// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen // SPDX-License-Identifier: BSD-3-Clause #include "vtkStaticPointLocator2D.h" #include "vtkBoundingBox.h" #include "vtkBox.h" #include "vtkCellArray.h" #include "vtkDoubleArray.h" #include "vtkIdList.h" #include "vtkLine.h" #include "vtkLocatorInterface.h" #include "vtkMath.h" #include "vtkObjectFactory.h" #include "vtkPlane.h" #include "vtkPoints.h" #include "vtkPolyData.h" #include "vtkSMPTools.h" //------------------------------------------------------------------------------ // Parts of the locator and related classes are made visible through the // included private include file (to satisfy the one definition rule). This // include files declares internal classes. Definitions follow in this .cxx // file. #include "vtkStaticPointLocator2DPrivate.h" #include #include VTK_ABI_NAMESPACE_BEGIN vtkStandardNewMacro(vtkStaticPointLocator2D); // There are stack-allocated bucket neighbor lists. This is the initial // value. Too small and heap allocation kicks in. constexpr size_t VTK_INITIAL_BUCKET_SIZE = 10000; //------------------------------------------------------------------------------ // Utility class to store an array of ij values struct NeighborBuckets2D { // Start with an array to avoid memory allocation overhead. // Initially, P will alias InitialBuffer, but could later // be assigned dynamically allocated memory. int InitialBuffer[VTK_INITIAL_BUCKET_SIZE * 2]; int* P; vtkIdType Count; vtkIdType MaxSize; NeighborBuckets2D() { this->P = this->InitialBuffer; this->Count = 0; this->MaxSize = VTK_INITIAL_BUCKET_SIZE; } ~NeighborBuckets2D() { this->Count = 0; if (this->P != this->InitialBuffer) { delete[] this->P; } } int GetNumberOfNeighbors() { return this->Count; } void Reset() { this->Count = 0; } int* GetPoint(vtkIdType i) { return this->P + 2 * i; } vtkIdType InsertNextBucket(const int x[2]) { // Re-allocate if beyond the current max size. // (Increase by VTK_INITIAL_BUCKET_SIZE) int* tmp; vtkIdType offset = this->Count * 2; if (this->Count >= this->MaxSize) { tmp = this->P; this->MaxSize *= 2; this->P = new int[this->MaxSize * 2]; memcpy(this->P, tmp, offset * sizeof(int)); if (tmp != this->InitialBuffer) { delete[] tmp; } } tmp = this->P + offset; *tmp++ = *x++; *tmp = *x; this->Count++; return this->Count - 1; } }; // NeighborBuckets2D //------------------------------------------------------------------------------ // Internal function to get bucket neighbors at specified level // void vtkBucketList2D::GetBucketNeighbors( NeighborBuckets2D* buckets, const int ij[2], const int ndivs[2], int level) { int i, j, min, max, minLevel[2], maxLevel[2]; int nei[2]; // Initialize // buckets->Reset(); // If at this bucket, just place into list // if (level == 0) { buckets->InsertNextBucket(ij); return; } // Create permutations of the ij indices that are at the level // required. If these are legal buckets, add to list for searching. // for (i = 0; i < 2; i++) { min = ij[i] - level; max = ij[i] + level; minLevel[i] = (min > 0 ? min : 0); maxLevel[i] = (max < (ndivs[i] - 1) ? max : (ndivs[i] - 1)); } for (i = minLevel[0]; i <= maxLevel[0]; i++) { for (j = minLevel[1]; j <= maxLevel[1]; j++) { if (i == (ij[0] + level) || i == (ij[0] - level) || j == (ij[1] + level) || j == (ij[1] - level)) { nei[0] = i; nei[1] = j; buckets->InsertNextBucket(nei); } } } } //------------------------------------------------------------------------------ void vtkBucketList2D::GenerateFace( int vtkNotUsed(face), int i, int j, int vtkNotUsed(k), vtkPoints* pts, vtkCellArray* polys) { vtkIdType ids[4]; double origin[3], x[3]; // define first corner origin[0] = this->bX + i * this->hX; origin[1] = this->bY + j * this->hY; origin[2] = 0.0; ids[0] = pts->InsertNextPoint(origin); x[0] = origin[0]; x[1] = origin[1] + this->hY; x[2] = origin[2]; ids[1] = pts->InsertNextPoint(x); x[0] = origin[0]; x[1] = origin[1] + this->hY; x[2] = origin[2]; ids[2] = pts->InsertNextPoint(x); x[0] = origin[0]; x[1] = origin[1]; x[2] = origin[2]; ids[3] = pts->InsertNextPoint(x); polys->InsertNextCell(4, ids); } //------------------------------------------------------------------------------ // Calculate the distance between the point x to the bucket "nei". // // WARNING!!!!! Be very careful altering this routine. Simple changes to this // routine can make it 25% slower!!!! // double vtkBucketList2D::Distance2ToBucket(const double x[3], const int nei[3]) { double bounds[6]; bounds[0] = nei[0] * this->hX + this->bX; bounds[1] = (nei[0] + 1) * this->hX + this->bX; bounds[2] = nei[1] * this->hY + this->bY; bounds[3] = (nei[1] + 1) * this->hY + this->bY; bounds[4] = 0.0; bounds[5] = 0.0; return this->Distance2ToBounds(x, bounds); } //------------------------------------------------------------------------------ // Calculate the distance between the point x and the specified bounds // // WARNING!!!!! Be very careful altering this routine. Simple changes to this // routine can make is 25% slower!!!! double vtkBucketList2D::Distance2ToBounds(const double x[3], const double bounds[6]) { double distance; double deltas[3]; // Are we within the bounds? if (x[0] >= bounds[0] && x[0] <= bounds[1] && x[1] >= bounds[2] && x[1] <= bounds[3]) { return 0.0; } deltas[0] = deltas[1] = deltas[2] = 0.0; // dx // if (x[0] < bounds[0]) { deltas[0] = bounds[0] - x[0]; } else if (x[0] > bounds[1]) { deltas[0] = x[0] - bounds[1]; } // dy // if (x[1] < bounds[2]) { deltas[1] = bounds[2] - x[1]; } else if (x[1] > bounds[3]) { deltas[1] = x[1] - bounds[3]; } distance = vtkMath::Dot(deltas, deltas); return distance; } //------------------------------------------------------------------------------ // Given a position x, return the id of the point closest to it. template vtkIdType BucketList2D::FindClosestPoint(const double x[3]) { int i, j; double minDist2; double dist2 = VTK_DOUBLE_MAX; double pt[3]; int closest, level; vtkIdType ptId, cno, numIds; int ij[2], *nei; NeighborBuckets2D buckets; const vtkLocatorTuple* ids; // Find bucket point is in. // this->GetBucketIndices(x, ij); // Need to search this bucket for the closest point. If there are no // points in this bucket, search 1st level neighbors, and so on, until // closest point found. // for (closest = (-1), minDist2 = VTK_DOUBLE_MAX, level = 0; (closest == -1) && (level < this->Divisions[0] || level < this->Divisions[1]); level++) { this->GetBucketNeighbors(&buckets, ij, this->Divisions, level); for (i = 0; i < buckets.GetNumberOfNeighbors(); i++) { nei = buckets.GetPoint(i); cno = nei[0] + nei[1] * this->xD; if ((numIds = this->GetNumberOfIds(cno)) > 0) { ids = this->GetIds(cno); for (j = 0; j < numIds; j++) { ptId = ids[j].PtId; this->DataSet->GetPoint(ptId, pt); if ((dist2 = Distance2BetweenPoints2D(x, pt)) < minDist2) { closest = ptId; minDist2 = dist2; } } } } } // // Because of the relative location of the points in the buckets, the // point found previously may not be the closest point. We have to // search those bucket neighbors that might also contain the point. // if (minDist2 > 0.0) { this->GetOverlappingBuckets(&buckets, x, ij, sqrt(minDist2), 0); for (i = 0; i < buckets.GetNumberOfNeighbors(); i++) { nei = buckets.GetPoint(i); cno = nei[0] + nei[1] * this->xD; if ((numIds = this->GetNumberOfIds(cno)) > 0) { ids = this->GetIds(cno); for (j = 0; j < numIds; j++) { ptId = ids[j].PtId; this->DataSet->GetPoint(ptId, pt); if ((dist2 = Distance2BetweenPoints2D(x, pt)) < minDist2) { closest = ptId; minDist2 = dist2; } } // for each point } // if points in bucket } // for each overlapping bucket } // if not identical point return closest; } //------------------------------------------------------------------------------ template vtkIdType BucketList2D::FindClosestPointWithinRadius( double radius, const double x[3], double inputDataLength, double& dist2) { int i, j; double pt[3]; vtkIdType ptId, closest = -1; int ij[2], *nei; double minDist2; double refinedRadius, radius2, refinedRadius2; double currentRadius; double distance2ToDataBounds, maxDistance; int ii, radiusLevels[2], radiusLevel, prevMinLevel[2], prevMaxLevel[2]; NeighborBuckets2D buckets; const vtkLocatorTuple* ids; // Initialize dist2 = -1.0; radius2 = radius * radius; minDist2 = 1.01 * radius2; // something slightly bigger.... vtkDataArray* pointData = static_cast(this->DataSet)->GetPoints()->GetData(); // Find the bucket the point is in. // this->GetBucketIndices(x, ij); // Start by searching the bucket that the point is in. // vtkIdType numIds; vtkIdType cno = ij[0] + ij[1] * this->xD; if ((numIds = this->GetNumberOfIds(cno)) > 0) { ids = this->GetIds(cno); for (j = 0; j < numIds; j++) { ptId = ids[j].PtId; pointData->GetTuple(ptId, pt); if ((dist2 = Distance2BetweenPoints2D(x, pt)) < minDist2) { closest = ptId; minDist2 = dist2; } } } // Now, search only those buckets that are within a radius. The radius used // is the smaller of sqrt(minDist2) and the radius that is passed in. To avoid // checking a large number of buckets unnecessarily, if the radius is // larger than the dimensions of a bucket, we search outward using a // simple heuristic of rings. This heuristic ends up collecting inner // buckets multiple times, but this only happens in the case where these // buckets are empty, so they are discarded quickly. // if (minDist2 < radius2) { refinedRadius = sqrt(minDist2); refinedRadius2 = dist2; } else { refinedRadius = radius; refinedRadius2 = radius2; } if (inputDataLength != 0.0) { distance2ToDataBounds = this->Distance2ToBounds(x, this->Bounds); maxDistance = sqrt(distance2ToDataBounds) + inputDataLength; if (refinedRadius > maxDistance) { refinedRadius = maxDistance; refinedRadius2 = maxDistance * maxDistance; } } for (i = 0; i < 2; i++) { radiusLevels[i] = static_cast(refinedRadius / this->H[i]); if (radiusLevels[i] > this->Divisions[i] / 2) { radiusLevels[i] = this->Divisions[i] / 2; } } radiusLevel = radiusLevels[0]; radiusLevel = radiusLevels[1] > radiusLevel ? radiusLevels[1] : radiusLevel; if (radiusLevel == 0) { radiusLevel = 1; } // radius schedule increases the radius each iteration, this is currently // implemented by decreasing ii by 1 each iteration. another alternative // is to double the radius each iteration, i.e. ii = ii >> 1 // In practice, reducing ii by one has been found to be more efficient. prevMinLevel[0] = prevMaxLevel[0] = ij[0]; prevMinLevel[1] = prevMaxLevel[1] = ij[1]; for (ii = radiusLevel; ii >= 1; ii--) { currentRadius = refinedRadius; // used in if at bottom of this for loop // Build up a list of buckets that are arranged in rings this->GetOverlappingBuckets(&buckets, x, refinedRadius / ii, prevMinLevel, prevMaxLevel); for (i = 0; i < buckets.GetNumberOfNeighbors(); i++) { nei = buckets.GetPoint(i); // do we still need to test this bucket? if (this->Distance2ToBucket(x, nei) < refinedRadius2) { cno = nei[0] + nei[1] * this->xD; if ((numIds = this->GetNumberOfIds(cno)) > 0) { ids = this->GetIds(cno); for (j = 0; j < numIds; j++) { ptId = ids[j].PtId; pointData->GetTuple(ptId, pt); if ((dist2 = Distance2BetweenPoints2D(x, pt)) < minDist2) { closest = ptId; minDist2 = dist2; refinedRadius = sqrt(minDist2); refinedRadius2 = minDist2; } } // for each pt in bucket } // if ids } // if bucket is within the current best distance } // for each overlapping bucket // Don't want to check a smaller radius than we just checked so update // it appropriately if (refinedRadius < currentRadius && ii > 2) // always check ii==1 { ii = static_cast(static_cast(ii) * (refinedRadius / currentRadius)) + 1; ii = std::max(ii, 2); } } // for each radius in the radius schedule if ((closest != -1) && (minDist2 <= radius2)) { dist2 = minDist2; } else { closest = -1; } return closest; } //------------------------------------------------------------------------------ template void BucketList2D::FindClosestNPoints(int N, const double x[3], vtkIdList* result) { int i = 0, j = 0; double dist2; double pt[3]; int level, maxLevel; vtkIdType ptId, cno, numIds; int ij[2], *nei; NeighborBuckets2D buckets; const vtkLocatorTuple* ids; // Find the bucket the point is in. this->GetBucketIndices(x, ij); // Gather points keeping track of maximum radius in the first group of // points. level = 0; double maxDist2 = 0.0; vtkDist2TupleType sortedPts; sortedPts.reserve(128); // Start in the current bucket and expand out to grab the first N // points. Keep track of maximum distance. this->GetBucketNeighbors(&buckets, ij, this->Divisions, level); while (buckets.GetNumberOfNeighbors() > 0) { for (i = 0; i < buckets.GetNumberOfNeighbors(); i++) { nei = buckets.GetPoint(i); cno = nei[0] + nei[1] * this->xD; if ((numIds = this->GetNumberOfIds(cno)) > 0) { ids = this->GetIds(cno); for (j = 0; j < numIds; j++) { ptId = ids[j].PtId; this->DataSet->GetPoint(ptId, pt); dist2 = Distance2BetweenPoints2D(x, pt); maxDist2 = std::max(dist2, maxDist2); sortedPts.emplace_back(ptId, dist2); } // As soon as N points found, jump out. if (static_cast(sortedPts.size()) >= N) { goto FOUND_N; } } // if points in bucket } // for unprocessed buckets level++; this->GetBucketNeighbors(&buckets, ij, this->Divisions, level); } // while still not found N points // We've found N initial points (or exhausted all points). Now insert // additional points that are closer than this original sample. FOUND_N: if (static_cast(sortedPts.size()) >= N) { // If here, resume processing current buckets to identify additional // close points. Then go out one more level and do the same thing. Watch // boundary condition. int iStart = i; int jStart = j + 1; maxLevel = level + 2; // finish current one plus one more level while (level < maxLevel) { for (i = iStart; i < buckets.GetNumberOfNeighbors(); i++) { nei = buckets.GetPoint(i); cno = nei[0] + nei[1] * this->xD; if ((numIds = this->GetNumberOfIds(cno)) > 0) { ids = this->GetIds(cno); // Start where previous loop left off for (j = jStart; j < numIds; j++) { ptId = ids[j].PtId; this->DataSet->GetPoint(ptId, pt); dist2 = Distance2BetweenPoints2D(x, pt); if (dist2 <= maxDist2) { sortedPts.emplace_back(ptId, dist2); } } jStart = 0; } // if points in bucket } // for unprocessed buckets iStart = 0; level++; this->GetBucketNeighbors(&buckets, ij, this->Divisions, level); } } // Now do the final sort to find N closest. std::sort(sortedPts.begin(), sortedPts.end()); N = (static_cast(sortedPts.size()) < N ? static_cast(sortedPts.size()) : N); // Copy result result->SetNumberOfIds(N); for (i = 0; i < N; i++) { result->SetId(i, sortedPts.at(i).Id); } } namespace // anonymous { //------------------------------------------------------------------------------ // These classes and methods are in support of FindNPointsInAnnulus(). // Iterate over the boundary of a footprint of bins. Takes into account both // inner and outer radius, i.e. culling bins that are not within the annulus. template struct AnnulusIterator { vtkDataSet* DataSet; // access dataset points double* FastPoints; // fast path for points access BucketList2D* Bins; int Divs[2]; // Locator divisions double R; // Bin circumradius int Level; // The level of iterator expansion, level==0 is center double X[2]; // The center of the iterator in physical space int Center[2]; // The center of the iterator in index space vtkIdType NumCircles; // The number of inclusive circles double* Circles; // The circles, 3 tuples with (x,y,r2) // Keep track of iteration int I, J; int Min[2], Max[2]; // Use to enable / disable bin culling int LEVEL_QUERY_THRESHOLD = 4; AnnulusIterator(vtkDataSet* ds, BucketList2D* bins, int divs[2], double binCircumRadius, vtkDoubleArray* circles, const double x[2], int center[2]) : DataSet(ds) , FastPoints(bins->FastPoints) , Bins(bins) , Divs{ divs[0], divs[1] } , R(binCircumRadius) , X{ x[0], x[1] } , Center{ center[0], center[1] } , NumCircles(0) , Circles(nullptr) { if (circles) { this->NumCircles = circles->GetNumberOfTuples(); this->Circles = circles->GetPointer(0); } } // Fast path for double points. double* GetPoint(vtkIdType ptId) { return (this->FastPoints + 3 * ptId); } // Initialize iterator and return starting bin idx. Also return the // starting level of iteration (i.e., non-zero minR2 means that // some inner bins may be skipped). vtkIdType Initialize(int level, int& i, int& j) { // Prepare for traversal at level > 0 this->Level = level; // Set the extents for (int ii = 0; ii < 2; ++ii) { this->Min[ii] = this->Center[ii] - level; this->Max[ii] = this->Center[ii] + level; this->Min[ii] = this->Min[ii] < 0 ? 0 : this->Min[ii]; this->Max[ii] = this->Max[ii] >= this->Divs[ii] ? this->Divs[ii] - 1 : this->Max[ii]; } // Initial iteration position this->I = this->Min[0]; this->J = this->Min[1]; // Fast path for the common case level==0 if (level <= 0) { return (this->I + this->J * this->Divs[0]); } // Begin iteration until first bin on the annulus is discovered. for (this->J = this->Min[1]; this->J <= this->Max[1]; ++this->J) { const vtkIdType jOffset = this->J * this->Divs[0]; const int jmCenter = std::abs(this->J - this->Center[1]); for (this->I = this->Min[0]; this->I <= this->Max[0]; ++this->I) { const int imCenter = std::abs(this->I - this->Center[0]); // We are iterating over the annulus at current level. The annulus // circle requires one of I,J to have a value == level. if (imCenter == this->Level || jmCenter == this->Level) { i = this->I; j = this->J; return (this->I + jOffset); } } // over I } // over J i = j = (-1); return -1; } // Return the next bin in the iteration sequence over the annulus at the // current level. vtkIdType NextBin(int& i, int& j) { // There is no next bin at level 0 if (this->Level <= 0) { i = j = (-1); return (-1); } // Begin iteration until a bin on the annulus is discovered. Note that // I,J should have been previously set. However, we need to move to the // next possible bin, meaning incrementing I,J. while (this->J <= this->Max[1]) { // Forward increment this->I++; if (this->I > this->Max[0]) { this->I = this->Min[0]; this->J++; } // Check if on annulus boundary if (this->J <= this->Max[1] && (this->I == (this->Center[0] + this->Level) || this->I == (this->Center[0] - this->Level) || this->J == (this->Center[1] + this->Level) || this->J == (this->Center[1] - this->Level))) { i = this->I; j = this->J; return (this->I + this->J * this->Divs[0]); } } // Completed traversal i = j = (-1); return (-1); // nothing found } // Return true if the bin can be culled: if the bin specified by // (i,j) is completely outside of the annulus request; and completely // outside any of the optional circle petals, then the bin can be // eliminated from further processing. Otherwise, false is returned. bool CanCullBin(bool gathering, double minR2, double maxR2, int i, int j, int level) { // Bin culling is generally not worth it for smaller levels. // If seeking the maxR2, need to examine all of the bins. if (level < this->LEVEL_QUERY_THRESHOLD || gathering) { return false; } // Obtain the bucket bounding box double min[3], max[3]; this->Bins->GetBucketBounds(i, j, min, max); // Cull the bin if fully outside the (minR2,maxR2] footprint. // Greater than the annulus request outer radius, and maxR2 determined. if (!IntersectsCircle(min, max, this->X, maxR2)) { return true; } // If strictly less than the annulus request inner radius, // minR2 is always known. if (InsideCircle(min, max, this->X, minR2)) { return true; } // At this point, the bin overlaps the shell request. Cull the bin if not // in any of the provided Voronoi tile circles (petals). if (this->NumCircles > 0) { const double* circle = this->Circles; for (int cNum = 0; cNum < this->NumCircles; ++cNum, circle += 3) { if (IntersectsCircle(min, max, circle, circle[2])) { return false; } } return true; // not in any Voronoi flower petal } // The bin cannot be culled. return false; } // Gather nearby points in the bin binIdx. Initially, we gather N points // in order to define the circle S with center x and radius**2 maxR2. // Then, after N points are defined, switch the gathering mode to all points // in the circle (inclusive). Points are placed into the results vector, // maxR2 is updated and returned. double GatherPoints(int i, int j, vtkIdType binIdx, int level, int N, double minR2, double maxR2, vtkDist2TupleArray& res) { bool gathering = true; vtkIdType numIds = this->Bins->GetNumberOfIds(binIdx); if (numIds <= 0 || this->CanCullBin(gathering, minR2, maxR2, i, j, level)) { return maxR2; } const vtkLocatorTuple* ids = this->Bins->GetIds(binIdx); double* pt; for (vtkIdType ii = 0; ii < numIds; ++ii) { vtkIdType ptId = ids[ii].PtId; pt = this->GetPoint(ptId); double d2 = Distance2BetweenPoints2D(this->X, pt); if (d2 > minR2) // not culled by minimum annulus radius { // If not yet found N points, maxR2 may still be increasing if (static_cast(res.size()) < N) { res.emplace_back(vtkDist2Tuple(ptId, d2)); maxR2 = (d2 > maxR2 ? d2 : maxR2); } // maxR2 is determined, so gather points in circle else if (d2 <= maxR2) { gathering = false; res.emplace_back(vtkDist2Tuple(ptId, d2)); } } // if potential candidate } // for all points in this bin return maxR2; } // Add points in the bin binIdx. Like GatherPoints(), except at this point // maxR2 has been determined. Also will cull entire bins if they are not // within the (minR2,MaxR2] query footprint. void AddPoints( int i, int j, vtkIdType binIdx, int level, double minR2, double maxR2, vtkDist2TupleArray& res) { bool gathering = false; // If there is nothing in the bin, or the bin is outside of the // search annulus, skip processing the bin. vtkIdType numIds = this->Bins->GetNumberOfIds(binIdx); if (numIds <= 0 || this->CanCullBin(gathering, minR2, maxR2, i, j, level)) { return; } // Okay, process the points in the bin. const vtkLocatorTuple* ids = this->Bins->GetIds(binIdx); double* pt; for (vtkIdType ii = 0; ii < numIds; ++ii) { vtkIdType ptId = ids[ii].PtId; pt = this->GetPoint(ptId); double d2 = Distance2BetweenPoints2D(this->X, pt); if (d2 > minR2 && d2 <= maxR2) { res.emplace_back(ptId, d2); } // if within annulus footprint } // for all points in this bin } }; // AnnulusIterator } // anonymous namespace //------------------------------------------------------------------------------ // This algorithm works by grabbing the first N points it finds (using an // expanding wave across nearby bins so this initial set of points is // reasonably close to the query point). This operation also determines a // maximum maxR2 defining the radius of the initial nearby set around the query // point. Then, resuming the traversal after grabbing this initial set of >=N // points, all remaining points whose dist2 <= maxR2 are added to the results // list. Finally, if requested a radial sort operation is performed if // requested. The optional circles parameter can be used to cull bins outside // of the circles. template double BucketList2D::FindNPointsInAnnulus(int N, const double x[3], vtkDist2TupleArray& results, double minR2, bool sort, vtkDoubleArray* circles) { // Clear out any previous results results.clear(); // Find the bucket the point is in. This is the center of the request // footprint. int center[2]; this->GetBucketIndices(x, center); // Traverse and gather points in the bucket/bins contained in the annulus // request. We hold the information in the results vector. double minR = sqrt(minR2); double maxR = 0, maxR2 = 0; // Determine absolue limits of iteration (based on possible number of points). vtkIdType numPts = this->DataSet->GetNumberOfPoints(); N = (numPts < N ? numPts : N); // Gather N points if possible and determine maxR2. Make sure all points // within maxR2 have been found. We use a annulus iterator to grow a // "rectangular" annulus from the center bin. Skip over bins inside the // inner radius minR2. The bin index is updated during iteration, binIdx<0 // is returned when the iteration is exhausted. vtkIdType binIdx; int currentLevel = (minR <= 0 ? 0 : static_cast(std::floor(minR / (2.0 * this->BinRadius)))); AnnulusIterator aiter( this->DataSet, this, this->Divisions, this->BinRadius, circles, x, center); // Loop across levels, gathering points as we go. This will determine the maxR2. It also // carves out some inner levels (based on current level) that do not have to be revisited. while (static_cast(results.size()) < N && currentLevel < this->MaxLevel) { int i, j; binIdx = aiter.Initialize(currentLevel, i, j); // Basically iterating over a "rectangular" footprint defined from // the current level. while (binIdx >= 0) { maxR2 = aiter.GatherPoints(i, j, binIdx, currentLevel, N, minR2, maxR2, results); binIdx = aiter.NextBin(i, j); } ++currentLevel; } // Reset the level to the last successfully processed int level = currentLevel - 1; // We have determined maxR2 and ~N points in the request annulus // (minR2 < p_d2 <= maxR2). Now gather any other remaining points // within the request. It's typical that the number of points // returned is >N. maxR = sqrt(maxR2); // Determine the range of indices in each direction based on radius maxR. // This block of bins is processed to gather any additional points with // radius <=maxR2. double xMin[2], xMax[2]; xMin[0] = x[0] - maxR; xMin[1] = x[1] - maxR; xMax[0] = x[0] + maxR; xMax[1] = x[1] + maxR; // Find the rectangular footprint in the locator int ijMin[2], ijMax[2]; this->GetBucketIndices(xMin, ijMin); this->GetBucketIndices(xMax, ijMax); // Add points within the footprint (defined by (center,level) and the // annulus (minR2,maxR2]. Points within the (center+level) // footprint have already been processed, so don't add them again. vtkIdType jOffset; vtkIdType icmLevel = (center[0] - level), icpLevel = (center[0] + level); vtkIdType jcmLevel = (center[1] - level), jcpLevel = (center[1] + level); for (int j = ijMin[1]; j <= ijMax[1]; ++j) { jOffset = j * this->xD; for (int i = ijMin[0]; i <= ijMax[0]; ++i) { // Any bin outside the level processed earlier should be visited. if ((i > icpLevel || i < icmLevel) || (j > jcpLevel || j < jcmLevel)) { binIdx = i + jOffset; aiter.AddPoints(i, j, binIdx, level, minR2, maxR2, results); } } // i-footprint } // j-footprint // Sort if requested if (sort) { std::sort(results.begin(), results.end()); } return maxR2; } //------------------------------------------------------------------------------ // The radius R defines a block of buckets which the circle of radius R may // touch. template void BucketList2D::FindPointsWithinRadius(double R, const double x[3], vtkIdList* result) { double dist2; double pt[3]; vtkIdType ptId, cno, numIds; double R2 = R * R; const vtkLocatorTuple* ids; double xMin[2], xMax[2]; int i, j, ii, jOffset, ijMin[2], ijMax[2]; // Determine the range of indices in each direction based on radius R xMin[0] = x[0] - R; xMin[1] = x[1] - R; xMax[0] = x[0] + R; xMax[1] = x[1] + R; // Find the footprint in the locator this->GetBucketIndices(xMin, ijMin); this->GetBucketIndices(xMax, ijMax); // Clear out previous results result->Reset(); // Add points within footprint and radius for (j = ijMin[1]; j <= ijMax[1]; ++j) { jOffset = j * this->xD; for (i = ijMin[0]; i <= ijMax[0]; ++i) { cno = i + jOffset; if ((numIds = this->GetNumberOfIds(cno)) > 0) { ids = this->GetIds(cno); for (ii = 0; ii < numIds; ii++) { ptId = ids[ii].PtId; this->DataSet->GetPoint(ptId, pt); dist2 = Distance2BetweenPoints2D(x, pt); if (dist2 <= R2) { result->InsertNextId(ptId); } } // for all points in bucket } // if points in bucket } // i-footprint } // j-footprint } //------------------------------------------------------------------------------ // Find the point within tol of the finite line, and closest to the starting // point of the line (i.e., min parametric coordinate t). This is specialized // for 2D, so the line may either be parallel to the locator or not. If not, // the locator plane is intersected and the closest point is found from the // intersection point. Otherwise, the ray is traversed through the locator as // described below. // // Note that we have to traverse more than just the buckets (aka bins) // containing the line since the closest point could be in a neighboring // bin. To keep the code simple here's the straightforward approach used in // the code below. Imagine tracing a circle of radius tol along the finite // line, and processing all bins (and of course the points in the bins) which // intersect the circle. We use a typical ray tracing approach (see // vtkStaticCellLocator for references) and update the current voxels/bins at // boundaries, including intersecting the circle with neighboring bins. Since // this simple approach may visit bins multiple times, we keep an array that // marks whether the bin has been visited previously and skip it if we have. template int BucketList2D::IntersectWithLine(double a0[3], double a1[3], double tol, double& t, double lineX[3], double ptX[3], vtkIdType& ptId) { double* bounds = this->Bounds; int* ndivs = this->Divisions; double* h = this->H; double n[3] = { 0, 0, 1 }; // First check if this line is in a 2D plane or not. If not, intersect the // locator plane with the line and return closest point. if (a0[2] != a1[2]) // not in locator plane { double minPnt[3]; vtkBoundingBox bbox(bounds); bbox.Inflate(tol, tol, 0.0); bbox.GetMinPoint(minPnt); if (vtkPlane::IntersectWithLine(a0, a1, n, minPnt, t, lineX) && bbox.ContainsPoint(lineX)) { ptId = this->FindClosestPoint(lineX); if (ptId < 0) { return 0; } this->DataSet->GetPoint(ptId, ptX); return 1; } else { ptId = (-1); return 0; } } // line not in z-plane // If here then the ray is parallel to the z-plane. In this case, traversing the // pixels (i.e., buckets) in the locator is required. TIds ii, numPtsInBin; double x[3], xl[3], rayDir[3], xmin[3], xmax[3]; int ij[2], ijMin[2], ijMax[2]; int i, j, enterExitCount; vtkIdType idx, pId, bestPtId = (-1); double step[2], next[2], tMax[2], tDelta[2]; double curPos[3], curT, tHit, tMin = VTK_FLOAT_MAX; double tol2 = tol * tol; unsigned char* bucketHasBeenVisited = nullptr; vtkMath::Subtract(a1, a0, rayDir); // Need to pad out bbox vtkBoundingBox bbox(bounds); bbox.Inflate(0.0, 0.0, tol); bbox.GetBounds(bounds); if (vtkBox::IntersectBox(bounds, a0, rayDir, curPos, curT)) { // Initialize intersection query array if necessary. This is done // locally to ensure thread safety. bucketHasBeenVisited = new unsigned char[this->NumBuckets]; memset(bucketHasBeenVisited, 0, this->NumBuckets); // Get the i-j-k point of intersection and bin index. This is // clamped to the boundary of the locator. this->GetBucketIndices(curPos, ij); // Set up some parameters for traversing through bins step[0] = (rayDir[0] >= 0.0) ? 1.0 : -1.0; step[1] = (rayDir[1] >= 0.0) ? 1.0 : -1.0; // If the ray is going in the negative direction, then the next voxel boundary // is on the "-" direction so we stay in the current voxel. next[0] = bounds[0] + h[0] * (rayDir[0] >= 0.0 ? (ij[0] + step[0]) : ij[0]); next[1] = bounds[2] + h[1] * (rayDir[1] >= 0.0 ? (ij[1] + step[1]) : ij[1]); tMax[0] = (rayDir[0] != 0.0) ? (next[0] - curPos[0]) / rayDir[0] : VTK_FLOAT_MAX; tMax[1] = (rayDir[1] != 0.0) ? (next[1] - curPos[1]) / rayDir[1] : VTK_FLOAT_MAX; tDelta[0] = (rayDir[0] != 0.0) ? (h[0] / rayDir[0]) * step[0] : VTK_FLOAT_MAX; tDelta[1] = (rayDir[1] != 0.0) ? (h[1] / rayDir[1]) * step[1] : VTK_FLOAT_MAX; // Process current position including the bins in the circle // footprint. Note there is a rare pathological case where the footprint // on voxel exit must also be considered. for (bestPtId = (-1), enterExitCount = 0; bestPtId < 0 || enterExitCount < 2;) { // Get the "footprint" of bins containing the circle defined by the // current position and a radius of tol. xmin[0] = curPos[0] - tol; xmin[1] = curPos[1] - tol; xmax[0] = curPos[0] + tol; xmax[1] = curPos[1] + tol; this->GetBucketIndices(xmin, ijMin); this->GetBucketIndices(xmax, ijMax); // Start walking through the bins, find the best point of // intersection. Note that the ray may not penetrate all of the way // through the locator so may terminate when (t > 1.0). for (j = ijMin[1]; j <= ijMax[1]; ++j) { for (i = ijMin[0]; i <= ijMax[0]; ++i) { // Current bin index idx = i + j * ndivs[0]; if (!bucketHasBeenVisited[idx]) { bucketHasBeenVisited[idx] = 1; if ((numPtsInBin = this->GetNumberOfIds(idx)) > 0) // there are some points here { const vtkLocatorTuple* ptIds = this->GetIds(idx); for (ii = 0; ii < numPtsInBin; ii++) { pId = ptIds[ii].PtId; this->DataSet->GetPoint(pId, x); if (vtkLine::DistanceToLine(x, a0, a1, tHit, xl) <= tol2 && t < tMin) { tMin = t; bestPtId = pId; } // point is within tolerance and closer } // over all points in bin } // if points in bin } // bucket not visited } // i bins } // j bins // Make sure to evaluate exit footprint as well. Must evaluate entrance // and exit of current voxel. if (bestPtId >= 0) { enterExitCount++; } // Advance to next pixel / bin if (tMax[0] < tMax[1]) { ij[0] += static_cast(step[0]); tMax[0] += tDelta[0]; curT = tMax[0]; } else { ij[1] += static_cast(step[1]); tMax[1] += tDelta[1]; curT = tMax[1]; } // Check exit conditions if (curT > 1.0 || ij[0] < 0 || ij[0] >= ndivs[0] || ij[1] < 0 || ij[1] >= ndivs[1]) { break; } else { curPos[0] = a0[0] + curT * rayDir[0]; curPos[1] = a0[1] + curT * rayDir[1]; } } // for looking for valid intersected point } // if (vtkBox::IntersectBox(...)) // Clean up and get out delete[] bucketHasBeenVisited; // If a point has been intersected, recover the information and return. // This information could be cached.... if (bestPtId >= 0) { // update the return information ptId = bestPtId; this->DataSet->GetPoint(ptId, ptX); vtkLine::DistanceToLine(ptX, a0, a1, t, lineX); return 1; } return 0; } //------------------------------------------------------------------------------ template double BucketList2D::FindCloseNBoundedPoints(int N, const double x[3], vtkIdList* result) { int i, j; double dist2; double pt[3]; int level; vtkIdType ptId, cno, numIds; int ij[2], *nei; NeighborBuckets2D buckets; const vtkLocatorTuple* ids; // Find the bucket the point is in. this->GetBucketIndices(x, ij); // Gather points keeping track of maximum radius level = 0; double maxDist2 = 0.0; vtkDist2TupleType sortedPts; sortedPts.reserve(128); // Start in the current bucket and expand out to grab first N points. Keep // track of maximum distance. this->GetBucketNeighbors(&buckets, ij, this->Divisions, level); while (buckets.GetNumberOfNeighbors() > 0) { // For all buckets in this level for (i = 0; i < buckets.GetNumberOfNeighbors(); i++) { nei = buckets.GetPoint(i); cno = nei[0] + nei[1] * this->xD; if ((numIds = this->GetNumberOfIds(cno)) > 0) { ids = this->GetIds(cno); for (j = 0; j < numIds; j++) { ptId = ids[j].PtId; this->DataSet->GetPoint(ptId, pt); dist2 = Distance2BetweenPoints2D(x, pt); // accumulate first N points if (static_cast(sortedPts.size()) < N) { maxDist2 = (dist2 > maxDist2 ? dist2 : maxDist2); sortedPts.emplace_back(ptId, dist2); } else if (dist2 <= maxDist2) { sortedPts.emplace_back(ptId, dist2); } } } // if points in bucket } // for buckets in this level level++; // As soon as N points in this level found, jump out. if (static_cast(sortedPts.size()) >= N) { goto FOUND_N; } this->GetBucketNeighbors(&buckets, ij, this->Divisions, level); } // while still not found N points // We've found at least N initial points (or exhausted all points). Now insert // additional points that are closer than this original sample. FOUND_N: if (static_cast(sortedPts.size()) >= N) { // If here, check for any overlapping buckets we might have missed. this->GetOverlappingBuckets(&buckets, x, ij, sqrt(maxDist2), level - 1); for (i = 0; i < buckets.GetNumberOfNeighbors(); i++) { nei = buckets.GetPoint(i); cno = nei[0] + nei[1] * this->xD; if ((numIds = this->GetNumberOfIds(cno)) > 0) { ids = this->GetIds(cno); // Start where previous loop left off for (j = 0; j < numIds; j++) { ptId = ids[j].PtId; this->DataSet->GetPoint(ptId, pt); dist2 = Distance2BetweenPoints2D(x, pt); if (dist2 <= maxDist2) { sortedPts.emplace_back(ptId, dist2); } } } // if points in bucket } // for unprocessed buckets } // if more than N points // Now do final sort and find N closest, and if there are points located at // the same distance as the Nth point, include them too. std::sort(sortedPts.begin(), sortedPts.end()); if (static_cast(sortedPts.size()) <= N) { N = static_cast(sortedPts.size()); } else { maxDist2 = sortedPts.at(N - 1).Dist2; while (N < static_cast(sortedPts.size()) && sortedPts.at(N).Dist2 == maxDist2) { N++; } } // Now copy result result->SetNumberOfIds(N); for (i = 0; i < N; i++) { result->SetId(i, sortedPts.at(i).Id); } return maxDist2; } //------------------------------------------------------------------------------ // Does the circle contain the bucket? Find the closest of the four points of // the bucket and see if it is within R2. template bool BucketList2D::BucketIntersectsCircle(int i, int j, const double center[3], double R2) { double delX = center[0] - (bX + static_cast(i) * this->hX); double delY = center[1] - (bY + static_cast(j) * this->hY); int quadrant = (delX > 0.0 ? 1 : 0); quadrant += (delY > 0.0 ? 2 : 0); switch (quadrant) { case 0: delX += this->hX; delY += this->hY; break; case 1: delY += this->hY; break; case 2: delX += this->hX; break; case 3: break; } return (delX * delX + delY * delY) <= R2; } //------------------------------------------------------------------------------ // Merge points based on tolerance. Return a point map. There are two // separate paths: when the tolerance is precisely 0.0, and when tol > // 0.0. Both are executed in parallel, although the second uses a // checkerboard approach to avoid write collisions. template void BucketList2D::MergePoints(double tol, vtkIdType* mergeMap) { // First mark all points as uninitialized std::fill_n(mergeMap, this->NumPts, (-1)); // If tol=0, then just process points bucket by bucket. Don't have to worry // about points in other buckets. if (tol <= 0.0) { MergePrecise merge(this, mergeMap); vtkSMPTools::For(0, this->NumBuckets, merge); } // Merge within a tolerance. This is a greedy algorithm that can give // weird results since exactly which points to merge with is not an // obvious answer (without doing fancy clustering etc). else { MergeClose merge(this, tol, mergeMap); vtkSMPTools::For(0, this->NumPts, merge); } } //------------------------------------------------------------------------------ // Internal method to find those buckets that are within distance specified // only those buckets outside of level radiuses of ij are returned template void BucketList2D::GetOverlappingBuckets( NeighborBuckets2D* buckets, const double x[3], const int ij[2], double dist, int level) { int i, j, nei[3], minLevel[2], maxLevel[2]; double xMin[3], xMax[3]; // Initialize buckets->Reset(); // Determine the range of indices in each direction xMin[0] = x[0] - dist; xMin[1] = x[1] - dist; xMax[0] = x[0] + dist; xMax[1] = x[1] + dist; this->GetBucketIndices(xMin, minLevel); this->GetBucketIndices(xMax, maxLevel); for (i = minLevel[0]; i <= maxLevel[0]; i++) { for (j = minLevel[1]; j <= maxLevel[1]; j++) { if (i < (ij[0] - level) || i > (ij[0] + level) || j < (ij[1] - level) || j > (ij[1] + level)) { nei[0] = i; nei[1] = j; buckets->InsertNextBucket(nei); } } } } //------------------------------------------------------------------------------ // Internal method to find those buckets that are within distance specified // only those buckets outside of level radiuses of ij are returned template void BucketList2D::GetOverlappingBuckets(NeighborBuckets2D* buckets, const double x[3], double dist, int prevMinLevel[2], int prevMaxLevel[2]) { int i, j, nei[3], minLevel[2], maxLevel[2]; int jFactor; int jkSkipFlag; double xMin[2], xMax[2]; // Initialize buckets->Reset(); // Determine the range of indices in each direction xMin[0] = x[0] - dist; xMin[1] = x[1] - dist; xMax[0] = x[0] + dist; xMax[1] = x[1] + dist; this->GetBucketIndices(xMin, minLevel); this->GetBucketIndices(xMax, maxLevel); if (minLevel[0] == prevMinLevel[0] && maxLevel[0] == prevMaxLevel[0] && minLevel[1] == prevMinLevel[1] && maxLevel[1] == prevMaxLevel[1]) { return; } for (j = minLevel[1]; j <= maxLevel[1]; j++) { if (j >= prevMinLevel[1] && j <= prevMaxLevel[1]) { jkSkipFlag = 1; } else { jkSkipFlag = 0; } jFactor = j * this->xD; for (i = minLevel[0]; i <= maxLevel[0]; i++) { if (jkSkipFlag && i == prevMinLevel[0]) { i = prevMaxLevel[0]; continue; } // if this bucket has any cells, add it to the list if (this->GetNumberOfIds(i + jFactor) > 0) { nei[0] = i; nei[1] = j; buckets->InsertNextBucket(nei); } } } prevMinLevel[0] = minLevel[0]; prevMinLevel[1] = minLevel[1]; prevMaxLevel[0] = maxLevel[0]; prevMaxLevel[1] = maxLevel[1]; } //------------------------------------------------------------------------------ // Build polygonal representation of locator. Create faces that separate // inside/outside buckets, or separate inside/boundary of locator. template void BucketList2D::GenerateRepresentation(int vtkNotUsed(level), vtkPolyData* pd) { vtkPoints* pts; vtkCellArray* polys; int ii, i, j, idx, inside; int offset[3] = { 0, 0, 0 }, minusOffset[3] = { 0, 0, 0 }; pts = vtkPoints::New(); pts->Allocate(5000); polys = vtkCellArray::New(); polys->AllocateEstimate(2048, 3); // loop over all buckets, creating appropriate faces for (j = 0; j < this->Divisions[1]; j++) { offset[1] = j * this->Divisions[0]; minusOffset[1] = (j - 1) * this->Divisions[0]; for (i = 0; i < this->Divisions[0]; i++) { offset[0] = i; minusOffset[0] = i - 1; idx = offset[0] + offset[1]; if (this->GetNumberOfIds(idx) > 0) { inside = 0; } else { inside = 1; } // check "negative" neighbors for (ii = 0; ii < 3; ii++) { if (minusOffset[ii] < 0) { if (inside) { this->GenerateFace(ii, i, j, 0, pts, polys); } } else { if (ii == 0) { idx = minusOffset[0] + offset[1] + offset[2]; } else if (ii == 1) { idx = offset[0] + minusOffset[1] + offset[2]; } else { idx = offset[0] + offset[1] + minusOffset[2]; } if ((this->GetNumberOfIds(idx) > 0 && inside) || (this->GetNumberOfIds(idx) > 0 && !inside)) { this->GenerateFace(ii, i, j, 0, pts, polys); } } // those buckets on "positive" boundaries can generate faces specially if ((i + 1) >= this->Divisions[0] && inside) { this->GenerateFace(0, i + 1, j, 0, pts, polys); } if ((j + 1) >= this->Divisions[1] && inside) { this->GenerateFace(1, i, j + 1, 0, pts, polys); } } // over negative faces } // over i divisions } // over j divisions pd->SetPoints(pts); pts->Delete(); pd->SetPolys(polys); polys->Delete(); pd->Squeeze(); } //------------------------------------------------------------------------------ // Here is the VTK class proper. It's implemented with the templated // BucketList2D class. //------------------------------------------------------------------------------ // Construct with automatic computation of divisions, averaging // 5 points per bucket. vtkStaticPointLocator2D::vtkStaticPointLocator2D() { this->NumberOfPointsPerBucket = 5; this->Divisions[0] = this->Divisions[1] = 50; this->H[0] = this->H[1] = 0.0; this->Buckets = nullptr; this->MaxNumberOfBuckets = VTK_INT_MAX; this->LargeIds = false; this->Static = false; } //------------------------------------------------------------------------------ vtkStaticPointLocator2D::~vtkStaticPointLocator2D() { this->FreeSearchStructure(); } //------------------------------------------------------------------------------ void vtkStaticPointLocator2D::Initialize() { this->FreeSearchStructure(); } //------------------------------------------------------------------------------ void vtkStaticPointLocator2D::FreeSearchStructure() { if (this->Buckets) { delete this->Buckets; this->Buckets = nullptr; } } //------------------------------------------------------------------------------ void vtkStaticPointLocator2D::BuildLocator() { // Short circuit mtime query process in tight loops if (this->Static) { return; } // don't rebuild if build time is newer than modified and dataset modified time if (this->Buckets && this->BuildTime > this->MTime && this->BuildTime > this->DataSet->GetMTime()) { return; } // don't rebuild if UseExistingSearchStructure is ON and a search structure already exists if (this->Buckets && this->UseExistingSearchStructure) { this->BuildTime.Modified(); vtkDebugMacro(<< "BuildLocator exited - UseExistingSearchStructure"); return; } this->BuildLocatorInternal(); } //------------------------------------------------------------------------------ void vtkStaticPointLocator2D::ForceBuildLocator() { this->BuildLocatorInternal(); } //------------------------------------------------------------------------------ // Method to form subdivision of space based on the points provided and // subject to the constraints of levels and NumberOfPointsPerBucket. // The result is directly addressable and of uniform subdivision. // void vtkStaticPointLocator2D::BuildLocatorInternal() { int ndivs[3]; int i; vtkIdType numPts; vtkDebugMacro(<< "Hashing points..."); this->Level = 1; // only single lowest level - from superclass if (!this->DataSet || (numPts = this->DataSet->GetNumberOfPoints()) < 1) { vtkErrorMacro(<< "No points to locate"); return; } // Make sure the appropriate data is available // if (this->Buckets) { this->FreeSearchStructure(); } // Size the root bucket. Initialize bucket data structure, compute // level and divisions. The GetBounds() method below can be very slow; // hopefully it is cached or otherwise accelerated. // const double* bounds = this->DataSet->GetBounds(); vtkIdType numBuckets = static_cast( static_cast(numPts) / static_cast(this->NumberOfPointsPerBucket)); numBuckets = (numBuckets > this->MaxNumberOfBuckets ? this->MaxNumberOfBuckets : numBuckets); vtkBoundingBox bbox(bounds); if (this->Automatic) { bbox.ComputeDivisions(numBuckets, this->Bounds, ndivs); } else { bbox.Inflate(); // make sure non-zero volume bbox.GetBounds(this->Bounds); for (i = 0; i < 2; i++) { ndivs[i] = (this->Divisions[i] < 1 ? 1 : this->Divisions[i]); } } this->Divisions[0] = ndivs[0]; this->Divisions[1] = ndivs[1]; this->NumberOfBuckets = numBuckets = static_cast(ndivs[0]) * static_cast(ndivs[1]); // Compute width of bucket in three directions // for (i = 0; i < 2; i++) { this->H[i] = (this->Bounds[2 * i + 1] - this->Bounds[2 * i]) / static_cast(ndivs[i]); } // Instantiate the locator. The type is related to the maximum point id. // This is done for performance (e.g., the sort is faster) and significant // memory savings. // if (numPts >= VTK_INT_MAX || numBuckets >= VTK_INT_MAX) { this->LargeIds = true; this->Buckets = new BucketList2D(this, numPts, numBuckets); } else { this->LargeIds = false; this->Buckets = new BucketList2D(this, numPts, numBuckets); } // Actually construct the locator this->Buckets->BuildLocator(); this->BuildTime.Modified(); } //------------------------------------------------------------------------------ // These methods satisfy the vtkStaticPointLocator2D API. The implementation is // with the templated BucketList2D class. Note that a lot of the complexity here // is due to the desire to use different id types (int versus vtkIdType) for the // purposes of increasing speed and reducing memory. // // You're probably wondering why an if check (on LargeIds) is used to // static_cast on BucketList2D type, when virtual inheritance could be // used. Benchmarking shows a small speed difference due to inlining, which // the use of virtual methods short circuits. //------------------------------------------------------------------------------ // Given a position x, return the id of the point closest to it. vtkIdType vtkStaticPointLocator2D::FindClosestPoint(const double x[3]) { this->BuildLocator(); // will subdivide if modified; otherwise returns if (!this->Buckets) { return -1; } if (this->LargeIds) { return static_cast*>(this->Buckets)->FindClosestPoint(x); } else { return static_cast*>(this->Buckets)->FindClosestPoint(x); } } //------------------------------------------------------------------------------ vtkIdType vtkStaticPointLocator2D::FindClosestPointWithinRadius( double radius, const double x[3], double inputDataLength, double& dist2) { this->BuildLocator(); // will subdivide if modified; otherwise returns if (!this->Buckets) { return -1; } if (this->LargeIds) { return static_cast*>(this->Buckets) ->FindClosestPointWithinRadius(radius, x, inputDataLength, dist2); } else { return static_cast*>(this->Buckets) ->FindClosestPointWithinRadius(radius, x, inputDataLength, dist2); } } //------------------------------------------------------------------------------ vtkIdType vtkStaticPointLocator2D::FindClosestPointWithinRadius( double radius, const double x[3], double& dist2) { return this->FindClosestPointWithinRadius(radius, x, this->DataSet->GetLength(), dist2); } //------------------------------------------------------------------------------ void vtkStaticPointLocator2D::FindClosestNPoints(int N, const double x[3], vtkIdList* result) { this->BuildLocator(); // will subdivide if modified; otherwise returns if (!this->Buckets) { return; } if (this->LargeIds) { static_cast*>(this->Buckets)->FindClosestNPoints(N, x, result); } else { static_cast*>(this->Buckets)->FindClosestNPoints(N, x, result); } } //------------------------------------------------------------------------------ double vtkStaticPointLocator2D::FindNPointsInAnnulus(int N, const double x[3], vtkDist2TupleArray& results, double minDist2, bool sort, vtkDoubleArray* petals) { this->BuildLocator(); // will subdivide if modified; otherwise returns if (!this->Buckets) { return 0.0; } if (this->LargeIds) { return static_cast*>(this->Buckets) ->FindNPointsInAnnulus(N, x, results, minDist2, sort, petals); } else { return static_cast*>(this->Buckets) ->FindNPointsInAnnulus(N, x, results, minDist2, sort, petals); } } //------------------------------------------------------------------------------ void vtkStaticPointLocator2D::FindPointsWithinRadius(double R, const double x[3], vtkIdList* result) { this->BuildLocator(); // will subdivide if modified; otherwise returns if (!this->Buckets) { return; } if (this->LargeIds) { static_cast*>(this->Buckets)->FindPointsWithinRadius(R, x, result); } else { static_cast*>(this->Buckets)->FindPointsWithinRadius(R, x, result); } } //------------------------------------------------------------------------------ // Find bounded points, approximately N, returning max radius Rmax. All // points returned will be r <= Rmax. double vtkStaticPointLocator2D::FindCloseNBoundedPoints(int N, const double x[3], vtkIdList* result) { this->BuildLocator(); // will subdivide if modified; otherwise returns if (!this->Buckets) { return 0.0; } if (this->LargeIds) { return static_cast*>(this->Buckets) ->FindCloseNBoundedPoints(N, x, result); } else { return static_cast*>(this->Buckets)->FindCloseNBoundedPoints(N, x, result); } } //------------------------------------------------------------------------------ // This method traverses the locator along the defined ray, finding the // closest point to a0 when projected onto the line (a0,a1) (i.e., min // parametric coordinate t) and within the tolerance tol (measured in the // world coordinate system). int vtkStaticPointLocator2D::IntersectWithLine(double a0[3], double a1[3], double tol, double& t, double lineX[3], double ptX[3], vtkIdType& ptId) { this->BuildLocator(); // will subdivide if modified; otherwise returns if (!this->Buckets) { return 0; } if (this->LargeIds) { return static_cast*>(this->Buckets) ->IntersectWithLine(a0, a1, tol, t, lineX, ptX, ptId); } else { return static_cast*>(this->Buckets) ->IntersectWithLine(a0, a1, tol, t, lineX, ptX, ptId); } } //------------------------------------------------------------------------------ void vtkStaticPointLocator2D::GenerateRepresentation(int level, vtkPolyData* pd) { this->BuildLocator(); // will subdivide if modified; otherwise returns if (!this->Buckets) { return; } if (this->LargeIds) { static_cast*>(this->Buckets)->GenerateRepresentation(level, pd); } else { static_cast*>(this->Buckets)->GenerateRepresentation(level, pd); } } //------------------------------------------------------------------------------ // Given a bin/bucket number, return the number of points in the bin/bucket. vtkIdType vtkStaticPointLocator2D::GetNumberOfPointsInBucket(vtkIdType bNum) { if (this->LargeIds) { return static_cast*>(this->Buckets)->GetNumberOfIds(bNum); } else { return static_cast*>(this->Buckets)->GetNumberOfIds(bNum); } } //------------------------------------------------------------------------------ // Given a bin/bucket number, return an array of point ids in the bucket. Use // this method in conjunction with GetNumberOfPointsInBucket(). void vtkStaticPointLocator2D::GetBucketIds(vtkIdType bNum, vtkIdList* bList) { if (this->LargeIds) { static_cast*>(this->Buckets)->GetIds(bNum, bList); } else { static_cast*>(this->Buckets)->GetIds(bNum, bList); } } //------------------------------------------------------------------------------ // Given a bucket, return the ids in the bucket. void vtkStaticPointLocator2D::MergePoints(double tol, vtkIdType* pointMap) { this->BuildLocator(); // will subdivide if modified; otherwise returns if (!this->Buckets) { return; } if (this->LargeIds) { static_cast*>(this->Buckets)->MergePoints(tol, pointMap); } else { static_cast*>(this->Buckets)->MergePoints(tol, pointMap); } } //------------------------------------------------------------------------------ void vtkStaticPointLocator2D::GetBucketIndices(const double* x, int ij[2]) const { this->Buckets->GetBucketIndices(x, ij); } //------------------------------------------------------------------------------ vtkIdType vtkStaticPointLocator2D::GetBucketIndex(const double* x) const { return this->Buckets->GetBucketIndex(x); } //------------------------------------------------------------------------------ void vtkStaticPointLocator2D::PrintSelf(ostream& os, vtkIndent indent) { this->Superclass::PrintSelf(os, indent); os << indent << "Number of Points Per Bucket: " << this->NumberOfPointsPerBucket << "\n"; os << indent << "Divisions: (" << this->Divisions[0] << ", " << this->Divisions[1] << ")\n"; os << indent << "Max Number Of Buckets: " << this->MaxNumberOfBuckets << "\n"; os << indent << "Large IDs: " << this->LargeIds << "\n"; os << indent << "Static: " << (this->Static ? "On\n" : "Off\n"); } VTK_ABI_NAMESPACE_END