/usr/include/openvdb/tools/PointScatter.h is in libopenvdb-dev 2.1.0-1ubuntu1.
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//
// Copyright (c) 2012-2013 DreamWorks Animation LLC
//
// All rights reserved. This software is distributed under the
// Mozilla Public License 2.0 ( http://www.mozilla.org/MPL/2.0/ )
//
// Redistributions of source code must retain the above copyright
// and license notice and the following restrictions and disclaimer.
//
// * Neither the name of DreamWorks Animation nor the names of
// its contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// IN NO EVENT SHALL THE COPYRIGHT HOLDERS' AND CONTRIBUTORS' AGGREGATE
// LIABILITY FOR ALL CLAIMS REGARDLESS OF THEIR BASIS EXCEED US$250.00.
//
///////////////////////////////////////////////////////////////////////////
//
/// @file PointScatter.h
#ifndef OPENVDB_TOOLS_POINT_SCATTER_HAS_BEEN_INCLUDED
#define OPENVDB_TOOLS_POINT_SCATTER_HAS_BEEN_INCLUDED
#include <openvdb/Types.h>
#include <openvdb/Grid.h>
#include <openvdb/util/NullInterrupter.h>
#include <boost/random/uniform_01.hpp>
namespace openvdb {
OPENVDB_USE_VERSION_NAMESPACE
namespace OPENVDB_VERSION_NAME {
namespace tools {
/// @brief The two point scatters UniformPointScatter and
/// NonUniformPointScatter depend on the following two classes:
///
/// The @c PointAccessorType template argument below refers to any class
/// with the following interface:
/// @code
/// class PointAccessor {
/// ...
/// public:
/// void add(const openvdb::Vec3R &pos);// appends point with world positions pos
/// };
/// @endcode
///
///
/// The @c InterruptType template argument below refers to any class
/// with the following interface:
/// @code
/// class Interrupter {
/// ...
/// public:
/// void start(const char* name = NULL)// called when computations begin
/// void end() // called when computations end
/// bool wasInterrupted(int percent=-1)// return true to break computation
///};
/// @endcode
///
/// @note If no template argument is provided for this InterruptType
/// the util::NullInterrupter is used which implies that all
/// interrupter calls are no-ops (i.e. incurs no computational overhead).
/// @brief Uniform scatters of point in the active voxels.
/// The point count is either explicitly defined or implicitly
/// through the specification of a global density (=points-per-volume)
///
/// @note This uniform scattering technique assumes that the number of
/// points is generally smaller than the number of active voxels
/// (including virtual active voxels in active tiles).
template<typename PointAccessorType,
typename RandomGenerator,
typename InterruptType = openvdb::util::NullInterrupter>
class UniformPointScatter
{
public:
UniformPointScatter(PointAccessorType& points,
int pointCount,
RandomGenerator& randGen,
InterruptType* interrupt = NULL):
mPoints(points),
mInterrupter(interrupt),
mPointCount(pointCount),
mPointsPerVolume(0.0f),
mVoxelCount(0),
mRandomGen(randGen)
{
}
UniformPointScatter(PointAccessorType& points,
float pointsPerVolume,
RandomGenerator& randGen,
InterruptType* interrupt = NULL):
mPoints(points),
mInterrupter(interrupt),
mPointCount(0),
mPointsPerVolume(pointsPerVolume),
mVoxelCount(0),
mRandomGen(randGen)
{
}
/// This is the main functor method implementing the actual scattering of points.
template<typename GridT>
void operator()(const GridT& grid)
{
mVoxelCount = grid.activeVoxelCount();
if (mVoxelCount == 0) return;
const openvdb::Index64 voxelId = mVoxelCount - 1;
const openvdb::Vec3d dim = grid.voxelSize();
if (mPointsPerVolume>0) {
if (mInterrupter) mInterrupter->start("Uniform scattering with fixed point density");
mPointCount = int(mPointsPerVolume * dim[0]*dim[1]*dim[2] * mVoxelCount);
} else if (mPointCount>0) {
if (mInterrupter) mInterrupter->start("Uniform scattering with fixed point count");
mPointsPerVolume = mPointCount/float(dim[0]*dim[1]*dim[2] * mVoxelCount);
} else {
return;
}
openvdb::CoordBBox bbox;
/// build sorted multi-map of random voxel-ids to contain a point
std::multiset<openvdb::Index64> mVoxelSet;
const double maxId = static_cast<double>(voxelId);
for (int i=0, chunks=100000; i<mPointCount; i += chunks) {
if (util::wasInterrupted(mInterrupter)) return;
/// @todo Multi-thread the generation of mVoxelSet
for (int j=i, end=std::min(i+chunks, mPointCount); j<end; ++j) {
mVoxelSet.insert(openvdb::Index64(math::Round(maxId*getRand())));
}
}
std::multiset<openvdb::Index64>::iterator voxelIter =
mVoxelSet.begin(), voxelEnd = mVoxelSet.end();
typename GridT::ValueOnCIter valueIter = grid.cbeginValueOn();
mPointCount = 0;//addPoint increments this counter
size_t interruptCount = 0;
for (openvdb::Index64 n=valueIter.getVoxelCount(); voxelIter != voxelEnd; ++voxelIter) {
//only check interrupter for every 32'th particle
if (!(interruptCount++ & (1<<5)-1) && util::wasInterrupted(mInterrupter)) return;
while ( n <= *voxelIter ) {
++valueIter;
n += valueIter.getVoxelCount();
}
if (valueIter.isVoxelValue()) {// a majorty is expected to be voxels
const openvdb::Coord min = valueIter.getCoord();
const openvdb::Vec3R dmin(min.x()-0.5, min.y()-0.5, min.z()-0.5);
this->addPoint(grid, dmin);
} else {// tiles contain multiple (virtual) voxels
valueIter.getBoundingBox(bbox);
const openvdb::Coord size(bbox.extents());
const openvdb::Vec3R dmin(bbox.min().x()-0.5,
bbox.min().y()-0.5,
bbox.min().z()-0.5);
this->addPoint(grid, dmin, size);
}
}
if (mInterrupter) mInterrupter->end();
}
// The following methods should only be called after the
// the operator() method was called
void print(const std::string &name, std::ostream& os = std::cout) const
{
os << "Uniformely scattered " << mPointCount << " points into " << mVoxelCount
<< " active voxels in \"" << name << "\" corresponding to "
<< mPointsPerVolume << " points per volume." << std::endl;
}
int getPointCount() const { return mPointCount; }
float getPointsPerVolume() const { return mPointsPerVolume; }
openvdb::Index64 getVoxelCount() const { return mVoxelCount; }
private:
PointAccessorType& mPoints;
InterruptType* mInterrupter;
int mPointCount;
float mPointsPerVolume;
openvdb::Index64 mVoxelCount;
RandomGenerator& mRandomGen;
boost::uniform_01<double> mRandom;
double getRand() { return mRandom(mRandomGen); }
template <typename GridT>
inline void addPoint(const GridT &grid, const openvdb::Vec3R &pos, const openvdb::Vec3R &delta)
{
mPoints.add(grid.indexToWorld(pos + delta));
++mPointCount;
}
template <typename GridT>
inline void addPoint(const GridT &grid, const openvdb::Vec3R &dmin)
{
this->addPoint(grid, dmin, openvdb::Vec3R(getRand(),getRand(),getRand()));
}
template <typename GridT>
inline void addPoint(const GridT &grid, const openvdb::Vec3R &dmin, const openvdb::Coord &size)
{
const openvdb::Vec3R d(size.x()*getRand(),size.y()*getRand(),size.z()*getRand());
this->addPoint(grid, dmin, d);
}
}; // class UniformPointScatter
/// @brief Non-uniform scatters of point in the active voxels.
/// The local point count is implicitly defined as a product of
/// of a global density and the local voxel (or tile) value.
///
/// @note This scattering technique can be significantly slower
/// than a uniform scattering since its computational complexity
/// is proportional to the active voxel (and tile) count.
template<typename PointAccessorType,
typename RandomGenerator,
typename InterruptType = openvdb::util::NullInterrupter>
class NonUniformPointScatter
{
public:
NonUniformPointScatter(PointAccessorType& points,
float pointsPerVolume,
RandomGenerator& randGen,
InterruptType* interrupt = NULL):
mPoints(points),
mInterrupter(interrupt),
mPointCount(0),
mPointsPerVolume(pointsPerVolume),//note this is NOT the local point density
mVoxelCount(0),
mRandomGen(randGen)
{
}
/// This is the main functor method implementing the actual scattering of points.
template<typename GridT>
void operator()(const GridT& grid)
{
mVoxelCount = grid.activeVoxelCount();
if (mVoxelCount == 0) return;//throw std::runtime_error("No voxels in which to scatter points!");
if (mInterrupter) mInterrupter->start("Non-uniform scattering with local point density");
const openvdb::Vec3d dim = grid.voxelSize();
const double volumePerVoxel = dim[0]*dim[1]*dim[2],
pointsPerVoxel = mPointsPerVolume * volumePerVoxel;
openvdb::CoordBBox bbox;
size_t interruptCount = 0;
for (typename GridT::ValueOnCIter iter = grid.cbeginValueOn(); iter; ++iter) {
//only check interrupter for every 32'th active value
if (!(interruptCount++ & (1<<5)-1) && util::wasInterrupted(mInterrupter)) return;
const double d = (*iter) * pointsPerVoxel * iter.getVoxelCount();
const int n = int(d);
if (iter.isVoxelValue()) { // a majorty is expected to be voxels
const openvdb::Coord min = iter.getCoord();
const openvdb::Vec3R dmin(min.x()-0.5, min.y()-0.5, min.z()-0.5);
for (int i = 0; i < n; ++i) this->addPoint(grid, dmin);
if (getRand() < (d - n)) this->addPoint(grid, dmin);
} else { // tiles contain multiple (virtual) voxels
iter.getBoundingBox(bbox);
const openvdb::Coord size(bbox.extents());
const openvdb::Vec3R dmin(bbox.min().x()-0.5,
bbox.min().y()-0.5,
bbox.min().z()-0.5);
for (int i = 0; i < n; ++i) this->addPoint(grid, dmin, size);
if (getRand() < (d - n)) this->addPoint(grid, dmin, size);
}
}//loop over the active values
if (mInterrupter) mInterrupter->end();
}
// The following methods should only be called after the
// the operator() method was called
void print(const std::string &name, std::ostream& os = std::cout) const
{
os << "Non-uniformely scattered " << mPointCount << " points into " << mVoxelCount
<< " active voxels in \"" << name << "\"." << std::endl;
}
int getPointCount() const { return mPointCount; }
openvdb::Index64 getVoxelCount() const { return mVoxelCount; }
private:
PointAccessorType& mPoints;
InterruptType* mInterrupter;
int mPointCount;
float mPointsPerVolume;
openvdb::Index64 mVoxelCount;
RandomGenerator& mRandomGen;
boost::uniform_01<double> mRandom;
double getRand() { return mRandom(mRandomGen); }
template <typename GridT>
inline void addPoint(const GridT &grid, const openvdb::Vec3R &pos, const openvdb::Vec3R &delta)
{
mPoints.add(grid.indexToWorld(pos + delta));
++mPointCount;
}
template <typename GridT>
inline void addPoint(const GridT &grid, const openvdb::Vec3R &dmin)
{
this->addPoint(grid, dmin, openvdb::Vec3R(getRand(),getRand(),getRand()));
}
template <typename GridT>
inline void addPoint(const GridT &grid, const openvdb::Vec3R &dmin, const openvdb::Coord &size)
{
const openvdb::Vec3R d(size.x()*getRand(),size.y()*getRand(),size.z()*getRand());
this->addPoint(grid, dmin, d);
}
}; // class NonUniformPointScatter
} // namespace tools
} // namespace OPENVDB_VERSION_NAME
} // namespace openvdb
#endif // OPENVDB_TOOLS_POINT_SCATTER_HAS_BEEN_INCLUDED
// Copyright (c) 2012-2013 DreamWorks Animation LLC
// All rights reserved. This software is distributed under the
// Mozilla Public License 2.0 ( http://www.mozilla.org/MPL/2.0/ )
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