// 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 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 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 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