/*========================================================================= 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 #include #include #include #include #include // 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-nullptr // 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] ); void Begin( vtkIdTypeArray* lastPlaced ) override; virtual void BeginOctreeTraversal(); void Next() override; bool IsAtEnd() override; vtkIdType GetLabelId() override; void GetNodeGeometry( double center[3], double& sz ) override; protected: vtkLabelHierarchyFrustumIterator(); ~vtkLabelHierarchyFrustumIterator() override; 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 Path; int AtEnd; vtkSmartPointer PreviousLabels; vtkIdType PreviousLabelIter; }; vtkStandardNewMacro(vtkLabelHierarchyFrustumIterator); vtkCxxSetObjectMacro(vtkLabelHierarchyFrustumIterator, Camera, vtkCamera); vtkLabelHierarchyFrustumIterator::vtkLabelHierarchyFrustumIterator() { this->Projector = vtkCoordinate::New(); this->Projector->SetCoordinateSystemToWorld(); this->Camera = nullptr; 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(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( 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::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 ); void Begin( vtkIdTypeArray* lastPlaced ) override; void Next() override; bool IsAtEnd() override; vtkIdType GetLabelId() override; void GetNodeGeometry( double center[3], double& sz ) override; // 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) const { if (a.Level != b.Level) { return a.Level < b.Level; } return a.DistanceToCamera < b.DistanceToCamera; } }; protected: vtkLabelHierarchyFullSortIterator(); ~vtkLabelHierarchyFullSortIterator() override; std::set NodeSet; std::set::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 frustum = vtkSmartPointer::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 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(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(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 = nullptr; 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] ); void Begin( vtkIdTypeArray* lastPlaced ) override; void Next() override; bool IsAtEnd() override; vtkIdType GetLabelId() override; void GetNodeGeometry( double center[3], double& sz ) override; bool IsNodeInFrustum( NodePointer node ); vtkGetObjectMacro(Camera,vtkCamera); vtkGetObjectMacro(Renderer,vtkRenderer); enum Constants { MAXIMUM_NODES_QUEUED = 128 // See notes at QueueChildren() before changing. }; protected: vtkLabelHierarchyQuadtreeIterator(); ~vtkLabelHierarchyQuadtreeIterator() override; 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 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 = nullptr; this->Renderer = nullptr; 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 frustum = vtkSmartPointer::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 vtkQuadtreeOrderedChildren; void vtkLabelHierarchyQuadtreeIterator::Next() { //const int maxNumChildren = ( 1 << 2 ); ++ this->LabelIterator; if ( this->LabelIterator == this->Node->value().end() ) { this->BoxNode(); while ( !this->Queue.empty() ) { 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] ); void Begin( vtkIdTypeArray* lastPlaced ) override; void Next() override; bool IsAtEnd() override; vtkIdType GetLabelId() override; void GetNodeGeometry( double center[3], double& sz ) override; bool IsNodeInFrustum( NodePointer node ); vtkGetObjectMacro(Camera,vtkCamera); vtkGetObjectMacro(Renderer,vtkRenderer); enum Constants { MAXIMUM_NODES_QUEUED = 128 // See notes at QueueChildren() before changing. }; protected: vtkLabelHierarchyOctreeQueueIterator(); ~vtkLabelHierarchyOctreeQueueIterator() override; 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 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 = nullptr; this->Renderer = nullptr; 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 frustum = vtkSmartPointer::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 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.empty() ) { 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] ); void Begin( vtkIdTypeArray* lastPlaced ) override; void Next() override; bool IsAtEnd() override; vtkIdType GetLabelId() override; void GetNodeGeometry( double center[3], double& sz ) override; bool IsNodeInFrustum(); void ReorderChildrenForView( int order[8] ); vtkGetObjectMacro(Camera,vtkCamera); vtkGetObjectMacro(Renderer,vtkRenderer); protected: vtkLabelHierarchy3DepthFirstIterator(); ~vtkLabelHierarchy3DepthFirstIterator() override; 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 Path; std::vector > 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 = nullptr; this->Renderer = nullptr; 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 frustum = vtkSmartPointer::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 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( this->Order.back().size() ) ) { if ( ++ this->Path.back() < static_cast( 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( va ); const vtkDistNodeStruct* db = static_cast( 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 = nullptr; this->Labels = nullptr; this->IconIndices = nullptr; this->Orientations = nullptr; this->Sizes = nullptr; this->BoundedSizes = nullptr; 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 > 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::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 = nullptr; this->Impl->Z2 = center[2]; // remember z coordinate for later } else { this->Impl->Hierarchy2 = nullptr; 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 offsets = vtkSmartPointer::New(); int numCoincidentPoints = 0; this->CoincidentPoints->RemoveNonCoincidentPoints(); this->CoincidentPoints->InitTraversal(); vtkIdList* coincidentPoints = this->CoincidentPoints->GetNextCoincidentPointIds(); vtkIdType Id = 0; while ( coincidentPoints != nullptr ) { // 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 > 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 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(totalLeafDepth) / numLeaf ); } #endif // 0 vtkLabelHierarchyIterator* vtkLabelHierarchy::NewIterator( int type, vtkRenderer* ren, vtkCamera* cam, double frustumPlanes[24], bool positionsAsNormals, float bucketSize[2] ) { vtkLabelHierarchyIterator* iter = nullptr; 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(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 nullptr; } 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(t)*(tdl-1.)/tdl/static_cast(tdm); size_t nr = static_cast(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 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( 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::size_type start = 0; std::vector::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( 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( 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( 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( 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; }