Space-partitioning acceleration structure for points. Partitions the points into voxels to accelerate range and nearest neighbor searches.  
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| template<typename GridT, typename PointArrayT> | 
| GridT::Ptr | createPointIndexGrid (const PointArrayT &points, double voxelSize) | 
|  | Partition points into a point index grid to accelerate range and nearest-neighbor searches. 
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| template<typename GridT, typename PointArrayT> | 
| GridT::Ptr | createPointIndexGrid (const PointArrayT &points, const math::Transform &xform) | 
|  | Partition points into a point index grid to accelerate range and nearest-neighbor searches. 
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| template<typename PointArrayT, typename GridT> | 
| bool | isValidPartition (const PointArrayT &points, const GridT &grid) | 
|  | Return trueif the given point index grid represents a valid partitioning of the given point array.
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| template<typename GridT, typename PointArrayT> | 
| GridT::ConstPtr | getValidPointIndexGrid (const PointArrayT &points, const typename GridT::ConstPtr &grid) | 
|  | Repartition the points if needed, otherwise return the input grid. 
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| template<typename GridT, typename PointArrayT> | 
| GridT::Ptr | getValidPointIndexGrid (const PointArrayT &points, const typename GridT::Ptr &grid) | 
|  | Repartition the points if needed, otherwise return the input grid. 
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Space-partitioning acceleration structure for points. Partitions the points into voxels to accelerate range and nearest neighbor searches. 
- Note
- Leaf nodes store a single point-index array and the voxels are only integer offsets into that array. The actual points are never stored in the acceleration structure, only offsets into an external array.
- Author
- Mihai Alden