Пример #1
0
/// Create an octree over the given set of points with position P
///
/// The points for consideration in the current node are the set
/// P[inds[beginIndex..endIndex]]; the tree building process sorts the inds
/// array in place so that points for the output leaf nodes are held in
/// the range P[inds[node.beginIndex, node.endIndex)]].  center is the central
/// split point for splitting children of the current node; radius is the
/// current node radius measured along one of the axes.
static OctreeNode* makeTree(int depth, size_t* inds,
                            size_t beginIndex, size_t endIndex,
                            const V3f* P, const V3f& center,
                            float halfWidth, ProgressFunc& progressFunc)
{
    OctreeNode* node = new OctreeNode(center, halfWidth);
    const size_t pointsPerNode = 100000;
    // Limit max depth of tree to prevent infinite recursion when
    // greater than pointsPerNode points lie at the same position in
    // space.  floats effectively have 24 bit of precision in the
    // mantissa, so there's never any point splitting more than 24 times.
    const int maxDepth = 24;
    size_t* beginPtr = inds + beginIndex;
    size_t* endPtr = inds + endIndex;
    if (endIndex - beginIndex <= pointsPerNode || depth >= maxDepth)
    {
        // Leaf node: set up indices into point list
        std::random_shuffle(beginPtr, endPtr);
        for (size_t i = beginIndex; i < endIndex; ++i)
            node->bbox.extendBy(P[inds[i]]);
        node->beginIndex = beginIndex;
        node->endIndex = endIndex;
        progressFunc(endIndex - beginIndex);
        return node;
    }
    // Partition points into the 8 child nodes
    size_t* childRanges[9] = {0};
    multi_partition(beginPtr, endPtr, OctreeChildIdx(P, center), &childRanges[1], 8);
    childRanges[0] = beginPtr;
    // Recursively generate child nodes
    float h = halfWidth/2;
    for (int i = 0; i < 8; ++i)
    {
        size_t childBeginIndex = childRanges[i]   - inds;
        size_t childEndIndex   = childRanges[i+1] - inds;
        if (childEndIndex == childBeginIndex)
            continue;
        V3f c = center + V3f((i     % 2 == 0) ? -h : h,
                             ((i/2) % 2 == 0) ? -h : h,
                             ((i/4) % 2 == 0) ? -h : h);
        node->children[i] = makeTree(depth+1, inds, childBeginIndex,
                                     childEndIndex, P, c, h, progressFunc);
        node->bbox.extendBy(node->children[i]->bbox);
    }
    return node;
}
Пример #2
0
bool PointArray::loadFile(QString fileName, size_t maxPointCount)
{
    QTime loadTimer;
    loadTimer.start();
    setFileName(fileName);
    // Read file into point data fields.  Use very basic file type detection
    // based on extension.
    uint64_t totPoints = 0;
    Imath::Box3d bbox;
    V3d offset(0);
    V3d centroid(0);
    emit loadStepStarted("Reading file");
    if (fileName.endsWith(".las") || fileName.endsWith(".laz"))
    {
        if (!loadLas(fileName, maxPointCount, m_fields, offset,
                     m_npoints, totPoints, bbox, centroid))
        {
            return false;
        }
    }
    else if (fileName.endsWith(".ply"))
    {
        if (!loadPly(fileName, maxPointCount, m_fields, offset,
                     m_npoints, totPoints, bbox, centroid))
        {
            return false;
        }
    }
#if 0
    else if (fileName.endsWith(".dat"))
    {
        // Load crappy db format for debugging
        std::ifstream file(fileName.toUtf8(), std::ios::binary);
        file.seekg(0, std::ios::end);
        totPoints = file.tellg()/(4*sizeof(float));
        file.seekg(0);
        m_fields.push_back(GeomField(TypeSpec::vec3float32(), "position", totPoints));
        m_fields.push_back(GeomField(TypeSpec::float32(), "intensity", totPoints));
        float* position = m_fields[0].as<float>();
        float* intensity = m_fields[1].as<float>();
        for (size_t i = 0; i < totPoints; ++i)
        {
            file.read((char*)position, 3*sizeof(float));
            file.read((char*)intensity, 1*sizeof(float));
            bbox.extendBy(V3d(position[0], position[1], position[2]));
            position += 3;
            intensity += 1;
        }
        m_npoints = totPoints;
    }
#endif
    else
    {
        // Last resort: try loading as text
        if (!loadText(fileName, maxPointCount, m_fields, offset,
                      m_npoints, totPoints, bbox, centroid))
        {
            return false;
        }
    }
    // Search for position field
    m_positionFieldIdx = -1;
    for (size_t i = 0; i < m_fields.size(); ++i)
    {
        if (m_fields[i].name == "position" && m_fields[i].spec.count == 3)
        {
            m_positionFieldIdx = (int)i;
            break;
        }
    }
    if (m_positionFieldIdx == -1)
    {
        g_logger.error("No position field found in file %s", fileName);
        return false;
    }
    m_P = (V3f*)m_fields[m_positionFieldIdx].as<float>();
    setBoundingBox(bbox);
    setOffset(offset);
    setCentroid(centroid);
    emit loadProgress(100);
    g_logger.info("Loaded %d of %d points from file %s in %.2f seconds",
                  m_npoints, totPoints, fileName, loadTimer.elapsed()/1000.0);
    if (totPoints == 0)
    {
        m_rootNode.reset(new OctreeNode(V3f(0), 1));
        return true;
    }

    // Sort points into octree order
    emit loadStepStarted("Sorting points");
    std::unique_ptr<size_t[]> inds(new size_t[m_npoints]);
    for (size_t i = 0; i < m_npoints; ++i)
        inds[i] = i;
    // Expand the bound so that it's cubic.  Not exactly sure it's required
    // here, but cubic nodes sometimes work better the points are better
    // distributed for LoD, splitting is unbiased, etc.
    Imath::Box3f rootBound(bbox.min - offset, bbox.max - offset);
    V3f diag = rootBound.size();
    float rootRadius = std::max(std::max(diag.x, diag.y), diag.z) / 2;
    ProgressFunc progressFunc(*this);
    m_rootNode.reset(makeTree(0, &inds[0], 0, m_npoints, &m_P[0],
                              rootBound.center(), rootRadius, progressFunc));
    // Reorder point fields into octree order
    emit loadStepStarted("Reordering fields");
    for (size_t i = 0; i < m_fields.size(); ++i)
    {
        g_logger.debug("Reordering field %d: %s", i, m_fields[i]);
        reorder(m_fields[i], inds.get(), m_npoints);
        emit loadProgress(int(100*(i+1)/m_fields.size()));
    }
    m_P = (V3f*)m_fields[m_positionFieldIdx].as<float>();

    return true;
}