optimized the island management. It was unoptimized, and becomes a bottleneck for large amounts of objects.
This commit is contained in:
@@ -5,6 +5,8 @@
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#include "CollisionDispatch/CollisionObject.h"
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#include "CollisionDispatch/CollisionWorld.h"
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#include <stdio.h>
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#include <algorithm>
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SimulationIslandManager::SimulationIslandManager()
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@@ -105,7 +107,23 @@ void SimulationIslandManager::StoreIslandActivationState(CollisionWorld* colWorl
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}
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}
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inline int getIslandId(const PersistentManifold* lhs)
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{
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int islandId;
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const CollisionObject* rcolObj0 = static_cast<const CollisionObject*>(lhs->GetBody0());
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const CollisionObject* rcolObj1 = static_cast<const CollisionObject*>(lhs->GetBody1());
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islandId= rcolObj0->m_islandTag1>=0?rcolObj0->m_islandTag1:rcolObj1->m_islandTag1;
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return islandId;
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}
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bool PersistentManifoldSortPredicate(const PersistentManifold* lhs, const PersistentManifold* rhs)
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{
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int rIslandId0,lIslandId0;
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rIslandId0 = getIslandId(rhs);
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lIslandId0 = getIslandId(lhs);
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return lIslandId0 < rIslandId0;
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}
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//
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@@ -114,101 +132,143 @@ void SimulationIslandManager::StoreIslandActivationState(CollisionWorld* colWorl
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void SimulationIslandManager::BuildAndProcessIslands(Dispatcher* dispatcher,CollisionObjectArray& collisionObjects, IslandCallback* callback)
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{
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int numBodies = collisionObjects.size();
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//first calculate the number of islands, and iterate over the islands id's
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//we are going to sort the unionfind array, and store the element id in the size
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//afterwards, we clean unionfind, to make sure no-one uses it anymore
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GetUnionFind().sortIslands();
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int numElem = GetUnionFind().getNumElements();
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const UnionFind& uf = this->GetUnionFind();
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int startIslandIndex=0,endIslandIndex=1;
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for (int islandId=0;islandId<uf.getNumElements();islandId++)
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//update the sleeping state for bodies, if all are sleeping
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for (int startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
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{
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if (uf.isRoot(islandId))
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int islandId = GetUnionFind().getElement(startIslandIndex).m_id;
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for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (GetUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
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{
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}
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std::vector<PersistentManifold*> islandmanifold;
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//int numSleeping = 0;
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//int numSleeping = 0;
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bool allSleeping = true;
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bool allSleeping = true;
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int i;
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for (i=0;i<numBodies;i++)
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int idx;
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for (idx=startIslandIndex;idx<endIslandIndex;idx++)
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{
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int i = GetUnionFind().getElement(idx).m_sz;
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CollisionObject* colObj0 = collisionObjects[i];
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if ((colObj0->m_islandTag1 != islandId) && (colObj0->m_islandTag1 != -1))
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{
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CollisionObject* colObj0 = collisionObjects[i];
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if (colObj0->m_islandTag1 == islandId)
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{
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if (colObj0->GetActivationState()== ACTIVE_TAG)
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{
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allSleeping = false;
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}
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if (colObj0->GetActivationState()== DISABLE_DEACTIVATION)
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{
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allSleeping = false;
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}
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}
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printf("error in island management\n");
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}
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if (allSleeping)
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assert((colObj0->m_islandTag1 == islandId) || (colObj0->m_islandTag1 == -1));
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if (colObj0->m_islandTag1 == islandId)
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{
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int i;
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for (i=0;i<numBodies;i++)
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if (colObj0->GetActivationState()== ACTIVE_TAG)
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{
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CollisionObject* colObj0 = collisionObjects[i];
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if (colObj0->m_islandTag1 == islandId)
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allSleeping = false;
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}
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if (colObj0->GetActivationState()== DISABLE_DEACTIVATION)
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{
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allSleeping = false;
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}
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}
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}
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if (allSleeping)
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{
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int idx;
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for (idx=startIslandIndex;idx<endIslandIndex;idx++)
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{
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int i = GetUnionFind().getElement(idx).m_sz;
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CollisionObject* colObj0 = collisionObjects[i];
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if ((colObj0->m_islandTag1 != islandId) && (colObj0->m_islandTag1 != -1))
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{
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printf("error in island management\n");
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}
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assert((colObj0->m_islandTag1 == islandId) || (colObj0->m_islandTag1 == -1));
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if (colObj0->m_islandTag1 == islandId)
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{
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colObj0->SetActivationState( ISLAND_SLEEPING );
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}
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}
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} else
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{
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int idx;
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for (idx=startIslandIndex;idx<endIslandIndex;idx++)
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{
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int i = GetUnionFind().getElement(idx).m_sz;
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CollisionObject* colObj0 = collisionObjects[i];
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if ((colObj0->m_islandTag1 != islandId) && (colObj0->m_islandTag1 != -1))
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{
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printf("error in island management\n");
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}
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assert((colObj0->m_islandTag1 == islandId) || (colObj0->m_islandTag1 == -1));
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if (colObj0->m_islandTag1 == islandId)
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{
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if ( colObj0->GetActivationState() == ISLAND_SLEEPING)
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{
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colObj0->SetActivationState( ISLAND_SLEEPING );
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colObj0->SetActivationState( WANTS_DEACTIVATION);
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}
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}
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} else
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{
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int i;
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for (i=0;i<numBodies;i++)
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{
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CollisionObject* colObj0 = collisionObjects[i];
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if (colObj0->m_islandTag1 == islandId)
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{
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if ( colObj0->GetActivationState() == ISLAND_SLEEPING)
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{
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colObj0->SetActivationState( WANTS_DEACTIVATION);
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}
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}
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}
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for (i=0;i<dispatcher->GetNumManifolds();i++)
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{
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PersistentManifold* manifold = dispatcher->GetManifoldByIndexInternal(i);
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//filtering for response
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CollisionObject* colObj0 = static_cast<CollisionObject*>(manifold->GetBody0());
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CollisionObject* colObj1 = static_cast<CollisionObject*>(manifold->GetBody1());
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assert(colObj0);
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assert(colObj1);
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{
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if (((colObj0)->m_islandTag1 == (islandId)) ||
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((colObj1)->m_islandTag1 == (islandId)))
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{
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if (dispatcher->NeedsResponse(*colObj0,*colObj1))
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islandmanifold.push_back(manifold);
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}
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}
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}
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/// Process the actual simulation, only if not sleeping/deactivated
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if (islandmanifold.size())
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{
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callback->ProcessIsland(&islandmanifold[0],islandmanifold.size());
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}
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}
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}
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}
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std::vector<PersistentManifold*> islandmanifold;
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int i;
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int numManifolds = dispatcher->GetNumManifolds();
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islandmanifold.reserve(numManifolds);
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for (i=0;i<numManifolds ;i++)
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{
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PersistentManifold* manifold = dispatcher->GetManifoldByIndexInternal(i);
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CollisionObject* colObj0 = static_cast<CollisionObject*>(manifold->GetBody0());
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CollisionObject* colObj1 = static_cast<CollisionObject*>(manifold->GetBody1());
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//todo: check sleeping conditions!
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if (((colObj0) && colObj0->GetActivationState() != ISLAND_SLEEPING) ||
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((colObj1) && colObj1->GetActivationState() != ISLAND_SLEEPING))
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{
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//filtering for response
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if (dispatcher->NeedsResponse(*colObj0,*colObj1))
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islandmanifold.push_back(manifold);
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}
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}
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// Sort manifolds, based on islands
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// Sort the vector using predicate and std::sort
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std::sort(islandmanifold.begin(), islandmanifold.end(), PersistentManifoldSortPredicate);
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//now process all active islands (sets of manifolds for now)
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int startManifoldIndex = 0;
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int endManifoldIndex = 1;
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for (startManifoldIndex=0;startManifoldIndex<numManifolds;startManifoldIndex = endManifoldIndex)
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{
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int islandId = getIslandId(islandmanifold[startManifoldIndex]);
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for (endManifoldIndex = startManifoldIndex+1;(endManifoldIndex<numManifolds) && (islandId == getIslandId(islandmanifold[endManifoldIndex]));endManifoldIndex++)
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{
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}
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/// Process the actual simulation, only if not sleeping/deactivated
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int numIslandManifolds = endManifoldIndex-startManifoldIndex;
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if (numIslandManifolds)
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{
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callback->ProcessIsland(&islandmanifold[startManifoldIndex],numIslandManifolds);
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}
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}
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}
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@@ -15,28 +15,9 @@ subject to the following restrictions:
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#include "UnionFind.h"
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#include <assert.h>
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#include <algorithm>
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int UnionFind::find(int x)
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{
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assert(x < m_N);
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assert(x >= 0);
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while (x != m_id[x])
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{
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//not really a reason not to use path compression, and it flattens the trees/improves find performance dramatically
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#define USE_PATH_COMPRESSION 1
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#ifdef USE_PATH_COMPRESSION
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//
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m_id[x] = m_id[m_id[x]];
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#endif //
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x = m_id[x];
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assert(x < m_N);
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assert(x >= 0);
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}
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return x;
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}
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UnionFind::~UnionFind()
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{
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@@ -45,8 +26,7 @@ UnionFind::~UnionFind()
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}
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UnionFind::UnionFind()
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:m_id(0),
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m_sz(0),
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:m_elements(0),
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m_N(0)
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{
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@@ -56,11 +36,10 @@ void UnionFind::Allocate(int N)
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{
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if (m_N < N)
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{
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Free();
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//Free(); //not necessary with stl vectors
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m_N = N;
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m_id = new int[N];
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m_sz = new int[N];
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m_elements.resize(N);// = new Element[N];
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}
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}
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void UnionFind::Free()
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@@ -68,8 +47,7 @@ void UnionFind::Free()
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if (m_N)
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{
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m_N=0;
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delete m_id;
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delete m_sz;
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m_elements.clear();
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}
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}
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@@ -80,29 +58,32 @@ void UnionFind::reset(int N)
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for (int i = 0; i < m_N; i++)
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{
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m_id[i] = i; m_sz[i] = 1;
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m_elements[i].m_id = i; m_elements[i].m_sz = 1;
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}
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}
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int UnionFind ::find(int p, int q)
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{
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return (find(p) == find(q));
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}
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void UnionFind ::unite(int p, int q)
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bool UnionFindElementSortPredicate(const Element& lhs, const Element& rhs)
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{
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int i = find(p), j = find(q);
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if (i == j)
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return;
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//weighted quick union, this keeps the 'trees' balanced, and keeps performance of unite O( log(n) )
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if (m_sz[i] < m_sz[j])
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{
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m_id[i] = j; m_sz[j] += m_sz[i];
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}
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else
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{
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m_id[j] = i; m_sz[i] += m_sz[j];
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}
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return lhs.m_id < rhs.m_id;
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}
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///this is a special operation, destroying the content of UnionFind.
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///it sorts the elements, based on island id, in order to make it easy to iterate over islands
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void UnionFind::sortIslands()
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{
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//first store the original body index, and islandId
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int numElements = m_elements.size();
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for (int i=0;i<numElements;i++)
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{
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m_elements[i].m_id = find(i);
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m_elements[i].m_sz = i;
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}
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// Sort the vector using predicate and std::sort
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std::sort(m_elements.begin(), m_elements.end(), UnionFindElementSortPredicate);
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}
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@@ -16,22 +16,32 @@ subject to the following restrictions:
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#ifndef UNION_FIND_H
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#define UNION_FIND_H
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#include <vector>
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struct Element
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{
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int m_id;
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int m_sz;
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};
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///UnionFind calculates connected subsets
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// Implements weighted Quick Union with path compression
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// optimization: could use short ints instead of ints (halving memory, would limit the number of rigid bodies to 64k, sounds reasonable)
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class UnionFind
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{
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private:
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int* m_id;
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int* m_sz;
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std::vector<Element> m_elements;
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int m_N;
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public:
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int find(int x);
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UnionFind();
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~UnionFind();
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//this is a special operation, destroying the content of UnionFind.
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//it sorts the elements, based on island id, in order to make it easy to iterate over islands
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void sortIslands();
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void reset(int N);
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inline int getNumElements() const
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@@ -40,15 +50,68 @@ class UnionFind
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}
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inline bool isRoot(int x) const
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{
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return (x == m_id[x]);
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return (x == m_elements[x].m_id);
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}
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int find(int p, int q);
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void unite(int p, int q);
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Element& getElement(int index)
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{
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return m_elements[index];
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}
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const Element& getElement(int index) const
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{
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return m_elements[index];
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}
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void Allocate(int N);
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void Free();
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int find(int p, int q)
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{
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return (find(p) == find(q));
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}
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void unite(int p, int q)
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{
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int i = find(p), j = find(q);
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if (i == j)
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return;
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//weighted quick union, this keeps the 'trees' balanced, and keeps performance of unite O( log(n) )
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if (m_elements[i].m_sz < m_elements[j].m_sz)
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{
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m_elements[i].m_id = j; m_elements[j].m_sz += m_elements[i].m_sz;
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}
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else
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{
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m_elements[j].m_id = i; m_elements[i].m_sz += m_elements[j].m_sz;
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}
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}
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int find(int x)
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{
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//assert(x < m_N);
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//assert(x >= 0);
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while (x != m_elements[x].m_id)
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{
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//not really a reason not to use path compression, and it flattens the trees/improves find performance dramatically
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#define USE_PATH_COMPRESSION 1
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#ifdef USE_PATH_COMPRESSION
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//
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m_elements[x].m_id = m_elements[m_elements[x].m_id].m_id;
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#endif //
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x = m_elements[x].m_id;
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//assert(x < m_N);
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//assert(x >= 0);
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}
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return x;
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}
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};
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