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/*
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 * Software License Agreement (BSD License)
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 *
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 *  Copyright (c) 2011-2014, Willow Garage, Inc.
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 *  Copyright (c) 2014-2016, Open Source Robotics Foundation
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 *  All rights reserved.
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 *
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 *  Redistribution and use in source and binary forms, with or without
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 *  modification, are permitted provided that the following conditions
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 *  are met:
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 *
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 *   * Redistributions of source code must retain the above copyright
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 *     notice, this list of conditions and the following disclaimer.
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 *   * Redistributions in binary form must reproduce the above
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 *     copyright notice, this list of conditions and the following
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 *     disclaimer in the documentation and/or other materials provided
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 *     with the distribution.
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 *   * Neither the name of Open Source Robotics Foundation nor the names of its
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 *     contributors may be used to endorse or promote products derived
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 *     from this software without specific prior written permission.
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 *
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 *  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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 *  "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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 *  LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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 *  FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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 *  COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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 *  INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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 *  BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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 *  LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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 *  CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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 *  LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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 *  ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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 *  POSSIBILITY OF SUCH DAMAGE.
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 */
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/** @author Jia Pan  */
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#ifndef HPP_FCL_HIERARCHY_TREE_H
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#define HPP_FCL_HIERARCHY_TREE_H
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#include <vector>
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#include <map>
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#include <functional>
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#include <iostream>
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#include "hpp/fcl/warning.hh"
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#include "hpp/fcl/BV/AABB.h"
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#include "hpp/fcl/broadphase/detail/morton.h"
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#include "hpp/fcl/broadphase/detail/node_base.h"
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namespace hpp {
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namespace fcl {
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namespace detail {
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/// @brief Class for hierarchy tree structure
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template <typename BV>
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class HierarchyTree {
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 public:
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  typedef NodeBase<BV> Node;
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  /// @brief Create hierarchy tree with suitable setting.
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  /// bu_threshold decides the height of tree node to start bottom-up
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  /// construction / optimization; topdown_level decides different methods to
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  /// construct tree in topdown manner. lower level method constructs tree with
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  /// better quality but is slower.
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  HierarchyTree(int bu_threshold_ = 16, int topdown_level_ = 0);
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  ~HierarchyTree();
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  /// @brief Initialize the tree by a set of leaves using algorithm with a given
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  /// level.
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  void init(std::vector<Node*>& leaves, int level = 0);
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  /// @brief Insest a node
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  Node* insert(const BV& bv, void* data);
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  /// @brief Remove a leaf node
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  void remove(Node* leaf);
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  /// @brief Clear the tree
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  void clear();
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  /// @brief Whether the tree is empty
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  bool empty() const;
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  /// @brief Updates a `leaf` node. A use case is when the bounding volume
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  /// of an object changes. Ensure every parent node has its bounding volume
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  /// expand or shrink to fit the bounding volumes of its children.
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  /// @note Strangely the structure of the tree may change even if the
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  ///       bounding volume of the `leaf` node does not change. It is just
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  ///       another valid tree of the same set of objects.  This is because
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  ///       update() works by first removing `leaf` and then inserting `leaf`
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  ///       back. The structural change could be as simple as switching the
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  ///       order of two leaves if the sibling of the `leaf` is also a leaf.
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  ///       Or it could be more complicated if the sibling is an internal
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  ///       node.
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  void update(Node* leaf, int lookahead_level = -1);
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  /// @brief update the tree when the bounding volume of a given leaf has
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  /// changed
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  bool update(Node* leaf, const BV& bv);
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  /// @brief update one leaf's bounding volume, with prediction
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  bool update(Node* leaf, const BV& bv, const Vec3f& vel, FCL_REAL margin);
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  /// @brief update one leaf's bounding volume, with prediction
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  bool update(Node* leaf, const BV& bv, const Vec3f& vel);
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  /// @brief get the max height of the tree
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  size_t getMaxHeight() const;
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  /// @brief get the max depth of the tree
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  size_t getMaxDepth() const;
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  /// @brief balance the tree from bottom
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  void balanceBottomup();
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  /// @brief balance the tree from top
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  void balanceTopdown();
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  /// @brief balance the tree in an incremental way
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  void balanceIncremental(int iterations);
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  /// @brief refit the tree, i.e., when the leaf nodes' bounding volumes change,
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  /// update the entire tree in a bottom-up manner
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  void refit();
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  /// @brief extract all the leaves of the tree
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  void extractLeaves(const Node* root, std::vector<Node*>& leaves) const;
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  /// @brief number of leaves in the tree
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  size_t size() const;
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  /// @brief get the root of the tree
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  Node* getRoot() const;
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  Node*& getRoot();
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  /// @brief print the tree in a recursive way
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  void print(Node* root, int depth);
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 private:
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  typedef typename std::vector<NodeBase<BV>*>::iterator NodeVecIterator;
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  typedef
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      typename std::vector<NodeBase<BV>*>::const_iterator NodeVecConstIterator;
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  struct SortByMorton {
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    bool operator()(const Node* a, const Node* b) const {
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      return a->code < b->code;
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    }
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  };
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  /// @brief construct a tree for a set of leaves from bottom -- very heavy way
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  void bottomup(const NodeVecIterator lbeg, const NodeVecIterator lend);
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  /// @brief construct a tree for a set of leaves from top
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  Node* topdown(const NodeVecIterator lbeg, const NodeVecIterator lend);
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  /// @brief compute the maximum height of a subtree rooted from a given node
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  size_t getMaxHeight(Node* node) const;
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  /// @brief compute the maximum depth of a subtree rooted from a given node
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  void getMaxDepth(Node* node, size_t depth, size_t& max_depth) const;
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  /// @brief construct a tree from a list of nodes stored in [lbeg, lend) in a
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  /// topdown manner. During construction, first compute the best split axis as
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  /// the axis along with the longest AABB edge. Then compute the median of all
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  /// nodes' center projection onto the axis and using it as the split
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  /// threshold.
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  Node* topdown_0(const NodeVecIterator lbeg, const NodeVecIterator lend);
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  /// @brief construct a tree from a list of nodes stored in [lbeg, lend) in a
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  /// topdown manner. During construction, first compute the best split
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  /// thresholds for different axes as the average of all nodes' center. Then
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  /// choose the split axis as the axis whose threshold can divide the nodes
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  /// into two parts with almost similar size. This construction is more
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  /// expensive then topdown_0, but also can provide tree with better quality.
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  Node* topdown_1(const NodeVecIterator lbeg, const NodeVecIterator lend);
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  /// @brief init tree from leaves in the topdown manner (topdown_0 or
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  /// topdown_1)
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  void init_0(std::vector<Node*>& leaves);
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  /// @brief init tree from leaves using morton code. It uses morton_0, i.e.,
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  /// for nodes which is of depth more than the maximum bits of the morton code,
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  /// we use bottomup method to construct the subtree, which is slow but can
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  /// construct tree with high quality.
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  void init_1(std::vector<Node*>& leaves);
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  /// @brief init tree from leaves using morton code. It uses morton_0, i.e.,
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  /// for nodes which is of depth more than the maximum bits of the morton code,
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  /// we split the leaves into two parts with the same size simply using the
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  /// node index.
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  void init_2(std::vector<Node*>& leaves);
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  /// @brief init tree from leaves using morton code. It uses morton_2, i.e.,
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  /// for all nodes, we simply divide the leaves into parts with the same size
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  /// simply using the node index.
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  void init_3(std::vector<Node*>& leaves);
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  Node* mortonRecurse_0(const NodeVecIterator lbeg, const NodeVecIterator lend,
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                        const uint32_t& split, int bits);
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  Node* mortonRecurse_1(const NodeVecIterator lbeg, const NodeVecIterator lend,
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                        const uint32_t& split, int bits);
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  Node* mortonRecurse_2(const NodeVecIterator lbeg, const NodeVecIterator lend);
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  /// @brief update one leaf node's bounding volume
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  void update_(Node* leaf, const BV& bv);
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  /// @brief sort node n and its parent according to their memory position
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  Node* sort(Node* n, Node*& r);
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  /// @brief Insert a leaf node and also update its ancestors. Maintain the
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  /// tree as a full binary tree (every interior node has exactly two children).
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  /// Furthermore, adjust the BV of interior nodes so that each parent's BV
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  /// tightly fits its children's BVs.
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  /// @param sub_root The root of the subtree into which we will insert the
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  //                  leaf node.
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  void insertLeaf(Node* const sub_root, Node* const leaf);
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  /// @brief Remove a leaf. Maintain the tree as a full binary tree (every
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  /// interior node has exactly two children). Furthermore, adjust the BV of
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  /// interior nodes so that each parent's BV tightly fits its children's BVs.
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  /// @note The leaf node itself is not deleted yet, but all the unnecessary
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  ///       internal nodes are deleted.
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  /// @returns the root of the subtree containing the nodes whose BVs were
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  //           adjusted.
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  Node* removeLeaf(Node* const leaf);
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  /// @brief Delete all internal nodes and return all leaves nodes with given
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  /// depth from root
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  void fetchLeaves(Node* root, std::vector<Node*>& leaves, int depth = -1);
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  static size_t indexOf(Node* node);
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  /// @brief create one node (leaf or internal)
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  Node* createNode(Node* parent, const BV& bv, void* data);
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  Node* createNode(Node* parent, const BV& bv1, const BV& bv2, void* data);
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  Node* createNode(Node* parent, void* data);
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  void deleteNode(Node* node);
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  void recurseDeleteNode(Node* node);
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  void recurseRefit(Node* node);
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 protected:
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  Node* root_node;
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  size_t n_leaves;
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  unsigned int opath;
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  /// This is a one Node cache, the reason is that we need to remove a node and
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  /// then add it again frequently.
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  Node* free_node;
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  int max_lookahead_level;
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 public:
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  /// @brief decide which topdown algorithm to use
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  int topdown_level;
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  /// @brief decide the depth to use expensive bottom-up algorithm
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  int bu_threshold;
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};
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/// @brief Compare two nodes accoording to the d-th dimension of node center
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template <typename BV>
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bool nodeBaseLess(NodeBase<BV>* a, NodeBase<BV>* b, int d);
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/// @brief select from node1 and node2 which is close to a given query. 0 for
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/// node1 and 1 for node2
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template <typename BV>
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size_t select(const NodeBase<BV>& query, const NodeBase<BV>& node1,
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              const NodeBase<BV>& node2);
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/// @brief select from node1 and node2 which is close to a given query bounding
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/// volume. 0 for node1 and 1 for node2
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template <typename BV>
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size_t select(const BV& query, const NodeBase<BV>& node1,
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              const NodeBase<BV>& node2);
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}  // namespace detail
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}  // namespace fcl
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}  // namespace hpp
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#include "hpp/fcl/broadphase/detail/hierarchy_tree-inl.h"
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#endif