = vtkCoordinate::New();
this->Projector->SetCoordinateSystemToWorld();
this->Camera = 0;
this->Level = 0;
this->QuadrupleId = 0;
this->Permutation = 0;
this->Work = 0;
}
vtkLabelHierarchyFrustumIterator::~vtkLabelHierarchyFrustumIterator()
{
this->Projector->Delete();
if ( this->Camera )
this->Camera->Delete();
}
void vtkLabelHierarchyFrustumIterator::Prepare(
vtkLabelHierarchy* hier, vtkCamera* cam, double frustumPlanes[24] )
{
this->SetHierarchy( hier );
this->SetCamera( cam );
this->Frustum = frustumPlanes;
this->Level = -1;
this->SignFlip = 8;
this->Permutation = 6;
this->QuadrupleId = vtkMaxPythagoreanQuadrupleId;
this->Work = 0;
}
void vtkLabelHierarchyFrustumIterator::Begin( vtkIdTypeArray* lastPlaced )
{
// First, we'll iterate over labels we placed last frame.
this->PreviousLabels = lastPlaced;
this->PreviousLabelIter = 0;
this->AtEnd = -1;
if ( ! this->PreviousLabels->GetNumberOfTuples() )
{
// No previously placed labels? Look in octree:
this->BeginOctreeTraversal();
}
}
void vtkLabelHierarchyFrustumIterator::BeginOctreeTraversal()
{
// Inject new labels from the hierarchy, starting with
// the highest priority labels nearest the camera
this->AtEnd = 0;
this->Cursor = vtkLabelHierarchy::Implementation::HierarchyCursor3(
this->Hierarchy->Impl->Hierarchy3 );
this->LabelIterator = this->Cursor->value().end(); // Force the label iterator test in Next() to fail.
this->Level = -1; // when we increment the level we'll be at the beginning
this->SignFlip = 8; // force the sign flip to get bypassed
this->Permutation = 6; // force the permutation to get bypassed
this->QuadrupleId = vtkMaxPythagoreanQuadrupleId; // when we increment the index into the quadruples, we'll be at the beginning
this->Work = 0;
this->NodeCount = 0;
this->HitCount = 0;
this->Next();
}
void vtkLabelHierarchyFrustumIterator::Next()
{
if ( this->AtEnd < 0 )
{
vtkDebugMacro( "In strange next. Have previous labels" );
++ this->PreviousLabelIter;
if ( this->PreviousLabelIter < this->PreviousLabels->GetNumberOfTuples() )
{
return;
}
this->BeginOctreeTraversal(); // sets this->AtEnd = 0;
}
else if ( this->AtEnd == 0 )
{
// Invalid LabelIterator occurs only when called from BeginOctreeTraversal():
if ( this->LabelIterator != this->Cursor->value().end() )
{
++ this->LabelIterator;
if ( this->LabelIterator != this->Cursor->value().end() )
{ // Still have anchors left at this node...
return;
}
}
vtkDebugMacro( "In next. Level: " << this->Level << " SgnFlp: " << this->SignFlip << " Perm: " << this->Permutation << " QuadId: " << this->QuadrupleId );
// Either starting traversal or out of anchors at current node.
// Find next valid node at this level or skip to next.
bool gotNode = false;
int lvlMax = 1 << this->Level;
double sz = this->Hierarchy->Impl->Hierarchy3->root()->value().GetSize() / 2.;
double eye[3];
//double vaMax = atan( vtkMath::Pi()/2. - 0.2 * vtkMath::RadiansFromDegrees(t his->Camera->GetViewAngle() ) );
double vaMin = atan( vtkMath::Pi()/2. - 2.0 * vtkMath::RadiansFromDegrees( this->Camera->GetViewAngle() ) );
this->Camera->GetPosition( eye );
while ( ! gotNode )
{
++ this->Work;
// 1. Is there a sign flip of the current quadruple we can do?
if ( this->SignFlip < 8 )
{
bool flippable;
do
{
flippable = true;
++ this->SignFlip;
int flipCoord;
for ( int i = 0; i < 3; ++ i )
{
flipCoord = this->SignFlip & (1 << i);
if ( ( this->IjkP[i] == 0 ) && flipCoord )
{
flippable = false;
break; // this->SignFlip won't work... try the next one.
}
else
{
this->IjkS[i] = flipCoord ? - this->IjkP[i] : this->IjkP[i];
}
}
}
while ( ! flippable && this->SignFlip < 8 );
gotNode = ( flippable && this->SignFlip < 8 ); // skip down and see if the node exists
}
// 2. Is there a permutation of the current quadruple we can do?
if ( ! gotNode && this->Permutation < 6 )
{
bool goodPerm = false;
while ( ! goodPerm && ( ++ this->Permutation < 6 ) )
{
switch ( this->Permutation )
{
case 0: // ijk
this->IjkP[0] = this->Ijk[0]; this->IjkP[1] = this->Ijk[1]; this->IjkP[2] = this->Ijk[2];
goodPerm = true; // no perm is always a good perm. (This means you Mr. Brady!)
break;
case 1: // ikj (swap j,k) but not if j == k
if ( this->Ijk[1] == this->Ijk[2] )
{
goodPerm = false;
}
else
{
this->IjkP[0] = this->Ijk[0]; this->IjkP[1] = this->Ijk[2]; this->IjkP[2] = this->Ijk[1];
goodPerm = true;
}
break;
case 2: // jki (rotate ijk to the left once but not if right neighbors are repeats)
if ( this->Ijk[0] == this->Ijk[1] && this->Ijk[1] == this->Ijk[2] )
{
goodPerm = false;
}
else
{
this->IjkP[0] = this->Ijk[1]; this->IjkP[1] = this->Ijk[2]; this->IjkP[2] = this->Ijk[0];
goodPerm = true;
}
break;
case 3: // jik (swap i,j) but not if i == j
if ( this->Ijk[0] == this->Ijk[1] )
{
goodPerm = false;
}
else
{
this->IjkP[0] = this->Ijk[1]; this->IjkP[1] = this->Ijk[0]; this->IjkP[2] = this->Ijk[2];
goodPerm = true;
}
break;
case 4: // kij (rotate ijk to the right once but not if left neighbors are repeats)
if ( this->Ijk[0] == this->Ijk[1] && this->Ijk[1] == this->Ijk[2] )
{
goodPerm = false;
}
else
{
this->IjkP[0] = this->Ijk[2]; this->IjkP[1] = this->Ijk[0]; this->IjkP[2] = this->Ijk[1];
goodPerm = true;
}
break;
case 5: // kji (swap i,k) but not if i == k
if ( this->Ijk[0] == this->Ijk[2] )
{
goodPerm = false;
}
else
{
this->IjkP[0] = this->Ijk[2]; this->IjkP[1] = this->Ijk[1]; this->IjkP[2] = this->Ijk[0];
goodPerm = true;
}
break;
}
}
if ( goodPerm )
{
this->SignFlip = -1;
continue; // jump above and set this->IjkS
}
}
// 3. Are there more pseudo-Pythagorean quadruples to try?
if ( ! gotNode && ( this->QuadrupleId < 0 || vtkPythagoreanQuadruples[this->QuadrupleId * 4] >= 0 ) )
{
int R2 = vtkPythagoreanQuadruples[(++ this->QuadrupleId) * 4];
double R = VTK_DOUBLE_MAX;
if ( R2 >= 0 )
{
// Check that r/R is in [tan(theta_h/5),tan(min(2*theta_h,pi/2))[
// First: Will these nodes be too close to the camera?
bool tooClose = true; // a large octree node too close to the camera should be ignored.
while ( tooClose )
{
R = sqrt(static_cast<double>(R2));
if ( R >= sz / lvlMax * vaMin * 0 )
{
tooClose = false;
}
else
{
R2 = vtkPythagoreanQuadruples[(++ this->QuadrupleId) * 4];
if ( R2 < 0 )
{
vtkDebugMacro( "Panic: too far from camera for cached tuples!" );
tooClose = false; // exit the loop...
}
}
}
// Second: See if we're too far from the camera
//if ( R2 >= 0 && ( R < sz / lvlMax * vaMax * 2 ) ) // uncomment this for speed and coherence at the cost of completeness
if ( R2 >= 0 ) // uncomment this for completeness at the cost of speed and some popping
{
// If we're in the habitable zone, set this->Ijk and reset SignFlip and Permutation...
for ( int i = 0; i < 3; ++ i )
this->Ijk[i] = vtkPythagoreanQuadruples[this->QuadrupleId * 4 + i + 1];
this->SignFlip = 8;
this->Permutation = -1;
continue; // jump above and set this->IjkP
}
else
{
// Force the radius to be -1 and continue on to step 4.
this->QuadrupleId = vtkMaxPythagoreanQuadrupleId;
}
}
}
// 4. Can we descend a level in the hierarchy?
if ( ! gotNode )
{
if ( ++ this->Level < static_cast<int>( this->Hierarchy->Impl->ActualDepth ) )
{
// Figure out the new "center"
lvlMax = 1 << this->Level;
this->Hierarchy->GetDiscreteNodeCoordinatesFromWorldPoint( this->Ijk0, eye, this->Level );
if ( this->Level == 1 )
{
vtkDebugMacro( "i: " << this->Ijk0[0] << " j: " << this->Ijk0[1] << " k: " << this->Ijk0[2] << " l: " << this->Level );
}
this->QuadrupleId = -1;
this->SignFlip = 8;
this->Permutation = 6;
continue; // find the first quadruple in the "habitable zone"
}
}
if ( gotNode )
{
int R2 = 0;
for ( int i = 0; i < 3; ++ i )
{
this->IjkG[i] = this->Ijk0[i] + this->IjkS[i];
R2 += this->IjkS[i] * this->IjkS[i];
if ( this->IjkG[i] < 0 || this->IjkG[i] >= lvlMax )
{ // out of bounds
gotNode = false;
}
}
if ( this->Debug )
{
if (! this->Level )
{
if ( ! this->IjkG[0] && ! this->IjkG[1] && ! this->IjkG[2] )
{
vtkDebugMacro( "Camera: i: " << this->Ijk0[0] << " j: " << this->Ijk0[1] << " k: " << this->Ijk0[2] );
vtkDebugMacro( "SgnPrm: i: " << this->IjkS[0] << " j: " << this->IjkS[1] << " k: " << this->IjkS[2] );
}
}
}
if ( gotNode )
{
this->NodeCount++;
// OK, we have nodal coordinates... see if the node exists in the hierarchy
// First, translate nodal coordinates into a "path" down the tree
if ( this->Level )
{
this->Path.resize( this->Level );
this->Hierarchy->GetPathForNodalCoordinates( &this->Path[0], this->IjkG, this->Level );
}
else
{
this->Path.clear();
}
// Now see if we can visit it
if ( this->Cursor.visit( this->Path ) )
{
if (this->Debug)
{
vtkDebugMacro( "l: " << this->Level << " i: " << this->IjkG[0] << " j: " << this->IjkG[1] << " k: " << this->IjkG[2] << " (");
for ( std::vector<int>::iterator cit = this->Cursor._M_indices.begin(); cit != this->Cursor._M_indices.end(); ++ cit )
{
vtkDebugMacro( " " << *cit );
}
vtkDebugMacro( ", " << this->Cursor->value().GetLocalAnchorCount() << ")" );
}
this->BoxNode();
if ( this->Cursor->value().GetLocalAnchorCount() )
{
this->HitCount++;
this->LabelIterator = this->Cursor->value().begin();
vtkDebugMacro( " *Level: " << this->Level << " SgnFlp: " << this->SignFlip << " Perm: " << this->Permutation << " QuadId: " << this->QuadrupleId );
return;
}
}
}
gotNode = false; // no node at this place in hierarchy... move to next.
}
else
{
// At end of iteration
vtkDebugMacro( "I did all I could!" );
vtkDebugMacro( "Nodes attempted: " << this->NodeCount );
vtkDebugMacro( "Hits: " << this->HitCount );
this->AtEnd = 1;
return;
}
}
}
}
bool vtkLabelHierarchyFrustumIterator::IsAtEnd()
{
return this->AtEnd > 0;
}
vtkIdType vtkLabelHierarchyFrustumIterator::GetLabelId()
{
if ( this->AtEnd < 0 )
{
return this->PreviousLabels->GetValue( this->PreviousLabelIter );
}
return *this->LabelIterator;
}
void vtkLabelHierarchyFrustumIterator::GetNodeGeometry( double center[3], double& sz )
{
const double* x = this->Cursor->value().GetCenter();
for ( int i = 0; i < 3; ++ i )
{
center[i] = x[i];
}
sz = this->Cursor->value().GetSize();
}
bool vtkLabelHierarchyFrustumIterator::IsCursorInFrustum()
{
return true;
}
//----------------------------------------------------------------------------
// vtkLabelHierarchyFullSortIterator - a simple up-front-sorting iterator
//
// An iterator that first sorts the octree nodes based on level and
// distance to the camera.
class vtkLabelHierarchyFullSortIterator : public vtkLabelHierarchyIterator
{
public:
vtkTypeMacro(vtkLabelHierarchyFullSortIterator,vtkLabelHierarchyIterator);
static vtkLabelHierarchyFullSortIterator* New();
void Prepare( vtkLabelHierarchy* hier, vtkCamera* cam,
double frustumPlanes[24], bool positionsAsNormals );
virtual void Begin( vtkIdTypeArray* lastPlaced );
virtual void Next();
virtual bool IsAtEnd();
virtual vtkIdType GetLabelId();
virtual void GetNodeGeometry( double center[3], double& sz );
// Give internal class access to this protected type.
typedef vtkLabelHierarchy::Implementation::HierarchyType3::octree_node_pointer NodePointer;
struct vtkHierarchyNode
{
int Level;
double DistanceToCamera;
NodePointer Node;
bool TotallyInside;
};
class vtkHierarchyNodeSorter
{
public:
bool operator()(const vtkHierarchyNode & a,
const vtkHierarchyNode & b)
{
if (a.Level != b.Level)
{
return a.Level < b.Level;
}
return a.DistanceToCamera < b.DistanceToCamera;
}
};
protected:
vtkLabelHierarchyFullSortIterator();
virtual ~vtkLabelHierarchyFullSortIterator();
std::set<vtkHierarchyNode, vtkHierarchyNodeSorter> NodeSet;
std::set<vtkHierarchyNode, vtkHierarchyNodeSorter>::iterator NodeIterator;
virtual void SetCamera(vtkCamera* camera);
vtkCamera* Camera;
vtkExtractSelectedFrustum* FrustumExtractor;
bool PositionsAsNormals;
vtkLabelHierarchy::Implementation::LabelSet::iterator LabelIterator;
bool AtStart;
bool AtEnd;
int NodesTraversed;
};
vtkStandardNewMacro(vtkLabelHierarchyFullSortIterator);
vtkCxxSetObjectMacro(vtkLabelHierarchyFullSortIterator, Camera, vtkCamera);
void vtkLabelHierarchyFullSortIterator::Prepare( vtkLabelHierarchy* hier, vtkCamera* cam,
double frustumPlanes[24], bool positionsAsNormals )
{
this->SetHierarchy( hier );
this->SetCamera( cam );
vtkSmartPointer<vtkPlanes> frustum = vtkSmartPointer<vtkPlanes>::New();
frustum->SetFrustumPlanes( frustumPlanes );
this->FrustumExtractor->SetFrustum( frustum );
this->PositionsAsNormals = positionsAsNormals;
}
void vtkLabelHierarchyFullSortIterator::Begin( vtkIdTypeArray* vtkNotUsed(lastPlaced) )
{
double cameraPos[3];
this->Camera->GetPosition(cameraPos);
int maxLevel = 1;
std::deque<vtkHierarchyNode> s;
vtkHierarchyNode root;
root.Level = 0;
root.Node = this->Hierarchy->Impl->Hierarchy3->root();
root.DistanceToCamera = vtkMath::Distance2BetweenPoints(cameraPos, root.Node->value().GetCenter());
root.TotallyInside = false;
s.push_back(root);
int numNodes = 0;
int numLeaf = 0;
int totalLeafDepth = 0;
size_t numLabels = 0;
int maxLabels = 10000;
while (!s.empty())
{
vtkHierarchyNode node = s.front();
s.pop_front();
this->NodeSet.insert(node);
numLabels += node.Node->value().GetLocalAnchorCount();
if ( numLabels > static_cast<size_t>(maxLabels) )
{
break;
}
int level = node.Level;
++numNodes;
if ( node.Node->num_children() > 0 )
{
++level;
if ( level > maxLevel )
{
maxLevel = level;
}
for ( int c = 0; c < 8; ++c )
{
vtkHierarchyNode child;
child.Node = &( *node.Node )[c];
child.Level = level;
child.DistanceToCamera = vtkMath::Distance2BetweenPoints(cameraPos, child.Node->value().GetCenter());
if ( !node.TotallyInside )
{
// First check if the box is on the other side of the world.
// This is for the 3D world view only.
if ( this->PositionsAsNormals && vtkMath::Dot( cameraPos, child.Node->value().GetCenter() ) < 0.0 )
{
continue;
}
// Determine if box is offscreen. If so, skip node and children.
double nodeSize = node.Node->value().GetSize() / 2.0;
double bbox[6] = {
child.Node->value().GetCenter()[0] - nodeSize,
child.Node->value().GetCenter()[0] + nodeSize,
child.Node->value().GetCenter()[1] - nodeSize,
child.Node->value().GetCenter()[1] + nodeSize,
child.Node->value().GetCenter()[2] - nodeSize,
child.Node->value().GetCenter()[2] + nodeSize};
int ret = this->FrustumExtractor->OverallBoundsTest(bbox);
child.TotallyInside = false;
if ( ret == 0 )
{
// Totally outside, no need to visit this node.
continue;
}
else if ( ret == 2 )
{
// Totally inside, no need to check children.
child.TotallyInside = true;
}
}
else
{
child.TotallyInside = true;
}
s.push_back(child);
}
}
else
{
++numLeaf;
totalLeafDepth += level;
}
}
vtkDebugMacro( "max level is " << maxLevel );
vtkDebugMacro( "num nodes " << numNodes );
vtkDebugMacro( "avg leaf depth " << static_cast<double>(totalLeafDepth) / numLeaf );
this->NodesTraversed = 0;
this->NodeIterator = this->NodeSet.begin();
this->AtStart = true;
this->AtEnd = false;
this->Next();
}
void vtkLabelHierarchyFullSortIterator::Next()
{
if ( !this->AtStart && this->LabelIterator != this->NodeIterator->Node->value().end() )
{
++ this->LabelIterator;
if ( this->LabelIterator != this->NodeIterator->Node->value().end() )
{
vtkDebugMacro( "Still have anchors at the node" );
return;
}
}
// Move to next octree node
if ( !this->AtStart )
{
++ this->NodeIterator;
}
else
{
this->AtStart = false;
}
while ( this->NodeIterator != this->NodeSet.end() )
{
this->BoxNode();
if ( this->NodeIterator->Node->value().GetLocalAnchorCount() > 0 )
{
this->LabelIterator = this->NodeIterator->Node->value().begin();
++ this->NodesTraversed;
vtkDebugMacro( "At the beginning of a new node" );
return;
}
++ this->NodeIterator;
}
// Done
vtkDebugMacro( << this->NodesTraversed << " nodes traversed." );
this->AtEnd = true;
}
bool vtkLabelHierarchyFullSortIterator::IsAtEnd()
{
return this->AtEnd;
}
vtkIdType vtkLabelHierarchyFullSortIterator::GetLabelId()
{
if (!(this->IsAtEnd()))
{
return *this->LabelIterator;
}
else
return 0;
}
void vtkLabelHierarchyFullSortIterator::GetNodeGeometry( double center[3], double& sz )
{
const double* x = this->NodeIterator->Node->value().GetCenter();
for ( int i = 0; i < 3; ++ i )
{
center[i] = x[i];
}
sz = this->NodeIterator->Node->value().GetSize() / 2.;
}
vtkLabelHierarchyFullSortIterator::vtkLabelHierarchyFullSortIterator()
{
this->Camera = 0;
this->FrustumExtractor = vtkExtractSelectedFrustum::New();
}
vtkLabelHierarchyFullSortIterator::~vtkLabelHierarchyFullSortIterator()
{
if ( this->Camera )
{
this->Camera->Delete();
}
if ( this->FrustumExtractor )
{
this->FrustumExtractor->Delete();
}
}
//----------------------------------------------------------------------------
// vtkLabelHierarchyQuadtreeIterator - a simple breadth-first iterator
//
// This iterator maintains a queue of nodes to be visited. When a node is
// popped off the front, any of its children that are in the view frustum
// are sorted by distance to the camera and then pushed onto the back.
// This forces the iterator to perform a breadth-first traversal of nodes
// that are roughly ordered by their distance to the camera.
// Unlike the FULL_SORT iterator, it does not traverse and sort all the nodes
// up front; instead nodes are added as their parents are removed.
//
// The total number of nodes to be processed is limited by the
// MAXIMUM_NODES_TRAVERSED constant.
// The number of nodes processed is roughly proportional to the amount of work
// required to place labels, so this is a good way to maintain interactive
// framerates.
// In the future, it might be useful to weight the number of nodes
// queued by the number of label anchors stored at the node.
class vtkLabelHierarchyQuadtreeIterator : public vtkLabelHierarchyIterator
{
public:
vtkTypeMacro(vtkLabelHierarchyQuadtreeIterator,vtkLabelHierarchyIterator);
static vtkLabelHierarchyQuadtreeIterator* New();
typedef vtkLabelHierarchy::Implementation::HierarchyType2::octree_node_pointer NodePointer;
void Prepare( vtkLabelHierarchy* hier, vtkCamera* cam, double frustumPlanes[24], vtkRenderer* ren, float bucketSize[2] );
virtual void Begin( vtkIdTypeArray* lastPlaced );
virtual void Next();
virtual bool IsAtEnd();
virtual vtkIdType GetLabelId();
virtual void GetNodeGeometry( double center[3], double& sz );
bool IsNodeInFrustum( NodePointer node );
vtkGetObjectMacro(Camera,vtkCamera);
vtkGetObjectMacro(Renderer,vtkRenderer);
enum Constants
{
MAXIMUM_NODES_QUEUED = 128 // See notes at QueueChildren() before changing.
};
protected:
vtkLabelHierarchyQuadtreeIterator();
virtual ~vtkLabelHierarchyQuadtreeIterator();
virtual void SetCamera( vtkCamera* camera );
virtual void SetRenderer( vtkRenderer* renderer );
void QueueChildren();
vtkCamera* Camera;
vtkRenderer* Renderer;
vtkExtractSelectedFrustum* FrustumExtractor;
vtkLabelHierarchy::Implementation::LabelSet::iterator LabelIterator;
NodePointer Node;
std::deque<NodePointer> Queue; // Queue of nodes to be traversed.
float BucketSize[2]; // size of label placer buckets in pixels
double SizeLimit; // square of smallest allowable distance-normalized octree node size.
bool AtEnd;
int NodesQueued;
};
vtkStandardNewMacro(vtkLabelHierarchyQuadtreeIterator);
vtkCxxSetObjectMacro(vtkLabelHierarchyQuadtreeIterator,Camera,vtkCamera);
vtkCxxSetObjectMacro(vtkLabelHierarchyQuadtreeIterator,Renderer,vtkRenderer);
vtkLabelHierarchyQuadtreeIterator::vtkLabelHierarchyQuadtreeIterator()
{
this->AtEnd = true;
this->Camera = 0;
this->Renderer = 0;
this->FrustumExtractor = vtkExtractSelectedFrustum::New();
this->SizeLimit = 0.;
this->NodesQueued = 0;
}
vtkLabelHierarchyQuadtreeIterator::~vtkLabelHierarchyQuadtreeIterator()
{
this->FrustumExtractor->Delete();
if ( this->Camera )
{
this->Camera->Delete();
}
if ( this->Renderer )
{
this->Renderer->Delete();
}
}
void vtkLabelHierarchyQuadtreeIterator::Prepare(
vtkLabelHierarchy* hier,
vtkCamera* cam,
double frustumPlanes[24],
vtkRenderer* ren,
float bucketSize[2] )
{
this->NodesQueued = 0;
this->SetHierarchy( hier );
this->SetCamera( cam );
vtkSmartPointer<vtkPlanes> frustum = vtkSmartPointer<vtkPlanes>::New();
frustum->SetFrustumPlanes( frustumPlanes );
this->FrustumExtractor->SetFrustum( frustum );
for ( int i = 0; i < 2; ++ i )
{
this->BucketSize[i] = bucketSize[i];
}
this->SetRenderer( ren );
#if 0
if ( cam->GetParallelProjection() )
{ // Compute threshold for quadtree nodes too small to visit using parallel projection
//cout << "SizeLimit ParallelProj ps: " << cam->GetParallelScale() << "\n";
//this->SizeLimit = 0.0001 * cam->GetParallelScale(); // FIXME: Should be set using cam->ParallelScale and pixel size
}
else
{ // Compute threshold for quadtree nodes too small to visit using perspective projection
//double va = vtkMath::RadiansFromDegrees( cam->GetViewAngle() );
//double tva = 2. * tan( va / 2. );
double vsr;
if ( cam->GetUseHorizontalViewAngle() )
{
double vs = ren->GetSize()[0];
vsr = this->BucketSize[0] ? ( vs / this->BucketSize[0] ) : VTK_DOUBLE_MAX;
}
else
{
double vs = ren->GetSize()[1];
vsr = this->BucketSize[1] ? ( vs / this->BucketSize[1] ) : VTK_DOUBLE_MAX;
}
//double fac = vsr ? ( 0.1 * tva / vsr ) : 0.;
//cout << "SizeLimit va: " << va << " tva: " << tva << " vsr: " << vsr << " fac: " << fac << " slim: " << fac * fac << "\n";
//this->SizeLimit = fac * fac;
}
#endif
}
void vtkLabelHierarchyQuadtreeIterator::Begin( vtkIdTypeArray* vtkNotUsed(lastPlaced) )
{
if ( this->Hierarchy->GetImplementation()->Hierarchy2 )
{
this->Node = this->Hierarchy->GetImplementation()->Hierarchy2->root();
if ( this->IsNodeInFrustum( this->Node ) )
{
this->QueueChildren();
this->BoxNode();
++ this->NodesQueued;
this->AtEnd = false;
this->LabelIterator = this->Node->value().begin();
if ( this->LabelIterator == this->Node->value().end() )
{
this->Next();
}
}
else
{
this->AtEnd = true;
}
}
else
{
this->AtEnd = true;
}
}
struct vtkQuadtreeNodeDistCompare
{
double Eye[3];
void SetEye( const double* eye )
{
for ( int i = 0; i < 3; ++ i )
{
this->Eye[i] = eye[i];
}
}
bool operator () (
const vtkLabelHierarchyQuadtreeIterator::NodePointer& a,
const vtkLabelHierarchyQuadtreeIterator::NodePointer& b ) const
{
const double* xa = a->value().GetCenter();
const double* xb = b->value().GetCenter();
double da = 0., db = 0.;
for ( int i = 0; i < 3; ++ i )
{
double va, vb;
va = Eye[i] - xa[i];
vb = Eye[i] - xb[i];
da += va * va;
db += vb * vb;
}
return ( da < db ? true : ( da == db ? ( a < b ? true : false ) : false ) );
}
};
typedef std::set<vtkLabelHierarchyQuadtreeIterator::NodePointer,vtkQuadtreeNodeDistCompare> vtkQuadtreeOrderedChildren;
void vtkLabelHierarchyQuadtreeIterator::Next()
{
//const int maxNumChildren = ( 1 << 2 );
++ this->LabelIterator;
if ( this->LabelIterator == this->Node->value().end() )
{
this->BoxNode();
while ( this->Queue.size() )
{
this->Node = this->Queue.front();
this->Queue.pop_front();
this->QueueChildren();
this->LabelIterator = this->Node->value().begin();
if ( this->LabelIterator != this->Node->value().end() )
{
// We have some labels, stop looking for more nodes
return;
}
}
// We must be done traversing the tree.
this->AtEnd = true;
}
else
{
/* *
cout << "Label: " << *this->LabelIterator << "\n";
* */
}
}
bool vtkLabelHierarchyQuadtreeIterator::IsAtEnd()
{
return this->AtEnd;
}
vtkIdType vtkLabelHierarchyQuadtreeIterator::GetLabelId()
{
if (!(this->IsAtEnd()))
{
return *this->LabelIterator;
}
else
return 0;
}
void vtkLabelHierarchyQuadtreeIterator::GetNodeGeometry( double center[3], double& sz )
{
const double* x = this->Node->value().GetCenter();
for ( int i = 0; i < 2; ++ i )
center[i] = x[i];
center[2] = this->Hierarchy->GetImplementation()->Z2;
sz = this->Node->value().GetSize() / 2.;
}
bool vtkLabelHierarchyQuadtreeIterator::IsNodeInFrustum( NodePointer node )
{
double nodeSize = node->value().GetSize() / 2.;
const double* x = node->value().GetCenter();
double bbox[6] = {
x[0] - nodeSize, x[0] + nodeSize,
x[1] - nodeSize, x[1] + nodeSize,
x[2], x[2]
};
if ( ! this->FrustumExtractor->OverallBoundsTest(bbox) )
{
return false;
}
// Is the node too small? If so, pretend it's not in the frustum.
const double* eye = this->Camera->GetPosition();
double d = 0;
for ( int i = 0; i < 3; ++ i )
{
double dx = ( eye[i] - x[i] );
d += dx * dx;
}
if ( nodeSize * nodeSize < d * this->SizeLimit )
{
return false;
}
return true;
}
/**\brief Queue octree children for traversal after the current level has been traversed.
*
* In order to perform a breadth-first traversal, we must either save state
* or traverse the octree many times. Since traversal can be hard on the
* CPU cache, we will save state. That state is a list of octree nodes that
* are the visible (i.e., in the view frustum) children of nodes in the
* current level. If the entire octree is in the frustum and all the children
* of nodes at level M exist, this means the list of children will be
* (2**D)**(M+1) long.
* For a quadtree, D = 2.
*
* Instead of limiting the Queue size, we limit the total number of nodes queued.
* Since nodes are popped off the front of the queue as they are pushed onto the
* back, this is a stricter limit. It is also more closely related to the actual
* amount of time spent processing labels.
*/
void vtkLabelHierarchyQuadtreeIterator::QueueChildren()
{
int nc = this->Node->num_children();
if ( nc <= 0 || this->NodesQueued >= MAXIMUM_NODES_QUEUED )
{
return;
}
// Sort children of this node by distance to eye ...
int i;
vtkQuadtreeNodeDistCompare dcomp;
dcomp.SetEye( this->Camera->GetPosition() );
vtkQuadtreeOrderedChildren children( dcomp );
for ( i = 0; i < nc; ++ i )
{
NodePointer child = &((*this->Node)[i]);
if ( this->IsNodeInFrustum( child ) )
{ // only add visible children
children.insert( child );
}
}
// ... and add those in the frustum to the back of the queue.
vtkQuadtreeOrderedChildren::iterator cit;
for ( cit = children.begin(); cit != children.end() && this->NodesQueued < MAXIMUM_NODES_QUEUED; ++ cit )
{
this->Queue.push_back( *cit );
++ this->NodesQueued;
}
}
//----------------------------------------------------------------------------
// vtkLabelHierarchyOctreeQueueIterator - a simple breadth-first iterator
//
// This iterator maintains a queue of nodes to be visited. When a node is
// popped off the front, any of its children that are in the view frustum
// are sorted by distance to the camera and then pushed onto the back.
// This forces the iterator to perform a breadth-first traversal of nodes
// that are roughly ordered by their distance to the camera.
// Unlike the FULL_SORT iterator, it does not traverse and sort all the nodes
// up front; instead nodes are added as their parents are removed.
//
// The total number of nodes to be processed is limited by the
// MAXIMUM_NODES_TRAVERSED constant.
// The number of nodes processed is roughly proportional to the amount of work
// required to place labels, so this is a good way to maintain interactive
// framerates.
// In the future, it might be useful to weight the number of nodes
// queued by the number of label anchors stored at the node.
class vtkLabelHierarchyOctreeQueueIterator : public vtkLabelHierarchyIterator
{
public:
vtkTypeMacro(vtkLabelHierarchyOctreeQueueIterator,vtkLabelHierarchyIterator);
static vtkLabelHierarchyOctreeQueueIterator* New();
typedef vtkLabelHierarchy::Implementation::HierarchyType3::octree_node_pointer NodePointer;
void Prepare( vtkLabelHierarchy* hier, vtkCamera* cam, double frustumPlanes[24], vtkRenderer* ren, float bucketSize[2] );
virtual void Begin( vtkIdTypeArray* lastPlaced );
virtual void Next();
virtual bool IsAtEnd();
virtual vtkIdType GetLabelId();
virtual void GetNodeGeometry( double center[3], double& sz );
bool IsNodeInFrustum( NodePointer node );
vtkGetObjectMacro(Camera,vtkCamera);
vtkGetObjectMacro(Renderer,vtkRenderer);
enum Constants
{
MAXIMUM_NODES_QUEUED = 128 // See notes at QueueChildren() before changing.
};
protected:
vtkLabelHierarchyOctreeQueueIterator();
virtual ~vtkLabelHierarchyOctreeQueueIterator();
virtual void SetCamera( vtkCamera* camera );
virtual void SetRenderer( vtkRenderer* renderer );
void QueueChildren();
vtkCamera* Camera;
vtkRenderer* Renderer;
vtkExtractSelectedFrustum* FrustumExtractor;
vtkLabelHierarchy::Implementation::LabelSet::iterator LabelIterator;
NodePointer Node;
std::deque<NodePointer> Queue; // Queue of nodes to be traversed.
float BucketSize[2]; // size of label placer buckets in pixels
double SizeLimit; // square of smallest allowable distance-normalized octree node size.
vtkIdTypeArray* LastPlaced; // Labels placed in the previous frame
vtkIdType LastPlacedIndex; // Index into LastPlaced for the current frame
bool AtEnd;
int NodesQueued;
};
vtkStandardNewMacro(vtkLabelHierarchyOctreeQueueIterator);
vtkCxxSetObjectMacro(vtkLabelHierarchyOctreeQueueIterator,Camera,vtkCamera);
vtkCxxSetObjectMacro(vtkLabelHierarchyOctreeQueueIterator,Renderer,vtkRenderer);
vtkLabelHierarchyOctreeQueueIterator::vtkLabelHierarchyOctreeQueueIterator()
{
this->AtEnd = true;
this->Camera = 0;
this->Renderer = 0;
this->FrustumExtractor = vtkExtractSelectedFrustum::New();
this->SizeLimit = 0.;
this->NodesQueued = 0;
}
vtkLabelHierarchyOctreeQueueIterator::~vtkLabelHierarchyOctreeQueueIterator()
{
this->FrustumExtractor->Delete();
if ( this->Camera )
{
this->Camera->Delete();
}
if ( this->Renderer )
{
this->Renderer->Delete();
}
}
void vtkLabelHierarchyOctreeQueueIterator::Prepare(
vtkLabelHierarchy* hier,
vtkCamera* cam,
double frustumPlanes[24],
vtkRenderer* ren,
float bucketSize[2] )
{
this->NodesQueued = 0;
this->SetHierarchy( hier );
this->SetCamera( cam );
vtkSmartPointer<vtkPlanes> frustum = vtkSmartPointer<vtkPlanes>::New();
frustum->SetFrustumPlanes( frustumPlanes );
this->FrustumExtractor->SetFrustum( frustum );
for ( int i = 0; i < 2; ++ i )
{
this->BucketSize[i] = bucketSize[i];
}
this->SetRenderer( ren );
#if 0
if ( cam->GetParallelProjection() )
{ // Compute threshold for quadtree nodes too small to visit using parallel projection
//cout << "SizeLimit ParallelProj ps: " << cam->GetParallelScale() << "\n";
//this->SizeLimit = 0.0001 * cam->GetParallelScale(); // FIXME: Should be set using cam->ParallelScale and pixel size
}
else
{ // Compute threshold for quadtree nodes too small to visit using perspective projection
//double va = vtkMath::RadiansFromDegrees( cam->GetViewAngle() );
//double tva = 2. * tan( va / 2. );
double vsr;
if ( cam->GetUseHorizontalViewAngle() )
{
double vs = ren->GetSize()[0];
vsr = this->BucketSize[0] ? ( vs / this->BucketSize[0] ) : VTK_DOUBLE_MAX;
}
else
{
double vs = ren->GetSize()[1];
vsr = this->BucketSize[1] ? ( vs / this->BucketSize[1] ) : VTK_DOUBLE_MAX;
}
//double fac = vsr ? ( 0.1 * tva / vsr ) : 0.;
//cout << "SizeLimit va: " << va << " tva: " << tva << " vsr: " << vsr << " fac: " << fac << " slim: " << fac * fac << "\n";
//this->SizeLimit = fac * fac;
}
#endif
}
void vtkLabelHierarchyOctreeQueueIterator::Begin( vtkIdTypeArray* lastPlaced )
{
this->LastPlaced = lastPlaced;
this->LastPlacedIndex = ( lastPlaced && lastPlaced->GetNumberOfTuples() > 0 )? 0 : -1; // don't try to traverse what's not there
// Skip over invalid label indices
if ( this->LastPlacedIndex >= 0 )
{
vtkIdType numLabels = this->Hierarchy->GetPointData()->GetAbstractArray( "Type" )->GetNumberOfTuples();
while ( this->LastPlacedIndex < this->LastPlaced->GetNumberOfTuples() &&
this->LastPlaced->GetValue( this->LastPlacedIndex ) >= numLabels )
{
++ this->LastPlacedIndex;
}
if ( this->LastPlacedIndex >= this->LastPlaced->GetNumberOfTuples() )
{
this->LastPlacedIndex = -1;
}
}
if ( this->Hierarchy->GetImplementation()->Hierarchy3 )
{
this->Node = this->Hierarchy->GetImplementation()->Hierarchy3->root();
if ( this->IsNodeInFrustum( this->Node ) )
{
this->QueueChildren();
this->BoxNode();
++ this->NodesQueued;
this->AtEnd = false;
this->LabelIterator = this->Node->value().begin();
if ( this->LabelIterator == this->Node->value().end() )
{
this->Next();
}
}
else
{
this->AtEnd = true;
}
}
else
{
this->AtEnd = true;
}
}
struct vtkOctreeNodeDistCompare
{
double Eye[3];
void SetEye( const double* eye )
{
for ( int i = 0; i < 3; ++ i )
{
this->Eye[i] = eye[i];
}
}
bool operator () (
const vtkLabelHierarchyOctreeQueueIterator::NodePointer& a,
const vtkLabelHierarchyOctreeQueueIterator::NodePointer& b ) const
{
const double* xa = a->value().GetCenter();
const double* xb = b->value().GetCenter();
double da = 0., db = 0.;
for ( int i = 0; i < 3; ++ i )
{
double va, vb;
va = Eye[i] - xa[i];
vb = Eye[i] - xb[i];
da += va * va;
db += vb * vb;
}
return ( da < db ? true : ( da == db ? ( a < b ? true : false ) : false ) );
}
};
typedef std::set<vtkLabelHierarchyOctreeQueueIterator::NodePointer,vtkOctreeNodeDistCompare> vtkOctreeOrderedChildren;
void vtkLabelHierarchyOctreeQueueIterator::Next()
{
if ( this->LastPlacedIndex >= 0 )
{
++ this->LastPlacedIndex;
// Skip over invalid label indices
vtkIdType numLabels = this->Hierarchy->GetPointData()->GetAbstractArray( "Type" )->GetNumberOfTuples();
while ( this->LastPlacedIndex < this->LastPlaced->GetNumberOfTuples() &&
this->LastPlaced->GetValue( this->LastPlacedIndex ) >= numLabels )
{
++ this->LastPlacedIndex;
}
if ( this->LastPlacedIndex < this->LastPlaced->GetNumberOfTuples() )
{
return; // Done
}
else
{
this->LastPlacedIndex = -1;
if ( this->AtEnd )
{
return;
}
}
}
//const int maxNumChildren = ( 1 << 2 );
if ( this->LabelIterator != this->Node->value().end() )
{
++ this->LabelIterator;
}
if ( this->LabelIterator == this->Node->value().end() )
{
this->BoxNode();
while ( this->Queue.size() )
{
this->Node = this->Queue.front();
this->Queue.pop_front();
this->QueueChildren();
this->LabelIterator = this->Node->value().begin();
if ( this->LabelIterator != this->Node->value().end() )
{
// We have some labels, stop looking for more nodes
return;
}
}
// We must be done traversing the tree.
this->AtEnd = true;
}
else
{
/* *
cout << "Label: " << *this->LabelIterator << "\n";
* */
}
}
bool vtkLabelHierarchyOctreeQueueIterator::IsAtEnd()
{
return this->LastPlacedIndex < 0 && this->AtEnd;
}
vtkIdType vtkLabelHierarchyOctreeQueueIterator::GetLabelId()
{
vtkIdType myId;
if ( this->LastPlacedIndex >= 0 )
{
myId = this->LastPlaced->GetValue( this->LastPlacedIndex );
}
else
{
if (!(this->IsAtEnd()))
{
myId = *this->LabelIterator;
}
else
myId = 0;
}
return myId;
}
void vtkLabelHierarchyOctreeQueueIterator::GetNodeGeometry( double center[3], double& sz )
{
const double* x = this->Node->value().GetCenter();
for ( int i = 0; i < 3; ++ i )
center[i] = x[i];
sz = this->Node->value().GetSize() / 2.;
}
bool vtkLabelHierarchyOctreeQueueIterator::IsNodeInFrustum( NodePointer node )
{
double nodeSize = node->value().GetSize() / 2.;
const double* x = node->value().GetCenter();
double bbox[6] = {
x[0] - nodeSize, x[0] + nodeSize,
x[1] - nodeSize, x[1] + nodeSize,
x[2] - nodeSize, x[2] + nodeSize
};
if ( ! this->FrustumExtractor->OverallBoundsTest(bbox) )
{
return false;
}
// Is the node too small? If so, pretend it's not in the frustum.
const double* eye = this->Camera->GetPosition();
double d = 0;
for ( int i = 0; i < 3; ++ i )
{
double dx = ( eye[i] - x[i] );
d += dx * dx;
}
if ( nodeSize * nodeSize < d * this->SizeLimit )
{
return false;
}
return true;
}
/**\brief Queue octree children for traversal after the current level has been traversed.
*
* In order to perform a breadth-first traversal, we must either save state
* or traverse the octree many times. Since traversal can be hard on the
* CPU cache, we will save state. That state is a list of octree nodes that
* are the visible (i.e., in the view frustum) children of nodes in the
* current level. If the entire octree is in the frustum and all the children
* of nodes at level M exist, this means the list of children will be
* (2**D)**(M+1) long.
* For an octree, D = 3.
*
* Instead of limiting the Queue size, we limit the total number of nodes queued.
* Since nodes are popped off the front of the queue as they are pushed onto the
* back, this is a stricter limit. It is also more closely related to the actual
* amount of time spent processing labels.
*/
void vtkLabelHierarchyOctreeQueueIterator::QueueChildren()
{
int nc = this->Node->num_children();
if ( nc <= 0 || this->NodesQueued >= MAXIMUM_NODES_QUEUED )
{
return;
}
// Sort children of this node by distance to eye ...
int i;
vtkOctreeNodeDistCompare dcomp;
dcomp.SetEye( this->Camera->GetPosition() );
//cout << "Eye " << dcomp.Eye[0] << ", " << dcomp.Eye[1] << ", " << dcomp.Eye[2] << "\n";
vtkOctreeOrderedChildren children( dcomp );
for ( i = 0; i < nc; ++ i )
{
NodePointer child = &((*this->Node)[i]);
if ( this->IsNodeInFrustum( child ) )
{ // only add visible children
children.insert( child );
}
}
// ... and add those in the frustum to the back of the queue.
vtkOctreeOrderedChildren::iterator cit;
for ( cit = children.begin(); cit != children.end() && this->NodesQueued < MAXIMUM_NODES_QUEUED; ++ cit )
{
#if 0
const double* xa = (*cit)->value().GetCenter();
double dst = 0.;
double dx;
for ( i = 0; i < 3; ++ i )
{
dx = dcomp.Eye[i] - xa[i];
dst += dx * dx;
}
cout << " " << this->NodesQueued << ": " << dst << " to " << xa[0] << ", " << xa[1] << ", " << xa[2] << "\n";
#endif // 0
this->Queue.push_back( *cit );
++ this->NodesQueued;
}
}
//----------------------------------------------------------------------------
// vtkLabelHierarchy3DepthFirstIterator - a simple up-front-sorting iterator
//
// An iterator that first sorts the octree nodes based on level and
// distance to the camera.
class vtkLabelHierarchy3DepthFirstIterator : public vtkLabelHierarchyIterator
{
public:
vtkTypeMacro(vtkLabelHierarchy3DepthFirstIterator,vtkLabelHierarchyIterator);
static vtkLabelHierarchy3DepthFirstIterator* New();
void Prepare( vtkLabelHierarchy* hier, vtkCamera* cam, double frustumPlanes[24], vtkRenderer* ren, float bucketSize[2] );
virtual void Begin( vtkIdTypeArray* lastPlaced );
virtual void Next();
virtual bool IsAtEnd();
virtual vtkIdType GetLabelId();
virtual void GetNodeGeometry( double center[3], double& sz );
bool IsNodeInFrustum();
void ReorderChildrenForView( int order[8] );
vtkGetObjectMacro(Camera,vtkCamera);
vtkGetObjectMacro(Renderer,vtkRenderer);
protected:
vtkLabelHierarchy3DepthFirstIterator();
virtual ~vtkLabelHierarchy3DepthFirstIterator();
virtual void SetCamera( vtkCamera* camera );
virtual void SetRenderer( vtkRenderer* renderer );
vtkCamera* Camera;
vtkRenderer* Renderer;
vtkExtractSelectedFrustum* FrustumExtractor;
vtkLabelHierarchy::Implementation::LabelSet::iterator LabelIterator;
vtkLabelHierarchy::Implementation::HierarchyCursor3 Cursor;
std::vector<int> Path;
std::vector<std::vector<int> > Order; // visibility sorted order of children at each level of the tree.
float BucketSize[2]; // size of label placer buckets in pixels
double SizeLimit; // square of smallest allowable distance-normalized octree node size.
bool AtEnd;
int NodesTraversed;
int DidRoot;
};
vtkStandardNewMacro(vtkLabelHierarchy3DepthFirstIterator);
vtkCxxSetObjectMacro(vtkLabelHierarchy3DepthFirstIterator,Camera,vtkCamera);
vtkCxxSetObjectMacro(vtkLabelHierarchy3DepthFirstIterator,Renderer,vtkRenderer);
vtkLabelHierarchy3DepthFirstIterator::vtkLabelHierarchy3DepthFirstIterator()
{
this->AtEnd = true;
this->DidRoot = 0;
this->Camera = 0;
this->Renderer = 0;
this->FrustumExtractor = vtkExtractSelectedFrustum::New();
this->SizeLimit = 0.;
}
vtkLabelHierarchy3DepthFirstIterator::~vtkLabelHierarchy3DepthFirstIterator()
{
this->FrustumExtractor->Delete();
if ( this->Camera )
{
this->Camera->Delete();
}
if ( this->Renderer )
{
this->Renderer->Delete();
}
}
void vtkLabelHierarchy3DepthFirstIterator::Prepare(
vtkLabelHierarchy* hier,
vtkCamera* cam,
double frustumPlanes[24],
vtkRenderer* ren,
float bucketSize[2] )
{
this->SetHierarchy( hier );
this->SetCamera( cam );
vtkSmartPointer<vtkPlanes> frustum = vtkSmartPointer<vtkPlanes>::New();
frustum->SetFrustumPlanes( frustumPlanes );
this->FrustumExtractor->SetFrustum( frustum );
for ( int i = 0; i < 2; ++ i )
{
this->BucketSize[i] = bucketSize[i];
}
this->SetRenderer( ren );
#if 0
if ( cam->GetParallelProjection() )
{ // Compute threshold for quadtree nodes too small to visit using parallel projection
//cout << "SizeLimit ParallelProj ps: " << cam->GetParallelScale() << "\n";
//this->SizeLimit = 0.0001; // FIXME: Should be set using cam->ParallelScale
}
else
{ // Compute threshold for quadtree nodes too small to visit using perspective projection
//double va = vtkMath::RadiansFromDegrees( cam->GetViewAngle() );
//double tva = 2. * tan( va / 2. );
double vsr;
if ( cam->GetUseHorizontalViewAngle() )
{
double vs = ren->GetSize()[0];
vsr = vs / this->BucketSize[0];
}
else
{
double vs = ren->GetSize()[1];
vsr = vs / this->BucketSize[1];
}
//double fac = 0.1 * tva / vsr;
//cout << "SizeLimit va: " << va << " tva: " << tva << " vsr: " << vsr << " fac: " << fac << " slim: " << fac * fac << "\n";
//this->SizeLimit = fac * fac;
}
#endif
}
void vtkLabelHierarchy3DepthFirstIterator::Begin( vtkIdTypeArray* vtkNotUsed(lastPlaced) )
{
this->Path.clear();
this->Order.clear();
this->DidRoot = false;
if ( this->Hierarchy->GetImplementation()->Hierarchy3 )
{
this->Cursor = vtkLabelHierarchy::Implementation::HierarchyCursor3( this->Hierarchy->GetImplementation()->Hierarchy3 );
if ( this->IsNodeInFrustum() )
{
this->BoxNode();
this->AtEnd = false;
this->LabelIterator = this->Cursor->value().begin();
if ( this->LabelIterator == this->Cursor->value().end() )
{
this->Next();
}
}
else
{
this->AtEnd = true;
}
}
else
{
this->AtEnd = true;
}
}
void vtkLabelHierarchy3DepthFirstIterator::Next()
{
//const int maxNumChildren = ( 1 << 2 );
++ this->LabelIterator;
if ( this->LabelIterator == this->Cursor->value().end() )
{
this->BoxNode();
while ( ! this->Path.empty() || ! this->DidRoot )
{
this->DidRoot = true;
// I. Try children of this node.
if ( this->Cursor->num_children() )
{
std::vector<int> emptyVec;
this->Order.push_back( emptyVec );
for ( int i = 0; i < this->Cursor->num_children(); ++ i )
{
this->Order.back().push_back( i );
}
this->ReorderChildrenForView( &(this->Order.back()[0]) );
this->Cursor.down( this->Order.back()[0] );
this->Path.push_back( 0 );
if ( this->IsNodeInFrustum() )
{
this->LabelIterator = this->Cursor->value().begin();
if ( this->LabelIterator != this->Cursor->value().end() )
{ // We found a non-empty node.
/* *
cout << "Path:";
for ( unsigned p = 0; p < this->Path.size(); ++ p )
cout << " " << this->Path[p];
cout << "\n";
cout << "Label: " << *this->LabelIterator << "\n";
* */
return;
}
}
}
// If the root node has no children, the path might be empty here... check it.
if ( this->Path.empty() )
{
this->AtEnd = true;
return;
}
// II. Try siblings of this node.
while ( this->Path.back() < static_cast<int>( this->Order.back().size() ) )
{
if ( ++ this->Path.back() < static_cast<int>( this->Order.back().size() ) )
{
this->Cursor.over( this->Order.back()[this->Path.back()] );
}
else
{
// III. Move up and over to the sibling of our parent.
this->Path.pop_back();
this->Order.pop_back();
this->Cursor.up();
if ( this->Path.empty() )
{
this->AtEnd = true;
return;
}
continue;
}
if ( this->IsNodeInFrustum() )
{
this->LabelIterator = this->Cursor->value().begin();
if ( this->LabelIterator != this->Cursor->value().end() )
{ // We found a non-empty node.
/* *
cout << "Path:";
for ( unsigned p = 0; p < this->Path.size(); ++ p )
cout << " " << this->Path[p];
cout << "\n";
cout << "Label: " << *this->LabelIterator << "\n";
* */
return;
}
}
}
}
// We are done traversing the tree...
this->AtEnd = true;
}
else
{
/* *
cout << "Label: " << *this->LabelIterator << "\n";
* */
}
}
bool vtkLabelHierarchy3DepthFirstIterator::IsAtEnd()
{
return this->AtEnd;
}
vtkIdType vtkLabelHierarchy3DepthFirstIterator::GetLabelId()
{
if (!(this->IsAtEnd()))
{
return *this->LabelIterator;
}
else
return 0;
}
void vtkLabelHierarchy3DepthFirstIterator::GetNodeGeometry( double center[3], double& sz )
{
const double* x = this->Cursor->value().GetCenter();
for ( int i = 0; i < 3; ++ i )
center[i] = x[i];
sz = this->Cursor->value().GetSize() / 2.;
}
bool vtkLabelHierarchy3DepthFirstIterator::IsNodeInFrustum()
{
double nodeSize = this->Cursor->value().GetSize() / 2.;
const double* x = this->Cursor->value().GetCenter();
double bbox[6] = {
x[0] - nodeSize, x[0] + nodeSize,
x[1] - nodeSize, x[1] + nodeSize,
x[2] - nodeSize, x[2] + nodeSize
};
if ( ! this->FrustumExtractor->OverallBoundsTest(bbox) )
{
return false;
}
// Is the node too small? If so, pretend it's not in the frustum.
const double* eye = this->Camera->GetPosition();
double d = 0;
for ( int i = 0; i < 3; ++ i )
{
double dx = ( eye[i] - x[i] );
d += dx * dx;
}
if ( nodeSize * nodeSize < d * this->SizeLimit )
{
return false;
}
return true;
}
struct vtkDistNodeStruct
{
int NodeNum;
double Distance;
};
extern "C" {
static int vtkCompareDist( const void* va, const void* vb )
{
const vtkDistNodeStruct* da = static_cast<const vtkDistNodeStruct*>( va );
const vtkDistNodeStruct* db = static_cast<const vtkDistNodeStruct*>( vb );
return
( da->Distance < db->Distance ? -1 :
( da->Distance > db->Distance ? 1 : 0 ) );
}
}
void vtkLabelHierarchy3DepthFirstIterator::ReorderChildrenForView( int* order )
{
vtkIdType nc = this->Cursor->num_children();
if ( nc <= 0 )
{
return;
}
struct vtkDistNodeStruct* nodeDistances = new struct vtkDistNodeStruct[nc];
const double* eye = this->Camera->GetPosition();
const double* x;
for ( vtkIdType i = 0; i < nc; ++ i )
{
this->Cursor.down( i );
x = this->Cursor->value().GetCenter();
nodeDistances[i].NodeNum = i;
nodeDistances[i].Distance = 0;
for ( int j = 0; j < 3; ++ j )
{
double dx = eye[j] - x[j];
nodeDistances[i].Distance += dx * dx;
}
this->Cursor.up();
}
qsort( nodeDistances, nc, sizeof(vtkDistNodeStruct), vtkCompareDist );
for ( vtkIdType i = 0; i < nc; ++ i )
{
order[i] = nodeDistances[i].NodeNum;
}
delete [] nodeDistances;
}
//----------------------------------------------------------------------------
// vtkLabelHierarchy
vtkStandardNewMacro(vtkLabelHierarchy);
vtkCxxSetObjectMacro(vtkLabelHierarchy,Priorities,vtkDataArray);
vtkCxxSetObjectMacro(vtkLabelHierarchy,Labels,vtkAbstractArray);
vtkCxxSetObjectMacro(vtkLabelHierarchy,IconIndices,vtkIntArray);
vtkCxxSetObjectMacro(vtkLabelHierarchy,Orientations,vtkDataArray);
vtkCxxSetObjectMacro(vtkLabelHierarchy,Sizes,vtkDataArray);
vtkCxxSetObjectMacro(vtkLabelHierarchy,BoundedSizes,vtkDataArray);
vtkCxxSetObjectMacro(vtkLabelHierarchy,TextProperty,vtkTextProperty);
vtkLabelHierarchy::vtkLabelHierarchy()
{
this->Impl = new Implementation();
this->Impl->Husk = this;
this->Priorities = 0;
this->Labels = 0;
this->IconIndices = 0;
this->Orientations = 0;
this->Sizes = 0;
this->BoundedSizes = 0;
this->TargetLabelCount = 16;
this->MaximumDepth = 5;
this->TextProperty = vtkTextProperty::New();
this->CenterPts = vtkPoints::New();
this->CoincidentPoints = vtkCoincidentPoints::New();
}
vtkLabelHierarchy::~vtkLabelHierarchy()
{
delete this->Impl;
if ( this->Priorities )
{
this->Priorities->Delete();
}
if ( this->Labels )
{
this->Labels->Delete();
}
if ( this->IconIndices )
{
this->IconIndices->Delete();
}
if ( this->Orientations )
{
this->Orientations->Delete();
}
if ( this->Sizes )
{
this->Sizes->Delete();
}
if ( this->BoundedSizes )
{
this->BoundedSizes->Delete();
}
if ( this->TextProperty )
{
this->TextProperty->Delete();
}
this->CenterPts->Delete();
this->CoincidentPoints->Delete();
}
void vtkLabelHierarchy::PrintSelf( ostream& os, vtkIndent indent )
{
this->Superclass::PrintSelf( os, indent );
os << indent << "MaximumDepth: " << this->MaximumDepth << "\n";
os << indent << "TargetLabelCount: " << this->TargetLabelCount << "\n";
os << indent << "Implementation: " << this->Impl << "\n";
os << indent << "Hierarchy2: " << this->Impl->Hierarchy2 << "\n";
os << indent << "Hierarchy3: " << this->Impl->Hierarchy3 << "\n";
os << indent << "HierarchyTime: " << this->Impl->HierarchyTime << "\n";
os << indent << "Priorities: " << this->Priorities << "\n";
os << indent << "Labels: " << this->Labels << "\n";
os << indent << "IconIndices: " << this->IconIndices << "\n";
os << indent << "Orientations: " << this->Orientations << "\n";
os << indent << "Sizes: " << this->Sizes << "\n";
os << indent << "BoundedSizes: " << this->BoundedSizes << "\n";
os << indent << "CoincidentPoints: " << this->CoincidentPoints << "\n";
os << indent << "CenterPts: " << this->CenterPts << "\n";
os << indent << "TextProperty: " << this->TextProperty << "\n";
}
void vtkLabelHierarchy::SetPoints( vtkPoints* src )
{
if ( src == this->Points )
{
return;
}
this->Superclass::SetPoints( src );
if ( src )
{
//this->ComputeHierarchy( this->CoincidentPts, this->CoincidenceMap );
}
}
#if 0
template< class T >
void vtkLabelHierarchyBuildCoincidenceMap(
vtkLabelHierarchy::Implementation* impl,
vtkLabelHierarchy* lh,
T* hier )
{
typename T::cursor curs( hier );
int setCount = 0;
double scale = curs->value().GetSize() / ( 1 << lh->GetMaximumDepth() );
//cout << "Scale: " << scale << endl;
double point[3];
std::vector<std::pair<double,double> > offsets;
vtkLabelHierarchy::Implementation::MapCoordIter mapIter = impl->CoordMap.begin();
for( ; mapIter != impl->CoordMap.end(); ++mapIter )
{
if( (*mapIter).second.second.size() > 1 )
{
point[0] = (*mapIter).first.coord[0];
point[1] = (*mapIter).first.coord[1];
point[2] = (*mapIter).first.coord[2];
vtkSpiralkVertices( (*mapIter).second.second.size() + 1, offsets );
std::set<vtkIdType>::iterator setIter = (*mapIter).second.second.begin();
setCount = 0;
for( ; setIter != (*mapIter).second.second.end(); ++setIter )
{
impl->CoincidenceMap[(*setIter)] =
lh->GetCenterPts()->InsertNextPoint( point );
lh->GetPoints()->SetPoint( (*setIter),
point[0] + offsets[setCount + 1].first * scale,
point[1] + offsets[setCount + 1].second * scale,
point[2] );
//cout << "Point: " << point[0] + offsets[setCount].first*scale << " " <<
// point[1] + offsets[setCount].second*scale << endl;
++setCount;
}
}
}
// cleanup CoordMap
}
#endif // 0
// A technique for populating a label hierarchy.
//
// This method requires sorting all labels by priority before inserting them into the hierarchy but
// does fully populate all levels of the hierarchy from the top down.
// The exact procedure involves sorting all labels in descending priority, filling the root of
// the label octree with the highest priority labels, and then inserting the remaining labels
// in the highest possible level of octree which is not already full.
void vtkLabelHierarchy::ComputeHierarchy()
{
delete this->Impl->Hierarchy3;
delete this->Impl->Hierarchy2;
this->Impl->ActualDepth = 0;
double bounds[6];
double center[3];
double maxDim = -1.;
double delta = 0.; // MSVC brain damage requires this initialization.
this->Points->GetBounds( bounds );
for ( int i = 0; i < 3; ++ i )
{
center[i] = ( bounds[2 * i] + bounds[2 * i + 1] ) / 2.;
delta = fabs( bounds[2 * i + 1] - bounds[2 * i] );
if ( delta > maxDim )
maxDim = delta;
}
//Implementation::PriorityComparator comparator( this );
//Implementation::LabelSet allAnchors( comparator );
Implementation::LabelSet allAnchors( this );
if ( delta == 0. ) // no change in z values
{
this->Impl->Hierarchy2 =
new Implementation::HierarchyType2( center, maxDim, allAnchors /* currently empty */ );
this->Impl->Hierarchy2->root()->value().SetGeometry( center, maxDim );
this->Impl->Hierarchy3 = 0;
this->Impl->Z2 = center[2]; // remember z coordinate for later
}
else
{
this->Impl->Hierarchy2 = 0;
this->Impl->Hierarchy3 =
new Implementation::HierarchyType3( center, maxDim, allAnchors /* currently empty */ );
this->Impl->Hierarchy3->root()->value().SetGeometry( center, maxDim );
}
this->Impl->PrepareSortedAnchors( allAnchors );
//this->Impl->FillHierarchyRoot( allAnchors );
double scale = 1.;
if ( this->Impl->Hierarchy3 )
{
for ( Implementation::LabelSet::iterator it = allAnchors.begin(); it != allAnchors.end(); ++ it )
{
this->Impl->DropAnchor3( *it ); // Ha!!!
}
//vtkLabelHierarchyBuildCoincidenceMap( this->Impl, this, this->Impl->Hierarchy3 );
vtkLabelHierarchy::Implementation::HierarchyCursor3 curs( this->Impl->Hierarchy3 );
scale = curs->value().GetSize()/(1 << this->MaximumDepth);
}
else if ( this->Impl->Hierarchy2 )
{
for ( Implementation::LabelSet::iterator it = allAnchors.begin(); it != allAnchors.end(); ++ it )
{
this->Impl->DropAnchor2( *it ); // Ha!!!
}
//vtkLabelHierarchyBuildCoincidenceMap( this->Impl, this, this->Impl->Hierarchy2 );
vtkLabelHierarchy::Implementation::HierarchyCursor2 curs( this->Impl->Hierarchy2 );
scale = curs->value().GetSize()/(1 << this->MaximumDepth);
}
double point[3];
double spiralPoint[3];
vtkSmartPointer<vtkPoints> offsets = vtkSmartPointer<vtkPoints>::New();
int numCoincidentPoints = 0;
this->CoincidentPoints->RemoveNonCoincidentPoints();
this->CoincidentPoints->InitTraversal();
vtkIdList* coincidentPoints = this->CoincidentPoints->GetNextCoincidentPointIds();
vtkIdType Id = 0;
while ( coincidentPoints != NULL )
{
// Iterate over all coincident point ids and perturb them
numCoincidentPoints = coincidentPoints->GetNumberOfIds();
vtkCoincidentPoints::SpiralPoints( numCoincidentPoints + 1, offsets );
for(int i = 0; i < numCoincidentPoints; ++i)
{
Id = coincidentPoints->GetId( i );
this->Points->GetPoint( Id, point );
// save center points for drawing spokes.
/*this->Implementation->CoincidenceMap[i] =
this->CenterPts->InsertNextPoint(point);*/
offsets->GetPoint( i + 1, spiralPoint );
this->Points->SetPoint( Id,
point[0] + spiralPoint[0] * scale,
point[1] + spiralPoint[1] * scale,
point[2] );
}
coincidentPoints = this->CoincidentPoints->GetNextCoincidentPointIds();
}
this->Impl->HierarchyTime.Modified();
}
// FIXME: Currently this is unused but we might like to collect statistics
// on the actual distribution of label anchors...
#if 0
void vtkLabelHierarchy::Implementation::ComputeActualDepth()
{
// Find the number of levels in the hierarchy
this->ActualDepth = 1;
std::deque<std::pair<HierarchyType3::octree_node_pointer, size_t> > queue;
queue.push_front( std::make_pair( this->Hierarchy3->root(), 1 ) );
int numNodes = 0;
int numLeaf = 0;
int totalLeafDepth = 0;
while (!queue.empty())
{
std::pair<HierarchyType3::octree_node_pointer,int> p = queue.front();
HierarchyType3::octree_node_pointer n = p.first;
size_t level = p.second;
++numNodes;
queue.pop_front();
if (n->num_children() > 0)
{
++level;
if ( level > this->ActualDepth )
{
this->ActualDepth = level;
}
for (int c = 0; c < 8; ++c)
{
queue.push_front(std::make_pair(&(*n)[c], level));
}
}
else
{
++numLeaf;
totalLeafDepth += level;
}
}
vtkDebugWithObjectMacro( this->Husk, "max level is " << this->ActualDepth );
vtkDebugWithObjectMacro( this->Husk, "num nodes " << numNodes );
vtkDebugWithObjectMacro( this->Husk, "avg leaf depth " << static_cast<double>(totalLeafDepth) / numLeaf );
}
#endif // 0
vtkLabelHierarchyIterator* vtkLabelHierarchy::NewIterator(
int type,
vtkRenderer* ren,
vtkCamera* cam,
double frustumPlanes[24],
bool positionsAsNormals,
float bucketSize[2] )
{
vtkLabelHierarchyIterator* iter = 0;
if ( this->Impl->Hierarchy3 )
{
if ( type == FULL_SORT )
{
vtkLabelHierarchyFullSortIterator* fs = vtkLabelHierarchyFullSortIterator::New();
fs->Prepare( this, cam, frustumPlanes, positionsAsNormals );
iter = fs;
}
else if ( type == QUEUE )
{
vtkLabelHierarchyOctreeQueueIterator* f = vtkLabelHierarchyOctreeQueueIterator::New();
f->Prepare( this, cam, frustumPlanes, ren, bucketSize );
iter = f;
}
else if ( type == DEPTH_FIRST )
{
vtkLabelHierarchy3DepthFirstIterator* f = vtkLabelHierarchy3DepthFirstIterator::New();
f->Prepare( this, cam, frustumPlanes, ren, bucketSize );
iter = f;
}
else
{
vtkLabelHierarchyFrustumIterator* f = vtkLabelHierarchyFrustumIterator::New();
f->Prepare( this, cam, frustumPlanes );
iter = f;
}
}
else
{
vtkLabelHierarchyQuadtreeIterator* q = vtkLabelHierarchyQuadtreeIterator::New();
q->Prepare( this, cam, frustumPlanes, ren, bucketSize );
iter = q;
}
return iter;
}
void vtkLabelHierarchy::GetDiscreteNodeCoordinatesFromWorldPoint( int ijk[3], double pt[3], int level )
{
Implementation::HierarchyType3::octree_node_pointer root = this->Impl->Hierarchy3->root();
double delta;
const double* rootCenter;
double sz;
rootCenter = root->value().GetCenter();
sz = root->value().GetSize() / 2.;
int m = 1 << level; // max value for any ijk entry
for ( int i = 0; i < 3; ++ i )
{
// The first expression won't work for level 0 because m/2 rounds to 0.
if ( level )
delta = ( pt[i] - rootCenter[i] ) * m / 2. / sz + ( m / 2 - 0.5 );
else
delta = ( pt[i] - rootCenter[i] ) * m / 2. / sz;
ijk[i] = static_cast<int>(delta);
}
}
bool vtkLabelHierarchy::GetPathForNodalCoordinates( int* path, int ijk[3], int level )
{
int i;
int m = 1 << level;
// Don't take any wooden nickels (ijk out of bounds)
for ( i = 0; i < 3; ++ i )
if ( ijk[i] < 0 || ijk[i] >= m )
return false;
m >>= 1; // each level's midpoint is at half the total node count along each edge
// For each level, we examine w
for ( i = 0; i < level; ++ i, m >>= 1 )
{
path[i] = 0;
for ( int j = 0; j < 3; ++ j )
{
if ( ijk[j] >= m )
{
path[i] += (1 << j);
ijk[j] -= m;
}
}
}
return true;
}
vtkIdType vtkLabelHierarchy::GetNumberOfCells()
{
return 0;
}
vtkCell* vtkLabelHierarchy::GetCell( vtkIdType )
{
return 0;
}
void vtkLabelHierarchy::GetCell( vtkIdType, vtkGenericCell* )
{
}
int vtkLabelHierarchy::GetCellType( vtkIdType )
{
return VTK_VERTEX;
}
void vtkLabelHierarchy::GetCellPoints( vtkIdType, vtkIdList* )
{
}
void vtkLabelHierarchy::GetPointCells( vtkIdType, vtkIdList* )
{
}
vtkIdType vtkLabelHierarchy::FindCell( double*, vtkCell*, vtkIdType, double, int&, double*, double* )
{
return -1;
}
vtkIdType vtkLabelHierarchy::FindCell( double*, vtkCell*, vtkGenericCell*, vtkIdType, double, int&, double*, double* )
{
return -1;
}
int vtkLabelHierarchy::GetMaxCellSize()
{
return 1;
}
void vtkLabelHierarchy::Implementation::BinAnchorsToLevel( int level )
{
//PriorityComparator comparator( this->Husk );
//LabelSet emptyNode( comparator );
//HierarchyCursor3 cursor;
//HierarchyCursor3 root = HierarchyCursor3( this->Hierarchy3 );
// See comment near declaration of Current for more info:
vtkLabelHierarchy::Implementation::Current = this->Husk;
LabelSet emptyNode( this->Husk );
HierarchyCursor3 cursor;
HierarchyCursor3 root = HierarchyCursor3( this->Hierarchy3 );
const double* ctr = root->value().GetCenter();
double sz = root->value().GetSize();
double x[3];
vtkIdType i;
vtkIdType npts = this->Husk->GetPoints()->GetNumberOfPoints();
int m[3]; // "branch selector" for each axis (mX is 0 if rX < 0.5 or 1 otherwise)
int child; // Always set to m0 + 2 * ( m1 + 2 * m2 ), offset into array of node children
int j;
for ( i = 0; i < npts; ++ i )
{
// Retrieve the point coordinates and node center
this->Husk->GetPoints()->GetPoint( i, x );
for ( j = 0; j < 3; ++ j )
{
x[j] = ( x[j] - ctr[j] ) / sz + 0.5;
}
// Start descending the tree, creating children as necessary.
cursor = root;
double thresh = 1.;
for ( int curlev = 0; curlev < level; ++ curlev )
{
thresh *= 0.5;
for ( j = 0; j < 3; ++ j )
{
if ( x[j] < thresh )
{
m[j] = 0;
}
else
{
m[j] = 1;
x[j] -= thresh;
}
}
child = m[0] + 2 * ( m[1] + 2 * m[2] );
if ( cursor->is_leaf_node() )
{
cursor->add_children( emptyNode );
cursor->value().SetChildGeometry( &(*cursor) );
}
cursor.down( child );
}
cursor->value().insert( i );
}
}
static size_t compute_number_to_promote( int t, size_t L, int d, size_t max )
{
int tdl = 1 << ( d * L ); // 2^(dL)
int tdm = ( 1 << d ) - 1; // 2^d - 1
double n = static_cast<double>(t)*(tdl-1.)/tdl/static_cast<double>(tdm);
size_t nr = static_cast<size_t>(floor( n )); // truncate...
double rem = n - nr;
if ( rem > 0. )
{
if ( vtkMath::Random() <= rem )
++ nr; // ... and round up some percentage of the time proportional to the remainder.
}
return nr > max ? max : nr;
}
void vtkLabelHierarchy::Implementation::PromoteAnchors()
{
HierarchyCursor3 cursor;
HierarchyCursor3 root = HierarchyCursor3( this->Hierarchy3 );
HierarchyIterator3 it;
//vtkIdType cnt;
std::vector<vtkIdType> promotionList;
// Step 1. Iterate over all leaf nodes. We'll ascend to the root from each leaf, promoting anchors as we go.
// Outer loop is O(N) since the number of leaf nodes is proportional to the number of anchors.
for ( it = this->Hierarchy3->begin( true ); it != this->Hierarchy3->end( true ); ++it )
{
vtkDebugWithObjectMacro( this->Husk, "o " << it.level() << "(" << it->value().GetLocalAnchorCount() << ")" );
cursor = it;
size_t promotionCount = compute_number_to_promote(
this->Husk->GetTargetLabelCount(),
static_cast<size_t>( cursor.level() ),
3, cursor->value().GetLocalAnchorCount() );
LabelSet::iterator cit = cursor->value().begin();
LabelSet::iterator eit;
// Step 1a. Remove all the label anchors from the leaf that we're going to promote to *all* nodes above.
// This is o(TargetLabelCount/(2^d - 1)), which is O(1)
for ( size_t i = 0; i < promotionCount; ++i )
{
if (cit == cursor->value().end())
{
vtkErrorWithObjectMacro( this->Husk, "error: dereferencing iterator at end()" );
}
promotionList.push_back( *cit );
vtkDebugWithObjectMacro( this->Husk, "Promoting " << *cit << " ( " << cursor->value().key_comp().Hierarchy->GetPriorities()->GetTuple1( *cit ) << ")" );
eit = cit;
++cit;
cursor->value().erase( eit );
}
// FIXME: If we erase all the entries at this level, check to see if all siblings are empty as well.
// If so, delete children of parent node. This is complicated by fact that we must have a valid cursor to climb.
std::vector<vtkIdType>::size_type start = 0;
std::vector<vtkIdType>::size_type psize = promotionList.size();
// Step 1b. While we have anchors left to distribute, climb the tree
// This loop is O(log(N)) since the tree is log(N) deep.
while ( cursor.level() && ( start < psize ) )
{
cursor.up();
// How many of our available anchors do we leave at this tree level?
if ( cursor.level() )
{
promotionCount = compute_number_to_promote(
this->Husk->GetTargetLabelCount(),
static_cast<size_t>( cursor.level() ),
3, psize - start );
}
else
{
promotionCount = psize - start;
}
vtkDebugWithObjectMacro( this->Husk, " " << cursor.level() << "(" << promotionCount << ")" );
// Insert them. This is O(1) since the list is O(1) in length at maximum
cursor->value().insert( promotionList.begin() + start, promotionList.begin() + start + promotionCount );
start += promotionCount;
}
promotionList.clear();
vtkDebugWithObjectMacro( this->Husk, "\n" );
}
// Total complexity is O(N*log(N))
}
void vtkLabelHierarchy::Implementation::DemoteAnchors( int level )
{
(void)level;
}
void vtkLabelHierarchy::Implementation::RecursiveNodeDivide( HierarchyCursor3& cursor )
{
(void)cursor;
}
void vtkLabelHierarchy::Implementation::RecursiveNodeDivide( HierarchyCursor2& cursor )
{
(void)cursor;
}
void vtkLabelHierarchy::Implementation::PrepareSortedAnchors( LabelSet& anchors )
{
anchors.clear();
vtkIdType npts = this->Husk->GetPoints()->GetNumberOfPoints();
for ( vtkIdType i = 0; i < npts; ++ i )
{
anchors.insert( i );
}
}
void vtkLabelHierarchy::Implementation::FillHierarchyRoot( LabelSet& anchors )
{
LabelSet::iterator endRootAnchors;
if ( static_cast<int>( anchors.size() ) < this->Husk->GetTargetLabelCount() )
{
endRootAnchors = anchors.end();
}
else
{
endRootAnchors = anchors.begin();
for ( int i = 0; i < this->Husk->GetTargetLabelCount(); ++ i )
{
++ endRootAnchors;
}
}
this->Hierarchy3->root()->value().insert( anchors.begin(), endRootAnchors );
anchors.erase( anchors.begin(), endRootAnchors );
}
void vtkLabelHierarchy::Implementation::DropAnchor2( vtkIdType anchor )
{
//HierarchyCursor3 curs( this->Hierarchy3 );
//PriorityComparator comparator( this->Husk );
//LabelSet emptyNode( comparator );
// See comment near declaration of Current for more info:
vtkLabelHierarchy::Implementation::Current = this->Husk;
LabelSet emptyNode( this->Husk );
HierarchyCursor2 curs( this->Hierarchy2 );
const double* ctr = curs->value().GetCenter();
double x[3];
double sz = curs->value().GetSize();
int m[3]; // "branch selector" for each axis (mX is 0 if rX < 0.5 or 1 otherwise)
int child; // Always set to m0 + 2 * ( m1 + 2 * m2 ), offset into array of node children
int j;
// Retrieve the point coordinates
this->Husk->GetPoints()->GetPoint( anchor, x );
//Coord coord( x );
this->Husk->GetCoincidentPoints()->AddPoint( anchor, x );
// Convert into "octree" coordinates (x[i] in [0,1[ for easy descent).
for ( j = 0; j < 2; ++ j )
{
x[j] = ( x[j] - ctr[j] ) / sz + 0.5;
}
double thresh = 1.;
while ( static_cast<int>( curs->value().GetLocalAnchorCount() ) >= this->Husk->GetTargetLabelCount() )
{ // descend the tree or make children as required.
thresh *= 0.5;
for ( j = 0; j < 2; ++ j )
{
if ( x[j] < thresh )
{
m[j] = 0;
}
else
{
m[j] = 1;
x[j] -= thresh;
}
}
child = m[0] + 2 * m[1];
if ( curs->is_leaf_node() )
{
curs->value().AddChildren( &(*curs), emptyNode );
}
curs->value().Increment(); // Increment the count of labels in this portion of the tree.
curs.down( child );
}
curs->value().Insert( anchor );
if ( curs.level() > this->ActualDepth )
{
this->ActualDepth = curs.level();
}
this->SmudgeAnchor2( curs, anchor, x );
}
void vtkLabelHierarchy::Implementation::DropAnchor3( vtkIdType anchor )
{
//HierarchyCursor3 curs( this->Hierarchy3 );
//PriorityComparator comparator( this->Husk );
//LabelSet emptyNode( comparator );
// See comment near declaration of Current for more info:
vtkLabelHierarchy::Implementation::Current = this->Husk;
LabelSet emptyNode( this->Husk );
HierarchyCursor3 curs( this->Hierarchy3 );
const double* ctr = curs->value().GetCenter();
double x[3];
double sz = curs->value().GetSize();
int m[3]; // "branch selector" for each axis (mX is 0 if rX < 0.5 or 1 otherwise)
int child; // Always set to m0 + 2 * ( m1 + 2 * m2 ), offset into array of node children
int j;
// Retrieve the point coordinates
this->Husk->GetPoints()->GetPoint( anchor, x );
//Coord coord(x);
this->Husk->GetCoincidentPoints()->AddPoint( anchor, x );
// Convert into "octree" coordinates (x[i] in [0,1[ for easy descent).
for ( j = 0; j < 3; ++ j )
{
x[j] = ( x[j] - ctr[j] ) / sz + 0.5;
}
double thresh = 1.;
while ( static_cast<int>( curs->value().GetLocalAnchorCount() ) >= this->Husk->GetTargetLabelCount() )
{ // descend the tree or make children as required.
thresh *= 0.5;
for ( j = 0; j < 3; ++ j )
{
if ( x[j] < thresh )
{
m[j] = 0;
}
else
{
m[j] = 1;
x[j] -= thresh;
}
}
child = m[0] + 2 * ( m[1] + 2 * m[2] );
if ( curs->is_leaf_node() )
{
curs->value().AddChildren( &(*curs), emptyNode );
}
curs->value().Increment();
curs.down( child );
}
curs->value().Insert( anchor );
if ( curs.level() > this->ActualDepth )
{
this->ActualDepth = curs.level();
}
this->SmudgeAnchor3( curs, anchor, x );
}
// If an anchor is near any octree boundaries, copy it to neighbors at the same level.
// This will create neighbors if necessary.
void vtkLabelHierarchy::Implementation::SmudgeAnchor2( HierarchyCursor2& cursor, vtkIdType anchor, double* x )
{
(void)cursor;
(void)anchor;
(void)x;
}
void vtkLabelHierarchy::Implementation::SmudgeAnchor3( HierarchyCursor3& cursor, vtkIdType anchor, double* x )
{
(void)cursor;
(void)anchor;
(void)x;
}