| // This file is part of Eigen, a lightweight C++ template library |
| // for linear algebra. |
| // |
| // Copyright (C) 2009 Ilya Baran <ibaran@mit.edu> |
| // |
| // This Source Code Form is subject to the terms of the Mozilla |
| // Public License v. 2.0. If a copy of the MPL was not distributed |
| // with this file, You can obtain one at http://mozilla.org/MPL/2.0/. |
| |
| #ifndef EIGEN_BVH_MODULE_H |
| #define EIGEN_BVH_MODULE_H |
| |
| #include "../../Eigen/Core" |
| #include "../../Eigen/Geometry" |
| #include "../../Eigen/StdVector" |
| #include <algorithm> |
| #include <queue> |
| |
| namespace Eigen { |
| |
| /** |
| * \defgroup BVH_Module BVH module |
| * \brief This module provides generic bounding volume hierarchy algorithms |
| * and reference tree implementations. |
| * |
| * |
| * \code |
| * #include <unsupported/Eigen/BVH> |
| * \endcode |
| * |
| * A bounding volume hierarchy (BVH) can accelerate many geometric queries. This module provides a generic implementation |
| * of the two basic algorithms over a BVH: intersection of a query object against all objects in the hierarchy and minimization |
| * of a function over the objects in the hierarchy. It also provides intersection and minimization over a cartesian product of |
| * two BVH's. A BVH accelerates intersection by using the fact that if a query object does not intersect a volume, then it cannot |
| * intersect any object contained in that volume. Similarly, a BVH accelerates minimization because the minimum of a function |
| * over a volume is no greater than the minimum of a function over any object contained in it. |
| * |
| * Some sample queries that can be written in terms of intersection are: |
| * - Determine all points where a ray intersects a triangle mesh |
| * - Given a set of points, determine which are contained in a query sphere |
| * - Given a set of spheres, determine which contain the query point |
| * - Given a set of disks, determine if any is completely contained in a query rectangle (represent each 2D disk as a point \f$(x,y,r)\f$ |
| * in 3D and represent the rectangle as a pyramid based on the original rectangle and shrinking in the \f$r\f$ direction) |
| * - Given a set of points, count how many pairs are \f$d\pm\epsilon\f$ apart (done by looking at the cartesian product of the set |
| * of points with itself) |
| * |
| * Some sample queries that can be written in terms of function minimization over a set of objects are: |
| * - Find the intersection between a ray and a triangle mesh closest to the ray origin (function is infinite off the ray) |
| * - Given a polyline and a query point, determine the closest point on the polyline to the query |
| * - Find the diameter of a point cloud (done by looking at the cartesian product and using negative distance as the function) |
| * - Determine how far two meshes are from colliding (this is also a cartesian product query) |
| * |
| * This implementation decouples the basic algorithms both from the type of hierarchy (and the types of the bounding volumes) and |
| * from the particulars of the query. To enable abstraction from the BVH, the BVH is required to implement a generic mechanism |
| * for traversal. To abstract from the query, the query is responsible for keeping track of results. |
| * |
| * To be used in the algorithms, a hierarchy must implement the following traversal mechanism (see KdBVH for a sample implementation): \code |
| typedef Volume //the type of bounding volume |
| typedef Object //the type of object in the hierarchy |
| typedef Index //a reference to a node in the hierarchy--typically an int or a pointer |
| typedef VolumeIterator //an iterator type over node children--returns Index |
| typedef ObjectIterator //an iterator over object (leaf) children--returns const Object & |
| Index getRootIndex() const //returns the index of the hierarchy root |
| const Volume &getVolume(Index index) const //returns the bounding volume of the node at given index |
| void getChildren(Index index, VolumeIterator &outVBegin, VolumeIterator &outVEnd, |
| ObjectIterator &outOBegin, ObjectIterator &outOEnd) const |
| //getChildren takes a node index and makes [outVBegin, outVEnd) range over its node children |
| //and [outOBegin, outOEnd) range over its object children |
| \endcode |
| * |
| * To use the hierarchy, call BVIntersect or BVMinimize, passing it a BVH (or two, for cartesian product) and a minimizer or intersector. |
| * For an intersection query on a single BVH, the intersector encapsulates the query and must provide two functions: |
| * \code |
| bool intersectVolume(const Volume &volume) //returns true if the query intersects the volume |
| bool intersectObject(const Object &object) //returns true if the intersection search should terminate immediately |
| \endcode |
| * The guarantee that BVIntersect provides is that intersectObject will be called on every object whose bounding volume |
| * intersects the query (but possibly on other objects too) unless the search is terminated prematurely. It is the |
| * responsibility of the intersectObject function to keep track of the results in whatever manner is appropriate. |
| * The cartesian product intersection and the BVMinimize queries are similar--see their individual documentation. |
| * |
| * The following is a simple but complete example for how to use the BVH to accelerate the search for a closest red-blue point pair: |
| * \include BVH_Example.cpp |
| * Output: \verbinclude BVH_Example.out |
| */ |
| } |
| |
| //@{ |
| |
| #include "src/BVH/BVAlgorithms.h" |
| #include "src/BVH/KdBVH.h" |
| |
| //@} |
| |
| #endif // EIGEN_BVH_MODULE_H |