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vtkHierarchicalBinningFilter.cxx
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vtkHierarchicalBinningFilter.cxx
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/*=========================================================================
Program: Visualization Toolkit
Module: vtkHierarchicalBinningFilter.cxx
Copyright (c) Kitware, Inc.
All rights reserved.
See LICENSE file for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
#include "vtkHierarchicalBinningFilter.h"
#include "vtkObjectFactory.h"
#include "vtkPointSet.h"
#include "vtkPoints.h"
#include "vtkIntArray.h"
#include "vtkIdTypeArray.h"
#include "vtkDoubleArray.h"
#include "vtkPointData.h"
#include "vtkFieldData.h"
#include "vtkInformation.h"
#include "vtkInformationVector.h"
#include "vtkMath.h"
#include "vtkSMPTools.h"
vtkStandardNewMacro(vtkHierarchicalBinningFilter);
namespace {
//-----------------------------------------------------------------------------
// Number ^ index: power function for integers.
static int power(int number, int level)
{
if (level == 0)
{
return 1;
}
int num = number;
for (int i = 1; i < level; i++)
{
number = number * num;
}
return number;
}
//----------------------------------------------------------------------------
static int GetLevelOffset(int level, int divs[3])
{
int block = divs[0] * divs[1] * divs[2];
int offset = 0;
for (int i=0; i<level; ++i)
{
offset += power( block, i);
}
return offset;
}
//-----------------------------------------------------------------------------
// The hierarchy of uniform subdivided binning grids.
struct UniformBinning
{
int Level;
int Divs[3];
double Bounds[6];
int NumBins; //number of bins in this level of the tree
int LevelOffset; //offset from root bin
// These are internal data members used for performance reasons
double H[3];
double hX, hY, hZ;
double fX, fY, fZ, bX, bY, bZ;
vtkIdType xD, yD, zD, xyD;
// Construction. Provide the current level, and the global binning
// divisions, and the global bounds.
UniformBinning(int level, int divs[3], double bounds[6])
{
this->Level = level;
this->Divs[0] = power( divs[0], level);
this->Divs[1] = power( divs[1], level);
this->Divs[2] = power( divs[2], level);
this->NumBins = this->Divs[0] * this->Divs[1] * this->Divs[2];
this->Bounds[0] = bounds[0];
this->Bounds[1] = bounds[1];
this->Bounds[2] = bounds[2];
this->Bounds[3] = bounds[3];
this->Bounds[4] = bounds[4];
this->Bounds[5] = bounds[5];
this->H[0] = (this->Bounds[1] - this->Bounds[0]) / static_cast<double>(this->Divs[0]);
this->H[1] = (this->Bounds[3] - this->Bounds[2]) / static_cast<double>(this->Divs[1]);
this->H[2] = (this->Bounds[5] - this->Bounds[4]) / static_cast<double>(this->Divs[2]);
this->LevelOffset = GetLevelOffset(level,divs);
// Setup internal data members for more efficient processing.
this->hX = this->H[0];
this->hY = this->H[1];
this->hZ = this->H[2];
this->fX = 1.0 / this->H[0];
this->fY = 1.0 / this->H[1];
this->fZ = 1.0 / this->H[2];
this->bX = this->Bounds[0];
this->bY = this->Bounds[2];
this->bZ = this->Bounds[4];
this->xD = this->Divs[0];
this->yD = this->Divs[1];
this->zD = this->Divs[2];
this->xyD = this->Divs[0] * this->Divs[1];
}
//-----------------------------------------------------------------------------
// Inlined for performance. These function invocations must be called after
// BuildLocator() is invoked, otherwise the output is indeterminate.
void GetBinIndices(const double *x, int ijk[3]) const
{
// Compute point index. Make sure it lies within range of locator.
ijk[0] = static_cast<int>(((x[0] - bX) * fX));
ijk[1] = static_cast<int>(((x[1] - bY) * fY));
ijk[2] = static_cast<int>(((x[2] - bZ) * fZ));
ijk[0] = (ijk[0] < 0 ? 0 : (ijk[0] >= xD ? xD-1 : ijk[0]));
ijk[1] = (ijk[1] < 0 ? 0 : (ijk[1] >= yD ? yD-1 : ijk[1]));
ijk[2] = (ijk[2] < 0 ? 0 : (ijk[2] >= zD ? zD-1 : ijk[2]));
}
//-----------------------------------------------------------------------------
// The bin offset is used to uniquefy the id across the hierarchy of binning grids
vtkIdType GetBinIndex(const double *x) const
{
int ijk[3];
this->GetBinIndices(x, ijk);
return (this->LevelOffset + ijk[0] + ijk[1]*xD + ijk[2]*xyD);
}
//-----------------------------------------------------------------------------
// Get the bounds for a particular bin at this level
void GetBinBounds(int localBin, double bounds[6])
{
int i = localBin % this->xD;
int j = (localBin / this->xD) % this->yD;
int k = localBin / this->xyD;
bounds[0] = this->Bounds[0] + i * hX;
bounds[1] = bounds[0] + this->hX;
bounds[2] = this->Bounds[2] + j * hY;
bounds[3] = bounds[2] + this->hY;
bounds[4] = this->Bounds[4] + k * hZ;
bounds[5] = bounds[4] + this->hZ;
}
};
} //anonymous namespace
//-----------------------------------------------------------------------------
// This non-templated class provides virtual functions to simplify the access
// to the templated subclass. Note this is not in anonymous namespace because the
// VTK class refers to it in the header file (PIMPLd).
struct vtkBinTree
{
vtkPoints *InPts; // the points to be binned
vtkIdType NumPts;
int NumLevels;
int Divs[3];
double Bounds[6];
UniformBinning *Tree[VTK_MAX_LEVEL+1]; // a uniform binning for each level
int NumBins; // the total number of bins (from all levels) in the tree
int BatchSize; //build the offsets in parallel
int OffsetsType;
vtkDataArray *OffsetsArray; // container for offset array
// Construction
vtkBinTree(vtkIdType npts, vtkPoints *pts, int numLevels, int divs[3],
double bounds[6], int offsetsType) :
InPts(pts), NumPts(npts), NumLevels(numLevels), OffsetsType(offsetsType)
{
this->Divs[0] = divs[0];
this->Divs[1] = divs[1];
this->Divs[2] = divs[2];
this->Bounds[0] = bounds[0];
this->Bounds[1] = bounds[1];
this->Bounds[2] = bounds[2];
this->Bounds[3] = bounds[3];
this->Bounds[4] = bounds[4];
this->Bounds[5] = bounds[5];
// Build the levels. We create an extra one; it simplifies things later.
this->NumBins = 0;
for (int level=0; level < this->NumLevels; ++level)
{
this->Tree[level] = new UniformBinning(level, divs, bounds);
this->NumBins += this->Tree[level]->NumBins;
}
this->Tree[this->NumLevels] = new UniformBinning(this->NumLevels, divs, bounds);
this->BatchSize = 0;
this->OffsetsType = offsetsType;
this->OffsetsArray = nullptr;
}
// Virtual functions supporting convenience methods in templated subclass.
virtual ~vtkBinTree()
{
for (int i=0; i <= this->NumLevels; ++i)
{
delete this->Tree[i];
}
if ( this->OffsetsArray )
{
this->OffsetsArray->Delete();
this->OffsetsArray = nullptr;
}
}
virtual void Execute(vtkPointSet *input, vtkPolyData *output) = 0;
int GetNumberOfGlobalBins()
{
return this->NumBins;
}
int GetNumberOfBins(int level)
{
return this->Tree[level]->NumBins;
}
virtual vtkIdType GetLevelOffset(int level, vtkIdType& npts) = 0;
virtual vtkIdType GetBinOffset(int globalBin, vtkIdType& npts) = 0;
virtual vtkIdType GetLocalBinOffset(int level, int localBin, vtkIdType& npts) = 0;
// Sometimes the global bin needs to be expressed as a local bin number +
// tree level.
void TranslateGlobalBinToLocalBin(int globalBin, int& level, int& localBin)
{
for ( level=this->NumLevels-1;
globalBin < this->Tree[level]->LevelOffset; --level )
{
;
}
localBin = globalBin - this->Tree[level]->LevelOffset;
}
void GetBinBounds(int globalBin, double bounds[6])
{
int level, localBin;
this->TranslateGlobalBinToLocalBin(globalBin, level, localBin);
return this->Tree[level]->GetBinBounds(localBin, bounds);
}
void GetLocalBinBounds(int level, int localBin, double bounds[6])
{
return this->Tree[level]->GetBinBounds(localBin, bounds);
}
void ExportMetaData(vtkPolyData *output)
{
this->OffsetsArray->SetName("BinOffsets");
output->GetFieldData()->AddArray(this->OffsetsArray);
// Bounding box
vtkDoubleArray *da = vtkDoubleArray::New();
da->SetName("BinBounds");
da->SetNumberOfTuples(6);
for (int i=0; i<6; ++i)
{
da->SetValue(i,this->Bounds[i]);
}
output->GetFieldData()->AddArray(da);
da->Delete();
// Divisions
vtkIntArray *ia = vtkIntArray::New();
ia->SetName("BinDivisions");
ia->SetNumberOfTuples(3);
for (int i=0; i<3; ++i)
{
ia->SetValue(i,this->Divs[i]);
}
output->GetFieldData()->AddArray(ia);
ia->Delete();
}
};
//----------------------------------------------------------------------------
// Helper classes to support efficient computing, and threaded execution.
namespace {
//-----------------------------------------------------------------------------
// The following tuple is what is sorted in the map. Note that it is templated
// because depending on the number of points / bins to process we may want
// to use vtkIdType. Otherwise for performance reasons it's best to use an int
// (or other integral type). Typically sort() is 25-30% faster on smaller
// integral types, plus it takes a heck less memory (when vtkIdType is 64-bit
// and int is 32-bit).
template <typename TTuple>
class BinTuple
{
public:
TTuple PtId; //originating point id
TTuple Bin; //i-j-k index into bin space
//Operator< used to support the subsequent sort operation.
bool operator< (const BinTuple& tuple) const
{return Bin < tuple.Bin;}
};
//-----------------------------------------------------------------------------
// This templated class manages the creation of the binning tree. It also
// implements the operator() functors which are supplied to vtkSMPTools for
// threaded processesing.
template <typename TIds>
struct BinTree : public vtkBinTree
{
BinTuple<TIds> *Map; //the map to be sorted
TIds *Offsets; //offsets for each bin into the map
// Construction
BinTree(vtkIdType npts, vtkPoints *pts, int numLevels, int divs[3],
double bounds[6], int offsetsType) :
vtkBinTree(npts, pts, numLevels, divs, bounds, offsetsType)
{
//one extra allocation to simplify traversal
this->Map = new BinTuple<TIds>[this->NumPts+1];
this->Map[this->NumPts].Bin = this->NumBins;
if ( offsetsType == VTK_INT )
{
this->OffsetsArray = vtkIntArray::New();
}
else
{
this->OffsetsArray = vtkIdTypeArray::New();
}
this->OffsetsArray->SetNumberOfTuples(this->NumBins+1);
this->Offsets = static_cast<TIds*>(this->OffsetsArray->GetVoidPointer(0));
this->Offsets[this->NumBins] = this->NumPts;
}
// Release allocated memory
~BinTree() override
{
delete [] this->Map;
//Offsets data array deleted by superclass
}
// The number of point ids in a bin is determined by computing the
// difference between the offsets into the sorted points array.
vtkIdType GetNumberOfIds(vtkIdType binNum)
{
return (this->Offsets[binNum+1] - this->Offsets[binNum]);
}
// Given a bin number, return the point ids in that bin.
const BinTuple<TIds> *GetIds(vtkIdType binNum)
{
return this->Map + this->Offsets[binNum];
}
// Explicit point representation (e.g., vtkPointSet), faster path
template <typename T, typename TPts>
class MapPoints
{
public:
BinTree<T> *Tree;
const TPts *Points;
int Thresh[VTK_MAX_LEVEL];
MapPoints(BinTree<T> *tree, const TPts *pts) :
Tree(tree), Points(pts)
{
for (int i=0; i < this->Tree->NumLevels; ++i)
{
this->Thresh[i] = this->Tree->Tree[i]->LevelOffset;
}
}
void operator()(vtkIdType ptId, vtkIdType end)
{
double p[3];
const TPts *x = this->Points + 3*ptId;
BinTuple<T> *t = this->Tree->Map + ptId;
int numLevels = this->Tree->NumLevels;
int level, idx, numBins = this->Tree->NumBins;
for ( ; ptId < end; ++ptId, x+=3, ++t )
{
t->PtId = ptId;
p[0] = static_cast<double>(x[0]);
p[1] = static_cast<double>(x[1]);
p[2] = static_cast<double>(x[2]);
idx = ptId % numBins;
for ( level=numLevels-1; idx < this->Thresh[level]; --level )
{
;
}
t->Bin = this->Tree->Tree[level]->GetBinIndex(p);
}//for all points in this batch
}
};
// A clever way to build offsets in parallel. Basically each thread builds
// offsets across a range of the sorted map. Recall that offsets are an
// integral value referring to the locations of the sorted points that
// reside in each bin.
template <typename T>
class MapOffsets
{
public:
BinTree<T> *Tree;
vtkIdType NumPts;
int NumBins;
int BatchSize;
MapOffsets(BinTree<T> *tree, int numBatches) : Tree(tree)
{
this->NumPts = this->Tree->NumPts;
this->NumBins = this->Tree->NumBins;
this->BatchSize = ceil( static_cast<double>(this->NumPts) / numBatches);
}
// Traverse sorted points (i.e., tuples) and update bin offsets.
void operator()(vtkIdType batch, vtkIdType batchEnd)
{
T *offsets = this->Tree->Offsets;
const BinTuple<T> *curPt =
this->Tree->Map + batch*this->BatchSize;
const BinTuple<T> *endBatchPt =
this->Tree->Map + batchEnd*this->BatchSize;
const BinTuple<T> *endPt =
this->Tree->Map + this->NumPts;
const BinTuple<T> *prevPt;
endBatchPt = ( endBatchPt > endPt ? endPt : endBatchPt );
// Special case at the very beginning of the mapped points array. If
// the first point is in bin# N, then all bins up and including
// N must refer to the first point.
if ( curPt == this->Tree->Map )
{
prevPt = this->Tree->Map;
std::fill_n(offsets, curPt->Bin+1, 0); //point to the first points
}//at the very beginning of the map (sorted points array)
// We are entering this functor somewhere in the interior of the
// mapped points array. All we need to do is point to the entry
// position because we are interested only in prevPt->Bin.
else
{
prevPt = curPt;
}//else in the middle of a batch
// Okay we have a starting point for a bin run. Now we can begin
// filling in the offsets in this batch. A previous thread should
// have/will have completed the previous and subsequent runs outside
// of the [batch,batchEnd) range
for ( curPt=prevPt; curPt < endBatchPt; )
{
for ( ; curPt->Bin == prevPt->Bin && curPt <= endBatchPt;
++curPt )
{
; //advance
}
// Fill in any gaps in the offset array
std::fill_n(offsets + prevPt->Bin + 1,
curPt->Bin - prevPt->Bin,
curPt - this->Tree->Map);
prevPt = curPt;
}//for all batches in this range
}//operator()
};
//----------------------------------------------------------------------------
// Copy points to output
template <typename T, typename TPts>
struct ShufflePoints
{
BinTree<T> *Tree;
vtkIdType NumPts;
TPts *InPoints;
TPts *OutPoints;
ShufflePoints(BinTree<T> *tree, vtkIdType numPts, TPts *inPts, TPts *outPts) :
Tree(tree), NumPts(numPts), InPoints(inPts), OutPoints(outPts)
{
}
void operator() (vtkIdType ptId, vtkIdType endPtId)
{
BinTuple<TIds> *map = this->Tree->Map + ptId;
TPts *py = this->OutPoints + 3*ptId;
TPts *px;
for ( ; ptId < endPtId; ++ptId, ++map)
{
px = this->InPoints + 3*map->PtId;
*py++ = *px++;
*py++ = *px++;
*py++ = *px;
}
}
}; //ShufflePoints
//----------------------------------------------------------------------------
// Copy data arrays to output
template <typename T, typename TA>
struct ShuffleArray
{
BinTree<T> *Tree;
vtkIdType NumPts;
int NumComp;
TA *InArray;
TA *OutArray;
ShuffleArray(BinTree<T> *tree, vtkIdType numPts, int numComp, TA *in, TA *out) :
Tree(tree), NumPts(numPts), NumComp(numComp), InArray(in), OutArray(out)
{
}
void operator() (vtkIdType ptId, vtkIdType endPtId)
{
BinTuple<TIds> *map = this->Tree->Map + ptId;
TA *y = this->OutArray + this->NumComp*ptId;
TA *x;
int i;
for ( ; ptId < endPtId; ++ptId, ++map)
{
x = this->InArray + this->NumComp*map->PtId;
for (i=0; i<this->NumComp; ++i)
{
*y++ = *x++;
}
}
}
static void Execute(BinTree<TIds> *tree, vtkIdType numPts, int numComp,
TA *in, TA *out)
{
ShuffleArray<TIds,TA> shuffle(tree,numPts,numComp,in,out);
vtkSMPTools::For(0,numPts, shuffle);
}
}; //ShuffleArray
// Bin the points, produce output
void Execute(vtkPointSet *input, vtkPolyData *output) override
{
vtkPoints *inPts = input->GetPoints();
void *pts = inPts->GetVoidPointer(0);
vtkPoints *outPts = output->GetPoints();
int dataType = inPts->GetDataType();
if ( dataType == VTK_FLOAT )
{
MapPoints<TIds,float> mapper(this,static_cast<float*>(pts));
vtkSMPTools::For(0,this->NumPts, mapper);
}
else if ( dataType == VTK_DOUBLE )
{
MapPoints<TIds,double> mapper(this,static_cast<double*>(pts));
vtkSMPTools::For(0,this->NumPts, mapper);
}
else
{
vtkGenericWarningMacro("Type not supported\n");
return;
}
// Now gather the points into contiguous runs in bins
//
vtkSMPTools::Sort(this->Map, this->Map + this->NumPts);
// Build the offsets into the Map. The offsets are the positions of
// each bin into the sorted list. They mark the beginning of the
// list of points in each bin. Amazingly, this can be done in
// parallel.
//
int numBatches = static_cast<int>(
ceil(static_cast<double>(this->NumPts) / (5*this->NumBins)));
MapOffsets<TIds> offMapper(this,numBatches);
vtkSMPTools::For(0,numBatches, offMapper);
// Put the offset into the output for downstream filters
this->ExportMetaData(output);
// Shuffle the points around
if ( dataType == VTK_FLOAT )
{
ShufflePoints<TIds,float>
shuffle(this, this->NumPts, static_cast<float*>(inPts->GetVoidPointer(0)),
static_cast<float*>(outPts->GetVoidPointer(0)));
vtkSMPTools::For(0,this->NumPts, shuffle);
}
else if ( dataType == VTK_DOUBLE )
{
ShufflePoints<TIds,double>
shuffle(this, this->NumPts, static_cast<double*>(inPts->GetVoidPointer(0)),
static_cast<double*>(outPts->GetVoidPointer(0)));
vtkSMPTools::For(0,this->NumPts, shuffle);
}
// Now shuffle the data arrays
vtkPointData *inPD = input->GetPointData();
vtkPointData *outPD = output->GetPointData();
outPD->CopyAllocate(inPD,this->NumPts);
char *name;
vtkDataArray *iArray, *oArray;
void *iD, *oD;
int i, numComp, numArrays = inPD->GetNumberOfArrays();
for (i=0; i < numArrays; ++i)
{
iArray = inPD->GetArray(i);
if ( iArray )
{
name = iArray->GetName();
numComp = iArray->GetNumberOfComponents();
oArray = outPD->GetArray(name);
if ( !oArray )
{
continue;
}
oArray->SetNumberOfTuples(this->NumPts);
iD = iArray->GetVoidPointer(0);
oD = oArray->GetVoidPointer(0);
switch (iArray->GetDataType()) //template macro burps on multiple template parameters
{
case VTK_FLOAT:
ShuffleArray<TIds,float>::
Execute(this,this->NumPts,numComp,(float *)iD,(float *)oD); break;
case VTK_DOUBLE:
ShuffleArray<TIds,double>::
Execute(this,this->NumPts,numComp,(double *)iD,(double *)oD); break;
case VTK_INT:
ShuffleArray<TIds,int>::
Execute(this,this->NumPts,numComp,(int *)iD,(int *)oD); break;
case VTK_UNSIGNED_INT:
ShuffleArray<TIds,unsigned int>::
Execute(this,this->NumPts,numComp,(unsigned int *)iD,(unsigned int *)oD); break;
case VTK_CHAR:
ShuffleArray<TIds,char>::
Execute(this,this->NumPts,numComp,(char *)iD,(char *)oD); break;
case VTK_UNSIGNED_CHAR:
ShuffleArray<TIds,unsigned char>::
Execute(this,this->NumPts,numComp,(unsigned char *)iD,(unsigned char *)oD); break;
case VTK_SHORT:
ShuffleArray<TIds,short>::
Execute(this,this->NumPts,numComp,(short *)iD,(short *)oD); break;
case VTK_UNSIGNED_SHORT:
ShuffleArray<TIds,unsigned short>::
Execute(this,this->NumPts,numComp,(unsigned short *)iD,(unsigned short *)oD); break;
default:
vtkGenericWarningMacro("Unsupported attribute type");
}//over all VTK types
}//have valid array
}//for each candidate array
}
vtkIdType GetLevelOffset(int level, vtkIdType& npts) override
{
vtkIdType offset = this->Offsets[this->Tree[level]->LevelOffset];
vtkIdType offset2 = this->Offsets[this->Tree[level+1]->LevelOffset];
npts = offset2 - offset;
return offset;
}
vtkIdType GetBinOffset(int globalBin, vtkIdType& npts) override
{
vtkIdType offset = this->Offsets[globalBin];
vtkIdType offset2 = this->Offsets[globalBin+1];
npts = offset2 - offset;
return offset;
}
vtkIdType GetLocalBinOffset(int level, int localBin, vtkIdType& npts) override
{
vtkIdType offset = this->Offsets[this->Tree[level]->LevelOffset] + localBin;
vtkIdType offset2 = this->Offsets[this->Tree[level]->LevelOffset] + localBin + 1;
npts = offset2 - offset;
return offset;
}
}; //BinTree
} //anonymous namespace
//================= Begin VTK class proper =======================================
//----------------------------------------------------------------------------
vtkHierarchicalBinningFilter::vtkHierarchicalBinningFilter()
{
this->NumberOfLevels = 3;
this->Automatic = true;
this->Divisions[0] = this->Divisions[1] = this->Divisions[2] = 2;
this->Bounds[0] = this->Bounds[2] = this->Bounds[4] = 0.0;
this->Bounds[1] = this->Bounds[3] = this->Bounds[5] = 1.0;
this->Tree = nullptr;
}
//----------------------------------------------------------------------------
vtkHierarchicalBinningFilter::~vtkHierarchicalBinningFilter()
{
if ( this->Tree )
{
delete this->Tree;
this->Tree = nullptr;
}
}
//----------------------------------------------------------------------------
// Produce the output data
int vtkHierarchicalBinningFilter::RequestData(
vtkInformation *vtkNotUsed(request),
vtkInformationVector **inputVector,
vtkInformationVector *outputVector)
{
// get the info objects
vtkInformation *inInfo = inputVector[0]->GetInformationObject(0);
vtkInformation *outInfo = outputVector->GetInformationObject(0);
// get the input and output
vtkPointSet *input = vtkPointSet::SafeDownCast(
inInfo->Get(vtkDataObject::DATA_OBJECT()));
vtkPolyData *output = vtkPolyData::SafeDownCast(
outInfo->Get(vtkDataObject::DATA_OBJECT()));
// Check the input
if ( !input || !output )
{
return 1;
}
vtkIdType numPts = input->GetNumberOfPoints();
if ( numPts < 1 )
{
return 1;
}
// Set up the binning operation
vtkPoints *inPts = input->GetPoints();
int dataType = inPts->GetDataType();
vtkPoints *outPts = inPts->NewInstance();
outPts->SetDataType(dataType);
outPts->SetNumberOfPoints(numPts);
output->SetPoints(outPts);
outPts->UnRegister(this);
int numLevels = this->NumberOfLevels;
int *divs = this->Divisions;
double *bounds = this->Bounds;
// If automatic, try and create uniform-sized bins; cubes are ideal.
if ( this->Automatic )
{
inPts->GetBounds(this->Bounds);
double h[3];
h[0] = this->Bounds[1] - this->Bounds[0];
h[1] = this->Bounds[3] - this->Bounds[2];
h[2] = this->Bounds[5] - this->Bounds[4];
int min = (h[0] < h[1] ? (h[0] < h[2] ? 0 : 2) : (h[1] < h[2] ? 1 : 2));
divs[min] = ( h[min] > 0.0 ? 2 : 1);
h[min] = ( divs[min] == 1 ? 1.0 : h[min] );
for (int i=0; i<3; ++i)
{
if ( i != min )
{
divs[i] = vtkMath::Round( divs[min]*h[i]/h[min] ) ;
divs[i] = ( divs[i] <= 0 ? 1 : divs[i] );
}
}
}
// Bin the points, produce output
if ( numPts >= VTK_INT_MAX )
{
this->Tree = new BinTree<vtkIdType>(numPts,inPts,numLevels,divs,bounds,VTK_ID_TYPE);
this->Tree->Execute(input,output);
}
else
{
this->Tree = new BinTree<int>(numPts,inPts,numLevels,divs,bounds,VTK_INT);
this->Tree->Execute(input,output);
}
return 1;
}
//----------------------------------------------------------------------------
int vtkHierarchicalBinningFilter::
GetNumberOfGlobalBins()
{
if ( this->Tree )
{
return this->Tree->GetNumberOfGlobalBins();
}
else
{
return 0;
}
}
//----------------------------------------------------------------------------
int vtkHierarchicalBinningFilter::
GetNumberOfBins(int level)
{
if ( this->Tree )
{
return this->Tree->GetNumberOfBins(level);
}
else
{
return 0;
}
}
//----------------------------------------------------------------------------
vtkIdType vtkHierarchicalBinningFilter::
GetLevelOffset(int level, vtkIdType& npts)
{
if ( this->Tree )
{
return this->Tree->GetLevelOffset(level,npts);
}
else
{
return -1;
}
}
//----------------------------------------------------------------------------
vtkIdType vtkHierarchicalBinningFilter::
GetBinOffset(int globalBin, vtkIdType& npts)
{
if ( this->Tree )
{
return this->Tree->GetBinOffset(globalBin,npts);
}
else
{
return -1;
}
}
//----------------------------------------------------------------------------
vtkIdType vtkHierarchicalBinningFilter::
GetLocalBinOffset(int level, int localBin, vtkIdType& npts)
{
if ( this->Tree )
{
return this->Tree->GetLocalBinOffset(level,localBin,npts);
}
else
{
return -1;
}
}
//----------------------------------------------------------------------------
void vtkHierarchicalBinningFilter::
GetBinBounds(int globalBin, double bounds[6])
{
if ( this->Tree )
{
return this->Tree->GetBinBounds(globalBin,bounds);
}
else
{
return;
}
}
//----------------------------------------------------------------------------
void vtkHierarchicalBinningFilter::
GetLocalBinBounds(int level, int localBin, double bounds[6])
{
if ( this->Tree )
{
return this->Tree->GetLocalBinBounds(level,localBin,bounds);
}
else
{
return;
}
}
//----------------------------------------------------------------------------
int vtkHierarchicalBinningFilter::
FillInputPortInformation(int, vtkInformation *info)
{
info->Set(vtkAlgorithm::INPUT_REQUIRED_DATA_TYPE(), "vtkPointSet");
return 1;
}
//----------------------------------------------------------------------------
void vtkHierarchicalBinningFilter::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
os << indent << "Number of Levels: "
<< this->NumberOfLevels << endl;
os << indent << "Automatic: "
<< (this->Automatic ? "On\n" : "Off\n");
for(int i=0;i<6;i++)
{
os << indent << "Bounds[" << i << "]: " << this->Bounds[i] << "\n";
}
os << indent << "Divisions: ("
<< this->Divisions[0] << ","
<< this->Divisions[1] << ","
<< this->Divisions[2] << ")\n";
}