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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#ifndef QUICKSELECT_H
+#define QUICKSELECT_H
+
+#include "foundation/PxSimpleTypes.h"
+
+// Google "wikipedia QuickSelect" for algorithm explanation
+namespace physx { namespace quickSelect {
+
+
+ #define SWAP32(x, y) { PxU32 tmp = y; y = x; x = tmp; }
+
+ // left is the index of the leftmost element of the subarray
+ // right is the index of the rightmost element of the subarray (inclusive)
+ // number of elements in subarray = right-left+1
+ template<typename LtEq>
+ PxU32 partition(PxU32* PX_RESTRICT a, PxU32 left, PxU32 right, PxU32 pivotIndex, const LtEq& cmpLtEq)
+ {
+ PX_ASSERT(pivotIndex >= left && pivotIndex <= right);
+ PxU32 pivotValue = a[pivotIndex];
+ SWAP32(a[pivotIndex], a[right]) // Move pivot to end
+ PxU32 storeIndex = left;
+ for (PxU32 i = left; i < right; i++) // left <= i < right
+ if (cmpLtEq(a[i], pivotValue))
+ {
+ SWAP32(a[i], a[storeIndex]);
+ storeIndex++;
+ }
+ SWAP32(a[storeIndex], a[right]); // Move pivot to its final place
+ for (PxU32 i = left; i < storeIndex; i++)
+ PX_ASSERT(cmpLtEq(a[i], a[storeIndex]));
+ for (PxU32 i = storeIndex+1; i <= right; i++)
+ PX_ASSERT(cmpLtEq(a[storeIndex], a[i]));
+ return storeIndex;
+ }
+
+ // left is the index of the leftmost element of the subarray
+ // right is the index of the rightmost element of the subarray (inclusive)
+ // number of elements in subarray = right-left+1
+ // recursive version
+ template<typename LtEq>
+ void quickFindFirstK(PxU32* PX_RESTRICT a, PxU32 left, PxU32 right, PxU32 k, const LtEq& cmpLtEq)
+ {
+ PX_ASSERT(k <= right-left+1);
+ if (right > left)
+ {
+ // select pivotIndex between left and right
+ PxU32 pivotIndex = (left + right) >> 1;
+ PxU32 pivotNewIndex = partition(a, left, right, pivotIndex, cmpLtEq);
+ // now all elements to the left of pivotNewIndex are < old value of a[pivotIndex] (bottom half values)
+ if (pivotNewIndex > left + k) // new condition
+ quickFindFirstK(a, left, pivotNewIndex-1, k, cmpLtEq);
+ if (pivotNewIndex < left + k)
+ quickFindFirstK(a, pivotNewIndex+1, right, k+left-pivotNewIndex-1, cmpLtEq);
+ }
+ }
+
+ // non-recursive version
+ template<typename LtEq>
+ void quickSelectFirstK(PxU32* PX_RESTRICT a, PxU32 left, PxU32 right, PxU32 k, const LtEq& cmpLtEq)
+ {
+ PX_ASSERT(k <= right-left+1);
+ for (;;)
+ {
+ PxU32 pivotIndex = (left+right) >> 1;
+ PxU32 pivotNewIndex = partition(a, left, right, pivotIndex, cmpLtEq);
+ PxU32 pivotDist = pivotNewIndex - left + 1;
+ if (pivotDist == k)
+ return;
+ else if (k < pivotDist)
+ {
+ PX_ASSERT(pivotNewIndex > 0);
+ right = pivotNewIndex - 1;
+ }
+ else
+ {
+ k = k - pivotDist;
+ left = pivotNewIndex+1;
+ }
+ }
+ }
+
+} } // namespace quickSelect, physx
+
+#endif
+