Lightweight, parallelizable C++ implementation of an Octree/Quadtree/N-d orthotree using Morton Z curve-based location code ordering.
What is the Octree and what is good for? https://en.wikipedia.org/wiki/Octree
- Adaptable to any existing geometric system
- Arbitrary number of dimensions for other scientific usages
- Support of
std::execution
policies (so it is parallelizable) - Edit functions to Insert/Update/Erase entities
- Wide range of search functions
- Range search
- Pick search
- K - Nearest neighbor search
- Ray-traced search
- Plane intersection
- Frustum culling
- Collision detection
- Nodes can be accessed in O(1) time
- Search is accelerated by Morton Z curve based location code
- Both the non-owning
Core
and theContainer
wrapper is provided
- Maximum number of dimensions is 63.
- Maximum depth of octree solutions is 10.
- Abstract classes cannot be used for
TVector
andTBox
- Language standard: C++20 or above
- Creation: O(n)
- Range search: O(log{2^N}(n)) (where N is the number of the dimension)
- Access any node: O(1)
- Use
AdaptorBasicsConcept
orAdaptorConcept
to adapt the actual geometric system. It is not a necessary step, basic point/vector and bounding box objects are available. - Use the static member function
Create()
for a contiguous container (anystd::span
compatible) of Points or Bounding boxes to build the tree. It supportsstd::execution
policies (e.g.:std::execution::parallel_unsequenced_policy
) which can be effectively used to parallelize the creation process. (Template argument of theCreate()
functions) - Use
PickSearch()
/RangeSearch()
member functions to collect the wanted id-s - Use
PlaneSearch()
/PlaneIntersection()
/PlanePositiveSegmentation()
member functions for hyperplane related searches - Use
FrustumCulling()
to get entities in the multi-plane-bounded space/frustum - Use
Core
edit functionsInsert()
,Update()
,UpdateIndexes()
,Erase()
if the some of the underlying geometrical elements were changed or reordered - Use
Container
edit functionsAdd()
,Update()
,Erase()
if one of the underlying geometrical element was changed - Use
CollisionDetection()
member function for bounding box overlap examination. - Use
VisitNodes()
/VisitNodesInDFS()
to traverse the tree from up to down (former is breadth-first search) with user-definedselector()
andprocedure()
. - Use
GetNearestNeighbors()
for kNN search in point based tree. https://en.wikipedia.org/wiki/K-nearest_neighbors_algorithm - Use
RayIntersectedFirst()
orRayIntersectedAll()
to get intersected bounding boxes in order by a ray.
- Header only implementation.
- Point and Bounding box-based solution is distinguished.
- Core types store only the entity ids, use Container types to store. Core types advantages: not copying and managing the entity information; disadvantages: this information may have to be provided again for the member function call.
- Container types have "C" postfix (e.g.: core
OctreeBox
's container isOctreeBoxC
). - Bounding box-based solution stores item id in the parent node if it is not fit into any child node. Using
SPLIT_DEPTH_INCREASEMENT
template parameter, these boxes can be splitted then placed on the deeper level of the tree. TheSPLIT_DEPTH_INCREASEMENT
default is 2 and this split method is applied by default. - Edit functions are available but not recommended to majorly build the tree.
- If less element is collected in a node than the max element then the child node won't be created.
- The underlying container is a hash-table (
std::unordered_map
) under 16D, which only stores the id-s and the bounding box of the child nodes. - Original geometry data is not stored, so any search function needs them as an input.
- Unit tests are attached. (Microsoft Unit Testing Framework for C++)
- Tested compilers: MSVC 2022, Clang 12.0.0, GCC 11.3
- Default: 2D, 3D...63D;
std::array
based structures (PointND
,VectorND
,BoundingBoxND
,RayND
,PlaneND
) - CGAL: 2D, 3D;
CGAL::OctreePoint
,OctreeBox
,OctreePointC
,OctreeBoxC
, etc. (adaptor.cgal.h) - Eigen: 2D, 3D;
Eigen::OctreePoint3d
,OctreePointC3d
,OctreeBox3d
,OctreeBoxC3d
, etc. (adaptor.eigen.h) - glm: 2D, 3D, 4D;
glm::octree_point
,octree_box
,octree_point_c
,octree_box_c
, etc. (adaptor.glm.h) - Unreal Engine: 2D, 3D;
FOctreePoint
,FOctreePointC
,FOctreeBox
,FOctreeBoxC
, etc. (adaptor.unreal.h) - Boost: 2D, 3D;
boost::geometry::octree_point
,octree_box
, etc. (adaptor.boost.h) struct{x,y,z}
: 2D, 3D; (adaptor.xyz.h)
/// Default geometrical base elements
using BaseGeometryType = double;
using Vector1D = OrthoTree::VectorND<1, BaseGeometryType>;
using Vector2D = OrthoTree::VectorND<2, BaseGeometryType>;
using Vector3D = OrthoTree::VectorND<3, BaseGeometryType>;
using Point1D = OrthoTree::PointND<1, BaseGeometryType>;
using Point2D = OrthoTree::PointND<2, BaseGeometryType>;
using Point3D = OrthoTree::PointND<3, BaseGeometryType>;
using BoundingBox1D = OrthoTree::BoundingBoxND<1, BaseGeometryType>;
using BoundingBox2D = OrthoTree::BoundingBoxND<2, BaseGeometryType>;
using BoundingBox3D = OrthoTree::BoundingBoxND<3, BaseGeometryType>;
using Ray2D = OrthoTree::RayND<2, BaseGeometryType>;
using Ray3D = OrthoTree::RayND<3, BaseGeometryType>;
using Plane2D = OrthoTree::PlaneND<2, BaseGeometryType>;
using Plane3D = OrthoTree::PlaneND<3, BaseGeometryType>;
/// Core types
// Quadtree for points
using QuadtreePoint = TreePointND<2, BaseGeometryType>;
// Quadtree for bounding boxes
using QuadtreeBox = TreeBoxND<2, 2, BaseGeometryType>;
// Octree for points
using OctreePoint = TreePointND<3, BaseGeometryType>;
// Octree for bounding boxes
using OctreeBox = TreeBoxND<3, 2, BaseGeometryType>;
// Hexatree for points
using HexatreePoint = TreePointND<4, BaseGeometryType>;
// Hexatree for bounding boxes
using HexatreeBox = TreeBoxND<4, 2, BaseGeometryType>;
// NTrees for higher dimensions
using TreePoint16D = TreePointND<16, BaseGeometryType>;
using TreeBox16D = TreeBoxND<16, 2, BaseGeometryType>;
/// Container types
// Quadtree for points
using QuadtreePointC = TreePointContainerND<2, BaseGeometryType>;
// Quadtree for bounding boxes
template<uint32_t SPLIT_DEPTH_INCREASEMENT = 2>
using QuadtreeBoxCs = TreeBoxContainerND<2, SPLIT_DEPTH_INCREASEMENT, BaseGeometryType>;
using QuadtreeBoxC = TreeBoxContainerND<2, 2, BaseGeometryType>;
// Octree for points
using OctreePointC = TreePointContainerND<3, BaseGeometryType>;
// Octree for bounding boxes
template<uint32_t SPLIT_DEPTH_INCREASEMENT = 2>
using OctreeBoxCs = TreeBoxContainerND<3, 2, BaseGeometryType>;
using OctreeBoxC = TreeBoxContainerND<3, 2, BaseGeometryType>;
Usage of Container types
#include "octree.h"
using namespace OrthoTree;
// Example #1: Octree for points
{
auto constexpr points = array{ Point3D{0,0,0}, Point3D{1,1,1}, Point3D{2,2,2} };
auto const octree = OctreePointC(points, 3 /*max depth*/);
auto const searchBox = BoundingBox3D{ {0.5, 0.5, 0.5}, {2.5, 2.5, 2.5} };
auto const pointIDs = octree.RangeSearch(searchBox); //: { 1, 2 }
auto neighborNo = 2;
auto pointIDsByKNN = octree.GetNearestNeighbors(Point3D{ 1.1, 1.1, 1.1 }
, neighborNo
); //: { 1, 2 }
}
// Example #2: Quadtree for bounding boxes
{
auto boxes = vector
{
BoundingBox2D{ { 0.0, 0.0 }, { 1.0, 1.0 } },
BoundingBox2D{ { 1.0, 1.0 }, { 2.0, 2.0 } },
BoundingBox2D{ { 2.0, 2.0 }, { 3.0, 3.0 } },
BoundingBox2D{ { 3.0, 3.0 }, { 4.0, 4.0 } },
BoundingBox2D{ { 1.2, 1.2 }, { 2.8, 2.8 } }
};
auto quadtree = QuadtreeBoxC(boxes
, 3 // max depth
, std::nullopt // user-provided bounding Box for all
, 2 // max element in a node
, false // parallel calculation option
);
auto collidingIDPairs = quadtree.CollisionDetection(); //: { {1,4}, {2,4} }
auto searchBox = BoundingBox2D{ { 1.0, 1.0 }, { 3.1, 3.1 } };
// Boxes within the range
auto insideBoxIDs = quadtree.RangeSearch(searchBox); //: { 1, 2, 4 }
// Overlapping Boxes with the range
constexpr bool shouldFullyContain = false; // overlap is enough
auto overlappingBoxIDs = quadtree.RangeSearch<shouldFullyContain>(searchBox);
//: { 1, 2, 3, 4 }
// Picked boxes
auto pickPoint = Point2D{ 2.5, 2.5 };
auto pickedIDs = quadtree.PickSearch(pickPoint); //: { 2, 4 }
}
// Example #3: Parallel creation of octree for bounding boxes
{
auto boxes = vector
{
BoundingBox3D{ { 0.0, 0.0, 0.0 }, { 1.0, 1.0, 1.0 } }
/* and more... */
};
auto octreeUsingCtor = OctreeBoxC(boxes
, 3
, std::nullopt
, OctreeBox::DEFAULT_MAX_ELEMENT
, true // Set std::execution::parallel_unsequenced_policy
);
using namespace std::execution;
auto octreeUsingCreate = OctreeBoxC::Create<parallel_unsequenced_policy>(boxes
, 3
);
}
Usage of Core types
#include "octree.h"
using namespace OrthoTree;
// Example #1: Octree for points
{
auto constexpr points = array{ Point3D{0,0,0}, Point3D{1,1,1}, Point3D{2,2,2} };
auto const octree = OctreePoint(points, 3 /*max depth*/);
auto const searchBox = BoundingBox3D{ {0.5, 0.5, 0.5}, {2.5, 2.5, 2.5} };
auto pointIDsByRange = octree.RangeSearch(searchBox, points); //: { 1, 2 }
auto pointIDsByKNN = octree.GetNearestNeighbors(Point3D{ 1.1,1.1,1.1 }
, 2 // k neighbor
, points
); //: { 1, 2 }
}
// Example #2: Quadtree for bounding boxes
{
auto boxes = vector
{
BoundingBox2D{ { 0.0, 0.0 }, { 1.0, 1.0 } },
BoundingBox2D{ { 1.0, 1.0 }, { 2.0, 2.0 } },
BoundingBox2D{ { 2.0, 2.0 }, { 3.0, 3.0 } },
BoundingBox2D{ { 3.0, 3.0 }, { 4.0, 4.0 } },
BoundingBox2D{ { 1.2, 1.2 }, { 2.8, 2.8 } }
};
auto qt = QuadtreeBox(boxes
, 3 // max depth
, std::nullopt // user-provided bounding Box for all
, 2 // max element in a node
);
auto collidingIDPairs = qt.CollisionDetection(boxes); //: { {1,4}, {2,4} }
auto searchBox = BoundingBox2D{ { 1.0, 1.0 }, { 3.1, 3.1 } };
// Boxes within the range
auto insideBoxIDs = qt.RangeSearch(searchBox, boxes); //: { 1, 2, 4 }
// Overlapping Boxes with the range
constexpr bool shouldFullyContain = false;
auto overlappingBoxIDs = qt.RangeSearch<shouldFullyContain>(searchBox
, boxes
); //: { 1, 2, 3, 4 }
// Picked boxes
auto pickPoint = Point2D{ 2.5, 2.5 };
auto pickedBoxIDs = qt.PickSearch(pickPoint, boxes); //: { 2, 4 }
}
For more examples, see the unit tests.
// User-defined geometrical objects
struct MyPoint2D { float x; float y; };
using MyBox2D = std::array<MyPoint2D, 2>;
using MyRay2D = std::array<MyPoint2D, 2>;
struct MyPlane2D { float OrigoDistance; MyPoint2D Normal; };
// Adaptor
struct AdaptorBasicsCustom
{
static float GetPointC(MyPoint2D const& pt, OrthoTree::dim_t i)
{
switch (i)
{
case 0: return pt.x;
case 1: return pt.y;
default: assert(false); return pt.x;
}
}
static void SetPointC(MyPoint2D& pt, OrthoTree::dim_t i, float v)
{
switch (i)
{
case 0: pt.x = v; break;
case 1: pt.y = v; break;
default: assert(false);
}
}
static void SetBoxMinC(MyBox2D& box, dim_t i, float v) { SetPointC(box[0], i, v); }
static void SetBoxMaxC(MyBox2D& box, dim_t i, float v) { SetPointC(box[1], i, v); }
static float GetBoxMinC(MyBox2D const& box, dim_t i) { return GetPointC(box[0], i); }
static float GetBoxMaxC(MyBox2D const& box, dim_t i) { return GetPointC(box[1], i); }
static MyPoint2D const& GetRayDirection(MyRay2D const& ray) { return ray[1]; }
static MyPoint2D const& GetRayOrigin(MyRay2D const& ray) { return ray[0]; }
static MyPoint2D const& GetPlaneNormal(MyPlane2D const& plane) { return plane.Normal; }
static float GetPlaneOrigoDistance(MyPlane2D const& plane) { return plane.OrigoDistance; }
};
using AdaptorCustom = OrthoTree::AdaptorGeneralBase<
2,
MyPoint2D,
MyBox2D,
MyRay2D,
MyPlane2D,
float,
AdaptorBasicsCustom>;
// Tailored Quadtree objects
using QuadtreePointCustom = OrthoTree::OrthoTreePoint<
2,
MyPoint2D,
MyBox2D,
MyRay2D,
MyPlane2D,
float,
AdaptorCustom>;
using QuadtreeBoxCustom = OrthoTree::OrthoTreeBoundingBox<
2,
MyPoint2D,
MyBox2D,
MyRay2D,
MyPlane2D,
float,
2,
AdaptorCustom>;
Octree creation for 3 point sets using different placing strategy, and Cylindrical point set generation time:
Octree creation for 3 box sets using different placing strategy, and Cylindrical box set generation time:
Collision detection:
*CPU: AMD Ryzen 5 5600X 6-Core @ 3.70GHz, CPU benchmark: 22146