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279 lines
7.9 KiB
C++
279 lines
7.9 KiB
C++
// Copyright (C) 2007-2014 CEA/DEN, EDF R&D, OPEN CASCADE
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//
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// Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
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// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// 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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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
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//
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// SMESH SMESH_Tree : tree implementation
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// File : SMESH_Tree.hxx
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// Created : Tue Jan 16 16:00:00 2007
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// Author : Nicolas Geimer & Aurélien Motteux (OCC)
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// Module : SMESH
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//
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#ifndef _SMESH_Tree_HXX_
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#define _SMESH_Tree_HXX_
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#include "SMESH_Utils.hxx"
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//================================================================================
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// Data limiting the tree height
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struct SMESH_TreeLimit {
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// MaxLevel of the Tree
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int myMaxLevel;
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// Minimal size of the Box
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double myMinBoxSize;
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// Default:
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// maxLevel-> 8^8 = 16777216 terminal trees at most
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// minSize -> box size not checked
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SMESH_TreeLimit(int maxLevel=8, double minSize=0.):myMaxLevel(maxLevel),myMinBoxSize(minSize) {}
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virtual ~SMESH_TreeLimit() {} // it can be inherited
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};
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//================================================================================
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/*!
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* \brief Base class for 2D and 3D trees
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*/
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//================================================================================
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template< class BND_BOX,
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int NB_CHILDREN>
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class SMESH_Tree
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{
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public:
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typedef BND_BOX box_type;
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// Constructor. limit must be provided at tree root construction.
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// limit will be deleted by SMESH_Tree
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SMESH_Tree (SMESH_TreeLimit* limit=0);
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// Destructor
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virtual ~SMESH_Tree ();
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// Compute the Tree. Must be called by constructor of inheriting class
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void compute();
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// Tell if Tree is a leaf or not.
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// An inheriting class can influence it via myIsLeaf protected field
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bool isLeaf() const;
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// Return its level
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int level() const { return myLevel; }
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// Return Bounding Box of the Tree
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const box_type* getBox() const { return myBox; }
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// Return height of the tree, full or from this level to topest leaf
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int getHeight(const bool full=true) const;
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static int nbChildren() { return NB_CHILDREN; }
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// Compute the biggest dimension of my box
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virtual double maxSize() const = 0;
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protected:
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// Return box of the whole tree
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virtual box_type* buildRootBox() = 0;
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// Allocate a child
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virtual SMESH_Tree* newChild() const = 0;
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// Allocate a bndbox according to childIndex. childIndex is zero based
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virtual box_type* newChildBox(int childIndex) const = 0;
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// Fill in data of the children
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virtual void buildChildrenData() = 0;
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// members
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// Array of children
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SMESH_Tree** myChildren;
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// Point the father, NULL for the level 0
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SMESH_Tree* myFather;
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// Tell us if the Tree is a leaf or not
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bool myIsLeaf;
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// Tree limit
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const SMESH_TreeLimit* myLimit;
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// Bounding box of a tree
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box_type* myBox;
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// Level of the Tree
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int myLevel;
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// Build the children recursively
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void buildChildren();
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};
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//===========================================================================
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/*!
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* Constructor. limit must be provided at tree root construction.
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* limit will be deleted by SMESH_Tree.
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*/
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//===========================================================================
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template< class BND_BOX, int NB_CHILDREN>
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SMESH_Tree<BND_BOX,NB_CHILDREN>::SMESH_Tree (SMESH_TreeLimit* limit):
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myChildren(0),
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myFather(0),
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myIsLeaf( false ),
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myLimit( limit ),
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myLevel(0),
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myBox(0)
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{
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//if ( !myLimit ) myLimit = new SMESH_TreeLimit();
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}
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//================================================================================
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/*!
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* \brief Compute the Tree
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*/
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//================================================================================
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template< class BND_BOX, int NB_CHILDREN>
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void SMESH_Tree<BND_BOX,NB_CHILDREN>::compute()
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{
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if ( myLevel==0 )
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{
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if ( !myLimit ) myLimit = new SMESH_TreeLimit();
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myBox = buildRootBox();
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if ( myLimit->myMinBoxSize > 0. && maxSize() <= myLimit->myMinBoxSize )
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myIsLeaf = true;
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else
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buildChildren();
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}
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}
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//======================================
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/*!
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* \brief SMESH_Tree Destructor
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*/
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//======================================
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template< class BND_BOX, int NB_CHILDREN>
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SMESH_Tree<BND_BOX,NB_CHILDREN>::~SMESH_Tree ()
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{
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if ( myChildren )
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{
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if ( !isLeaf() )
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{
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for(int i = 0; i<NB_CHILDREN; i++)
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delete myChildren[i];
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delete[] myChildren;
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myChildren = 0;
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}
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}
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if ( myBox )
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delete myBox;
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myBox = 0;
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if ( level() == 0 )
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delete myLimit;
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myLimit = 0;
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}
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//=================================================================
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/*!
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* \brief Build the children boxes and call buildChildrenData()
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*/
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//=================================================================
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template< class BND_BOX, int NB_CHILDREN>
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void SMESH_Tree<BND_BOX,NB_CHILDREN>::buildChildren()
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{
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if ( isLeaf() ) return;
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myChildren = new SMESH_Tree*[NB_CHILDREN];
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// get the whole model size
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double rootSize = 0;
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{
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SMESH_Tree* root = this;
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while ( root->myLevel > 0 )
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root = root->myFather;
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rootSize = root->maxSize();
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}
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for (int i = 0; i < NB_CHILDREN; i++)
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{
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// The child is of the same type than its father (For instance, a SMESH_OctreeNode)
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// We allocate the memory we need for the child
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myChildren[i] = newChild();
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// and we assign to him its box.
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myChildren[i]->myFather = this;
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if (myChildren[i]->myLimit)
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delete myChildren[i]->myLimit;
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myChildren[i]->myLimit = myLimit;
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myChildren[i]->myLevel = myLevel + 1;
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myChildren[i]->myBox = newChildBox( i );
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myChildren[i]->myBox->Enlarge( rootSize * 1e-10 );
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if ( myLimit->myMinBoxSize > 0. && myChildren[i]->maxSize() <= myLimit->myMinBoxSize )
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myChildren[i]->myIsLeaf = true;
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}
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// After building the NB_CHILDREN boxes, we put the data into the children.
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buildChildrenData();
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//After we pass to the next level of the Tree
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for (int i = 0; i<NB_CHILDREN; i++)
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myChildren[i]->buildChildren();
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}
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//================================================================================
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/*!
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* \brief Tell if Tree is a leaf or not
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* An inheriting class can influence it via myIsLeaf protected field
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*/
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//================================================================================
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template< class BND_BOX, int NB_CHILDREN>
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bool SMESH_Tree<BND_BOX,NB_CHILDREN>::isLeaf() const
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{
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return myIsLeaf || ((myLimit->myMaxLevel > 0) ? (level() >= myLimit->myMaxLevel) : false );
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}
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//================================================================================
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/*!
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* \brief Return height of the tree, full or from this level to topest leaf
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*/
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//================================================================================
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template< class BND_BOX, int NB_CHILDREN>
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int SMESH_Tree<BND_BOX,NB_CHILDREN>::getHeight(const bool full) const
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{
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if ( full && myFather )
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return myFather->getHeight( true );
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if ( isLeaf() )
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return 1;
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int heigth = 0;
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for (int i = 0; i<NB_CHILDREN; i++)
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{
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int h = myChildren[i]->getHeight( false );
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if ( h > heigth )
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heigth = h;
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}
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return heigth + 1;
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}
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#endif
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