voxel_grid/include/robot_voxel_grid/voxel_grid.h
2025-12-30 10:41:57 +07:00

432 lines
13 KiB
C++
Executable File

/*********************************************************************
*
* Software License Agreement (BSD License)
*
* Copyright (c) 2008, Willow Garage, Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following
* disclaimer in the documentation and/or other materials provided
* with the distribution.
* * Neither the name of the Willow Garage 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 DIRECT, 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.
*
* Author: Eitan Marder-Eppstein
*********************************************************************/
#ifndef ROBOT_VOXEL_GRID_H
#define ROBOT_VOXEL_GRID_H
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdint.h>
#include <math.h>
#include <limits.h>
#include <algorithm>
#include <cassert>
#include <iostream>
#include <cstdio>
/**
* @class VoxelGrid
* @brief A 3D grid structure that stores points as an integer array.
* X and Y index the array and Z selects which bit of the integer
* is used giving a limit of 16 vertical cells.
*/
namespace robot_voxel_grid
{
enum VoxelStatus {
FREE = 0,
UNKNOWN = 1,
MARKED = 2,
};
class VoxelGrid
{
public:
/**
* @brief Constructor for a voxel grid
* @param size_x The x size of the grid
* @param size_y The y size of the grid
* @param size_z The z size of the grid, only sizes <= 16 are supported
*/
VoxelGrid(unsigned int size_x, unsigned int size_y, unsigned int size_z);
~VoxelGrid();
/**
* @brief Resizes a voxel grid to the desired size
* @param size_x The x size of the grid
* @param size_y The y size of the grid
* @param size_z The z size of the grid, only sizes <= 16 are supported
*/
void resize(unsigned int size_x, unsigned int size_y, unsigned int size_z);
void reset();
uint32_t* getData() { return data_; }
inline void markVoxel(unsigned int x, unsigned int y, unsigned int z)
{
if (x >= size_x_ || y >= size_y_ || z >= size_z_)
{
// Voxel out of bounds - silently return
return;
}
uint32_t full_mask = ((uint32_t)1<<z<<16) | (1<<z);
data_[y * size_x_ + x] |= full_mask; //clear unknown and mark cell
}
inline bool markVoxelInMap(unsigned int x, unsigned int y, unsigned int z, unsigned int marked_threshold)
{
if (x >= size_x_ || y >= size_y_ || z >= size_z_)
{
// Voxel out of bounds
return false;
}
int index = y * size_x_ + x;
uint32_t* col = &data_[index];
uint32_t full_mask = ((uint32_t)1<<z<<16) | (1<<z);
*col |= full_mask; //clear unknown and mark cell
unsigned int marked_bits = *col>>16;
//make sure the number of bits in each is below our thesholds
return !bitsBelowThreshold(marked_bits, marked_threshold);
}
inline void clearVoxel(unsigned int x, unsigned int y, unsigned int z)
{
if (x >= size_x_ || y >= size_y_ || z >= size_z_)
{
// Voxel out of bounds - silently return
return;
}
uint32_t full_mask = ((uint32_t)1<<z<<16) | (1<<z);
data_[y * size_x_ + x] &= ~(full_mask); //clear unknown and clear cell
}
inline void clearVoxelColumn(unsigned int index)
{
assert(index < size_x_ * size_y_);
data_[index] = 0;
}
inline void clearVoxelInMap(unsigned int x, unsigned int y, unsigned int z)
{
if(x >= size_x_ || y >= size_y_ || z >= size_z_)
{
// Voxel out of bounds - silently return
return;
}
int index = y * size_x_ + x;
uint32_t* col = &data_[index];
uint32_t full_mask = ((uint32_t)1<<z<<16) | (1<<z);
*col &= ~(full_mask); //clear unknown and clear cell
unsigned int unknown_bits = uint16_t(*col>>16) ^ uint16_t(*col);
unsigned int marked_bits = *col>>16;
//make sure the number of bits in each is below our thesholds
if (bitsBelowThreshold(unknown_bits, 1) && bitsBelowThreshold(marked_bits, 1))
{
costmap[index] = 0;
}
}
inline bool bitsBelowThreshold(unsigned int n, unsigned int bit_threshold)
{
unsigned int bit_count;
for (bit_count = 0; n;)
{
++bit_count;
if (bit_count > bit_threshold)
{
return false;
}
n &= n - 1; //clear the least significant bit set
}
return true;
}
static inline unsigned int numBits(unsigned int n)
{
unsigned int bit_count;
for (bit_count = 0; n; ++bit_count)
{
n &= n - 1; //clear the least significant bit set
}
return bit_count;
}
static VoxelStatus getVoxel(
unsigned int x, unsigned int y, unsigned int z,
unsigned int size_x, unsigned int size_y, unsigned int size_z, const uint32_t* data)
{
if (x >= size_x || y >= size_y || z >= size_z)
{
// Voxel out of bounds
return UNKNOWN;
}
uint32_t full_mask = ((uint32_t)1<<z<<16) | (1<<z);
uint32_t result = data[y * size_x + x] & full_mask;
unsigned int bits = numBits(result);
// known marked: 11 = 2 bits, unknown: 01 = 1 bit, known free: 00 = 0 bits
if (bits < 2)
{
if (bits < 1)
{
return FREE;
}
return UNKNOWN;
}
return MARKED;
}
void markVoxelLine(double x0, double y0, double z0, double x1, double y1, double z1, unsigned int max_length = UINT_MAX);
void clearVoxelLine(double x0, double y0, double z0, double x1, double y1, double z1, unsigned int max_length = UINT_MAX);
void clearVoxelLineInMap(double x0, double y0, double z0, double x1, double y1, double z1, unsigned char *map_2d,
unsigned int unknown_threshold, unsigned int mark_threshold,
unsigned char free_cost = 0, unsigned char unknown_cost = 255, unsigned int max_length = UINT_MAX);
VoxelStatus getVoxel(unsigned int x, unsigned int y, unsigned int z);
//Are there any obstacles at that (x, y) location in the grid?
VoxelStatus getVoxelColumn(unsigned int x, unsigned int y,
unsigned int unknown_threshold = 0, unsigned int marked_threshold = 0);
void printVoxelGrid();
void printColumnGrid();
unsigned int sizeX();
unsigned int sizeY();
unsigned int sizeZ();
template <class ActionType>
inline void raytraceLine(
ActionType at, double x0, double y0, double z0,
double x1, double y1, double z1, unsigned int max_length = UINT_MAX)
{
int dx = int(x1) - int(x0);
int dy = int(y1) - int(y0);
int dz = int(z1) - int(z0);
unsigned int abs_dx = abs(dx);
unsigned int abs_dy = abs(dy);
unsigned int abs_dz = abs(dz);
int offset_dx = sign(dx);
int offset_dy = sign(dy) * size_x_;
int offset_dz = sign(dz);
unsigned int z_mask = ((1 << 16) | 1) << (unsigned int)z0;
unsigned int offset = (unsigned int)y0 * size_x_ + (unsigned int)x0;
GridOffset grid_off(offset);
ZOffset z_off(z_mask);
//we need to chose how much to scale our dominant dimension, based on the maximum length of the line
double dist = sqrt((x0 - x1) * (x0 - x1) + (y0 - y1) * (y0 - y1) + (z0 - z1) * (z0 - z1));
double scale = std::min(1.0, max_length / dist);
//is x dominant
if (abs_dx >= max(abs_dy, abs_dz))
{
int error_y = abs_dx / 2;
int error_z = abs_dx / 2;
bresenham3D(at, grid_off, grid_off, z_off, abs_dx, abs_dy, abs_dz, error_y, error_z, offset_dx, offset_dy, offset_dz, offset, z_mask, (unsigned int)(scale * abs_dx));
return;
}
//y is dominant
if (abs_dy >= abs_dz)
{
int error_x = abs_dy / 2;
int error_z = abs_dy / 2;
bresenham3D(at, grid_off, grid_off, z_off, abs_dy, abs_dx, abs_dz, error_x, error_z, offset_dy, offset_dx, offset_dz, offset, z_mask, (unsigned int)(scale * abs_dy));
return;
}
//otherwise, z is dominant
int error_x = abs_dz / 2;
int error_y = abs_dz / 2;
bresenham3D(at, z_off, grid_off, grid_off, abs_dz, abs_dx, abs_dy, error_x, error_y, offset_dz, offset_dx, offset_dy, offset, z_mask, (unsigned int)(scale * abs_dz));
}
private:
//the real work is done here... 3D bresenham implementation
template <class ActionType, class OffA, class OffB, class OffC>
inline void bresenham3D(
ActionType at, OffA off_a, OffB off_b, OffC off_c,
unsigned int abs_da, unsigned int abs_db, unsigned int abs_dc,
int error_b, int error_c, int offset_a, int offset_b, int offset_c, unsigned int &offset,
unsigned int &z_mask, unsigned int max_length = UINT_MAX)
{
unsigned int end = std::min(max_length, abs_da);
for (unsigned int i = 0; i < end; ++i)
{
at(offset, z_mask);
off_a(offset_a);
error_b += abs_db;
error_c += abs_dc;
if ((unsigned int)error_b >= abs_da)
{
off_b(offset_b);
error_b -= abs_da;
}
if ((unsigned int)error_c >= abs_da)
{
off_c(offset_c);
error_c -= abs_da;
}
}
at(offset, z_mask);
}
inline int sign(int i)
{
return i > 0 ? 1 : -1;
}
inline unsigned int max(unsigned int x, unsigned int y)
{
return x > y ? x : y;
}
unsigned int size_x_, size_y_, size_z_;
uint32_t *data_;
unsigned char *costmap;
//Aren't functors so much fun... used to recreate the Bresenham macro Eric wrote in the original version, but in "proper" c++
class MarkVoxel
{
public:
MarkVoxel(uint32_t* data): data_(data){}
inline void operator()(unsigned int offset, unsigned int z_mask)
{
data_[offset] |= z_mask; //clear unknown and mark cell
}
private:
uint32_t* data_;
};
class ClearVoxel
{
public:
ClearVoxel(uint32_t* data): data_(data){}
inline void operator()(unsigned int offset, unsigned int z_mask)
{
data_[offset] &= ~(z_mask); //clear unknown and clear cell
}
private:
uint32_t* data_;
};
class ClearVoxelInMap
{
public:
ClearVoxelInMap(
uint32_t* data, unsigned char *costmap,
unsigned int unknown_clear_threshold, unsigned int marked_clear_threshold,
unsigned char free_cost = 0, unsigned char unknown_cost = 255): data_(data), costmap_(costmap),
unknown_clear_threshold_(unknown_clear_threshold), marked_clear_threshold_(marked_clear_threshold),
free_cost_(free_cost), unknown_cost_(unknown_cost)
{
}
inline void operator()(unsigned int offset, unsigned int z_mask)
{
uint32_t* col = &data_[offset];
*col &= ~(z_mask); //clear unknown and clear cell
unsigned int unknown_bits = uint16_t(*col>>16) ^ uint16_t(*col);
unsigned int marked_bits = *col>>16;
//make sure the number of bits in each is below our thesholds
if (bitsBelowThreshold(marked_bits, marked_clear_threshold_))
{
if (bitsBelowThreshold(unknown_bits, unknown_clear_threshold_))
{
costmap_[offset] = free_cost_;
}
else
{
costmap_[offset] = unknown_cost_;
}
}
}
private:
inline bool bitsBelowThreshold(unsigned int n, unsigned int bit_threshold)
{
unsigned int bit_count;
for (bit_count = 0; n;)
{
++bit_count;
if (bit_count > bit_threshold)
{
return false;
}
n &= n - 1; //clear the least significant bit set
}
return true;
}
uint32_t* data_;
unsigned char *costmap_;
unsigned int unknown_clear_threshold_, marked_clear_threshold_;
unsigned char free_cost_, unknown_cost_;
};
class GridOffset
{
public:
GridOffset(unsigned int &offset) : offset_(offset) {}
inline void operator()(int offset_val)
{
offset_ += offset_val;
}
private:
unsigned int &offset_;
};
class ZOffset
{
public:
ZOffset(unsigned int &z_mask) : z_mask_(z_mask) {}
inline void operator()(int offset_val)
{
offset_val > 0 ? z_mask_ <<= 1 : z_mask_ >>= 1;
}
private:
unsigned int & z_mask_;
};
};
} // namespace robot_voxel_grid
#endif // ROBOT_VOXEL_GRID_H