示例#1
0
void baseMarcher::initalizeNarrow()
{
  // for each point in the far field check if neighbor is frozen
  // if so calculate distance and insert into heap
  for (int i=0; i<size_; i++)
  {
    if (flag_[i] == Far)
    {
      for (int dim=0; dim<dim_; dim++)
      {
        for (int j=-1; j<2; j+=2) // each direction
        {
          int naddr = _getN(i,dim,j,Mask);
          if (naddr!=-1 && flag_[naddr]==Frozen)
          if (flag_[i]==Far)
          {
            flag_[i]     =  Narrow;
            double d;
            if (order_ == 2)
              d =  updatePointOrderTwo(i);
            else
              d =  updatePointOrderOne(i);

            distance_[i] =  d;
            heapptr_[i]  =  heap_->push(i,fabs(d));
          }
        } // for each direction
      } // for each dimension
    } // each far field point
  }
}
示例#2
0
// now we apply the fast marching algorithm main loop
// (1) take the smallest narrow band element and
//     freeze it.
// (2) for each neighbor of the frozen point calculate distance based
// on frozen elements
//     - mark each neighbor as narrow band and stick it
//       into the heap
//     - if the neighbor is already in the heap update the
//       distance value.
void baseMarcher::solve()
{
  int frozenCount=0;
  for (int i=0; i<size_; i++)
    if (flag_[i] == Frozen) frozenCount++;
  if (!frozenCount)
  {
    error_ = 2;
    return;
  }
  int i=0;
  while (! heap_->empty())
  {
    i++;
    double  value   = 0;
    int     addr    = 0;
    heap_->pop(&addr, &value);
    flag_[addr]=Frozen;
    finalizePoint(addr, value);

    for (int dim=0; dim<dim_; dim++)
    {
      for (int j=-1; j<2; j+=2) // each direction
      {
        int naddr = _getN(addr,dim,j,Frozen);
        if (naddr!=-1 && flag_[naddr]!=Frozen)
        {
          if (flag_[naddr]==Narrow)
          {

            double d;
            if (order_ == 2)
              d =  updatePointOrderTwo(naddr);
            else
              d =  updatePointOrderOne(naddr);
            if (d)
            {
              heap_->set(heapptr_[naddr],fabs(d));
              distance_[naddr]=d;
            }
          }
          else if (flag_[naddr]==Far)
          {
            double d;
            if (order_ == 2)
              d =  updatePointOrderTwo(naddr);
            else
              d =  updatePointOrderOne(naddr);
            if (d)
            {
              distance_[naddr]=d;
              flag_[naddr]=Narrow;
              heapptr_[naddr] = heap_->push(naddr,fabs(d));
            }
          }
        }
        //==========================================================
        // update the far point in the second order stencil
        // "jump" over a Frozen point if needed
        if (order_ == 2)
        {
          int local_naddr = _getN(addr,dim,j,Mask);
          if (local_naddr!=-1 && flag_[local_naddr]==Frozen)
          {
            int naddr2 = _getN(addr,dim,j*2,Frozen);
            if (naddr2!=-1 && flag_[naddr2]==Narrow)
            {
              double d = updatePointOrderTwo(naddr2);
              if (d)
              {
                heap_->set(heapptr_[naddr2], fabs(d));
                distance_[naddr2]=d;
              }
            }
          }
        }
        //==========================================================
      } // for each direction
    } // for each dimension
  } // main loop of Fast Marching Method

  // add back mask here. The python wrapper will look for elements
  // equal to maxDouble and add the mask back
  for (int i=0; i<size_; i++)
  {
    if (flag_[i] == Mask) distance_[i] = maxDouble;
    if (flag_[i] == Far)  distance_[i] = maxDouble;
  }
  error_ = 0;
  return;
}
示例#3
0
// now we apply the fast marching algorithm main loop
// (1) take the smallest narrow band element and
//     freeze it.
// (2) for each neighbor of the frozen point calculate distance based
// on frozen elements
//     - mark each neighbor as narrow band and stick it
//       into the heap
//     - if the neighbor is already in the heap update the
//       distance value.
void baseMarcher::solve()
{
  int frozenCount=0;
  for (int i=0; i<size_; i++)
    if (flag_[i] == Frozen) frozenCount++;
  if (!frozenCount)
  {
    error_ = 2;
    return;
  }
  int i=0;
  while (! heap_->empty())
  {
    i++;
    double  value   = 0;
    int     addr    = 0;
    heap_->pop(&addr, &value);
    flag_[addr]=Frozen;
    finalizePoint(addr, value);

    for (int dim=0; dim<dim_; dim++)
    {
      for (int j=-1; j<2; j+=2) // each direction
      {
        int naddr = _getN(addr,dim,j,Frozen);
        if (naddr!=-1 && flag_[naddr]!=Frozen)
        {
          if (flag_[naddr]==Narrow)
          {

            double d;
            if (order_ == 2)
              d =  updatePointOrderTwo(naddr);
            else
              d =  updatePointOrderOne(naddr);
            if (d)
            {
              heap_->set(heapptr_[naddr],fabs(d));
              distance_[naddr]=d;
            }
          }
          else if (flag_[naddr]==Far)
          {
            double d;
            if (order_ == 2)
              d =  updatePointOrderTwo(naddr);
            else
              d =  updatePointOrderOne(naddr);
            if (d)
            {
              distance_[naddr]=d;
              flag_[naddr]=Narrow;
              heapptr_[naddr] = heap_->push(naddr,fabs(d));
            }
          }
        }
      }
    }
  }
  // add back mask here. The python wrapper will look for elements
  // equal to mexDouble and add the mask back
  for (int i=0; i<size_; i++)
  {
    if (flag_[i] == Mask) distance_[i] = maxDouble;
    if (flag_[i] == Far)  distance_[i] = maxDouble;
  }
  error_ = 0;
  return;
}