smesh/src/SMESHUtils/SMESH_Tree.hxx

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// Copyright (C) 2007-2022 CEA/DEN, EDF R&D, OPEN CASCADE
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//
// Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
//
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// SMESH SMESH_Tree : tree implementation
// File : SMESH_Tree.hxx
// Created : Tue Jan 16 16:00:00 2007
// Author : Nicolas Geimer & Aur<75>lien Motteux (OCC)
// Module : SMESH
//
#ifndef _SMESH_Tree_HXX_
#define _SMESH_Tree_HXX_
#include "SMESH_Utils.hxx"
const double theEnlargeFactor = 1. + 1e-10;
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//================================================================================
// Data limiting the tree height
struct SMESH_TreeLimit {
// MaxLevel of the Tree
int myMaxLevel;
// Minimal size of the Box
double myMinBoxSize;
// Default:
// maxLevel-> 8^8 = 16777216 terminal trees at most
// minSize -> box size not checked
SMESH_TreeLimit(int maxLevel=8, double minSize=0.):myMaxLevel(maxLevel),myMinBoxSize(minSize) {}
virtual ~SMESH_TreeLimit() {} // it can be inherited
};
//================================================================================
/*!
* \brief Base class for 2D and 3D trees
*/
//================================================================================
template< class BND_BOX,
int NB_CHILDREN>
class SMESH_Tree
{
public:
typedef BND_BOX box_type;
// Constructor. limit must be provided at tree root construction.
// limit will be deleted by SMESH_Tree
SMESH_Tree (SMESH_TreeLimit* limit=0);
// Destructor
virtual ~SMESH_Tree ();
// Compute the Tree. Must be called by constructor of inheriting class
void compute();
// Tell if Tree is a leaf or not.
// An inheriting class can influence it via myIsLeaf protected field
bool isLeaf() const;
// Return its level
int level() const { return myLevel; }
// Return Bounding Box of the Tree
const box_type* getBox() const { return myBox; }
// Return height of the tree, full or from this level to topest leaf
int getHeight(const bool full=true) const;
static int nbChildren() { return NB_CHILDREN; }
// Compute the biggest dimension of my box
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virtual double maxSize() const = 0;
protected:
// Return box of the whole tree
virtual box_type* buildRootBox() = 0;
// Allocate a child
virtual SMESH_Tree* newChild() const = 0;
// Allocate a bndbox according to childIndex. childIndex is zero based
virtual box_type* newChildBox(int childIndex) const = 0;
// Change size of a box by a factor; each dimension changes independently of others
virtual void enlargeByFactor( box_type* box, double factor ) const = 0;
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// Fill in data of the children
virtual void buildChildrenData() = 0;
// members
// Array of children
SMESH_Tree** myChildren;
// Point the father, NULL for the level 0
SMESH_Tree* myFather;
// Tell us if the Tree is a leaf or not
bool myIsLeaf;
// Tree limit
const SMESH_TreeLimit* myLimit;
// Bounding box of a tree
box_type* myBox;
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// Level of the Tree
int myLevel;
// Build the children recursively
void buildChildren();
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};
//===========================================================================
/*!
* Constructor. limit must be provided at tree root construction.
* limit will be deleted by SMESH_Tree.
*/
//===========================================================================
template< class BND_BOX, int NB_CHILDREN>
SMESH_Tree<BND_BOX,NB_CHILDREN>::SMESH_Tree (SMESH_TreeLimit* limit):
myChildren(0),
myFather(0),
myIsLeaf( false ),
myLimit( limit ),
myBox(0),
myLevel(0)
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{
//if ( !myLimit ) myLimit = new SMESH_TreeLimit();
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}
//================================================================================
/*!
* \brief Compute the Tree
*/
//================================================================================
template< class BND_BOX, int NB_CHILDREN>
void SMESH_Tree<BND_BOX,NB_CHILDREN>::compute()
{
if ( myLevel==0 )
{
if ( !myLimit ) myLimit = new SMESH_TreeLimit();
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myBox = buildRootBox();
enlargeByFactor( myBox, theEnlargeFactor );
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if ( myLimit->myMinBoxSize > 0. && maxSize() <= myLimit->myMinBoxSize )
myIsLeaf = true;
else
buildChildren();
}
}
//======================================
/*!
* \brief SMESH_Tree Destructor
*/
//======================================
template< class BND_BOX, int NB_CHILDREN>
SMESH_Tree<BND_BOX,NB_CHILDREN>::~SMESH_Tree ()
{
if ( myChildren )
{
if ( !isLeaf() )
{
for(int i = 0; i<NB_CHILDREN; i++)
delete myChildren[i];
delete[] myChildren;
myChildren = 0;
}
}
if ( myBox )
delete myBox;
myBox = 0;
if ( level() == 0 )
delete myLimit;
myLimit = 0;
}
//=================================================================
/*!
* \brief Build the children boxes and call buildChildrenData()
*/
//=================================================================
template< class BND_BOX, int NB_CHILDREN>
void SMESH_Tree<BND_BOX,NB_CHILDREN>::buildChildren()
{
if ( isLeaf() ) return;
myChildren = new SMESH_Tree*[NB_CHILDREN];
// get the whole model size
// double rootSize = 0;
// {
// SMESH_Tree* root = this;
// while ( root->myLevel > 0 )
// root = root->myFather;
// rootSize = root->maxSize();
// }
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for (int i = 0; i < NB_CHILDREN; i++)
{
// The child is of the same type than its father (For instance, a SMESH_OctreeNode)
// We allocate the memory we need for the child
myChildren[i] = newChild();
// and we assign to him its box.
myChildren[i]->myFather = this;
if (myChildren[i]->myLimit)
delete myChildren[i]->myLimit;
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myChildren[i]->myLimit = myLimit;
myChildren[i]->myLevel = myLevel + 1;
myChildren[i]->myBox = newChildBox( i );
enlargeByFactor( myChildren[i]->myBox, theEnlargeFactor );
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if ( myLimit->myMinBoxSize > 0. && myChildren[i]->maxSize() <= myLimit->myMinBoxSize )
myChildren[i]->myIsLeaf = true;
}
// After building the NB_CHILDREN boxes, we put the data into the children.
buildChildrenData();
//After we pass to the next level of the Tree
for (int i = 0; i<NB_CHILDREN; i++)
myChildren[i]->buildChildren();
}
//================================================================================
/*!
* \brief Tell if Tree is a leaf or not
* An inheriting class can influence it via myIsLeaf protected field
*/
//================================================================================
template< class BND_BOX, int NB_CHILDREN>
bool SMESH_Tree<BND_BOX,NB_CHILDREN>::isLeaf() const
{
return myIsLeaf || ((myLimit->myMaxLevel > 0) ? (level() >= myLimit->myMaxLevel) : false );
}
//================================================================================
/*!
* \brief Return height of the tree, full or from this level to topest leaf
*/
//================================================================================
template< class BND_BOX, int NB_CHILDREN>
int SMESH_Tree<BND_BOX,NB_CHILDREN>::getHeight(const bool full) const
{
if ( full && myFather )
return myFather->getHeight( true );
if ( isLeaf() )
return 1;
int height = 0;
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for (int i = 0; i<NB_CHILDREN; i++)
{
int h = myChildren[i]->getHeight( false );
if ( h > height )
height = h;
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}
return height + 1;
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}
#endif