GenericBoundingBoxTree.h¶
Note
The documentation on this page was automatically extracted from the DOLFIN C++ code and may need to be edited or expanded.
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class
GenericBoundingBoxTree¶ Base class for bounding box implementations (envelope-letter design)
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GenericBoundingBoxTree()¶ Constructor
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void
build(const Mesh &mesh, std::size_t tdim)¶ Build bounding box tree for mesh entites of given dimension
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std::vector<unsigned int>
compute_collisions(const Point &point) const¶ Compute all collisions between bounding boxes and
Point
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std::pair<std::vector<unsigned int>, std::vector<unsigned int>>
compute_collisions(const GenericBoundingBoxTree &tree) const¶ Compute all collisions between bounding boxes and
BoundingBoxTree
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std::vector<unsigned int>
compute_entity_collisions(const Point &point, const Mesh &mesh) const¶ Compute all collisions between entities and
Point
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std::pair<std::vector<unsigned int>, std::vector<unsigned int>>
compute_entity_collisions(const GenericBoundingBoxTree &tree, const Mesh &mesh_A, const Mesh &mesh_B) const¶ Compute all collisions between entities and
BoundingBoxTree
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unsigned int
compute_first_collision(const Point &point) const¶ Compute first collision between bounding boxes and
Point
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unsigned int
compute_first_entity_collision(const Point &point, const Mesh &mesh) const¶ Compute first collision between entities and
Point
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std::pair<unsigned int, double>
compute_closest_entity(const Point &point, const Mesh &mesh) const¶ Compute closest entity and distance to
Point
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std::pair<unsigned int, double>
compute_closest_point(const Point &point) const¶ Compute closest point and distance to
Point
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static void
_compute_collisions(const GenericBoundingBoxTree &tree, const Point &point, unsigned int node, std::vector<unsigned int> &entities, const Mesh *mesh)¶ Compute collisions with point (recursive)
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static void
_compute_collisions(const GenericBoundingBoxTree &A, const GenericBoundingBoxTree &B, unsigned int node_A, unsigned int node_B, std::set<unsigned int> &entities_A, std::set<unsigned int> &entities_B, const Mesh *mesh_A, const Mesh *mesh_B)¶ Compute collisions with tree (recursive)
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static unsigned int
_compute_first_collision(const GenericBoundingBoxTree &tree, const Point &point, unsigned int node)¶ Compute first collision (recursive)
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static unsigned int
_compute_first_entity_collision(const GenericBoundingBoxTree &tree, const Point &point, unsigned int node, const Mesh &mesh)¶ Compute first entity collision (recursive)
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static void
_compute_closest_entity(const GenericBoundingBoxTree &tree, const Point &point, unsigned int node, const Mesh &mesh, unsigned int &closest_entity, double &R2)¶ Compute closest entity (recursive)
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static void
_compute_closest_point(const GenericBoundingBoxTree &tree, const Point &point, unsigned int node, unsigned int &closest_point, double &R2)¶ Compute closest point (recursive)
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