349 lines
10 KiB
C++
349 lines
10 KiB
C++
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//========= Copyright <20> Valve Corporation, All rights reserved. ============//
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#include "feagglomerator.h"
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#include "bitvec.h"
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CFeAgglomerator::CFeAgglomerator( uint nReserveNodes )
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{
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m_Clusters.EnsureCapacity( nReserveNodes * 2 );
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m_Clusters.SetCount( nReserveNodes );
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m_Clusters.FillWithValue( NULL ); // client needs to set all the nodes
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/*
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for ( uint i = 0; i < nReserveNodes; ++i )
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{
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m_Clusters[ i ] = new CCluster;
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}
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*/
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}
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CFeAgglomerator::~CFeAgglomerator()
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{
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m_Clusters.PurgeAndDeleteElements();
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}
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CFeAgglomerator::CCluster::CCluster( int nIndex, int nChildLeafs ) :m_nParent( -1 ), m_nIndex( nIndex ), m_nChildLeafs( nChildLeafs )
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{
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m_nChild[ 0 ] = -1;
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m_nChild[ 1 ] = -1;
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}
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bool CFeAgglomerator::CCluster::HasLinks()const
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{
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return m_Links.Count() > 0;
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}
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float CFeAgglomerator::CCluster::GetBestCost()const
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{
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if ( HasLinks() )
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{
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return m_Links.ElementAtHead().m_flCost;
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}
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else
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{
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return FLT_MAX;
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}
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}
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void CFeAgglomerator::CCluster::RemoveLink( CCluster *pOtherCluster )
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{
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for ( int i = 0; i < m_Links.Count(); ++i )
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{
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if ( m_Links.Element( i ).m_pOtherCluster == pOtherCluster )
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{
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m_Links.RemoveAt( i );
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return;
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}
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}
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Assert( !"Not found" );
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}
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const CFeAgglomerator::CLink *CFeAgglomerator::CCluster::FindLink( CCluster *pOtherCluster )
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{
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for ( int i = 0; i < m_Links.Count(); ++i )
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{
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const CLink &link = m_Links.Element( i );
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if ( link.m_pOtherCluster == pOtherCluster )
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{
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return &link;
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}
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}
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return NULL;
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}
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//
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// The cost of a node of the tree is the probability of its collision with another bounding box, times number of points to test.
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// The probably of collision is the probability of their minkowski sum containing the origin, which is proportional to the volume of the minkowski sum.
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// It boils down to guessing the size of the other bounding box. Having no better heuristc, we can just say it'll probably be a box of average size 12x12x12 or something
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//
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float CFeAgglomerator::CCluster::ComputeCost( const Vector &vSize, int nChildLeafs )
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{
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return ( vSize.x + 12 ) * ( vSize.y + 12 ) * ( vSize.z + 12 ) * nChildLeafs;
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}
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void CFeAgglomerator::CCluster::AddLink( CCluster *pOtherCluster )
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{
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#ifdef _DEBUG
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for ( int i = 0; i < m_Links.Count(); i++ )
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{
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Assert( m_Links.Element( i ).m_pOtherCluster != pOtherCluster );
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}
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#endif
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CLink link;
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link.m_pOtherCluster = pOtherCluster;
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//
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// Note: GetSurfaceArea() is not a valid heuristic for cost here. E.g. 2 horizontal points will have 0 cost, which is clearly wrong
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// (m_Aabb + pOtherCluster->m_Aabb ).GetSurfaceArea()
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//
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link.m_flCost = ComputeCost( ( m_Aabb + pOtherCluster->m_Aabb ).GetSize(), m_nChildLeafs + pOtherCluster->m_nChildLeafs );
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m_Links.Insert( link );
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}
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void CFeAgglomerator::AddLink( CCluster* pCluster0, CCluster *pCluster1, ClustersPriorityQueue_t &queue )
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{
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float flBestDist0 = pCluster0->GetBestCost();
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float flBestDist1 = pCluster1->GetBestCost();
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pCluster0->AddLink( pCluster1 );
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pCluster1->AddLink( pCluster0 );
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float flNewBestDist0 = pCluster0->GetBestCost();
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float flNewBestDist1 = pCluster1->GetBestCost();
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if ( flNewBestDist0 != flBestDist0 )
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{
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queue.RevaluateElement( pCluster0->m_nPriorityIndex );
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}
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if ( flNewBestDist1 != flBestDist1 )
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{
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queue.RevaluateElement( pCluster1->m_nPriorityIndex );
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}
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}
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// register a link between the nodes.
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// Call this to register all links between all nodes before building agglomerated clusters
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void CFeAgglomerator::LinkNodes( int nNode0, int nNode1 )
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{
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if ( nNode0 == nNode1 )
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return;
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CCluster* pCluster0 = m_Clusters[ nNode0 ];
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CCluster *pCluster1 = m_Clusters[ nNode1 ];
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if ( pCluster0->FindLink( pCluster1 ) )
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{
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AssertDbg( pCluster1->FindLink( pCluster0 ) );
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}
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else
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{
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// link not duplicated, create new link
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pCluster0->AddLink( pCluster1 );
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pCluster1->AddLink( pCluster0 );
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}
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Build agglomerated clusters; cannot call this function twice, because it will try to agglomerate clusters at all levels (nodes to root) the 2nd time
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//
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void CFeAgglomerator::Build( bool bSingleRoot )
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{
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ClustersPriorityQueue_t queue;
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for ( int i = 0; i < m_Clusters.Count(); ++i )
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{
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queue.Insert( m_Clusters[ i ] );
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}
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Process( queue );
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// create links of all-with-all
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// this will be ultra-slow if we have degenerate case (like 1000 small disconnected pieces of cloth)
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if ( bSingleRoot && queue.Count() > 1 )
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{
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for ( int i = queue.Count(); i-- > 1; )
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{
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for ( int j = i; j-- > 0; )
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{
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queue.Element( i )->AddLink( queue.Element( j ) );
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queue.Element( j )->AddLink( queue.Element( i ) );
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}
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}
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// the old queue order is destroyed; create a new queue (we could re-heapify the old queue
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ClustersPriorityQueue_t queue2;
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for ( int i = queue.Count(); i-- > 0; )
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{
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queue2.Insert( queue.Element( i ) );
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}
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Process( queue2 );
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Assert( queue2.Count() == 1 );
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}
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}
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void CFeAgglomerator::Validate( ClustersPriorityQueue_t *pQueue )
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{
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#ifdef _DEBUG
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if ( pQueue )
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{
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Assert( pQueue->IsHeapified() );
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CVarBitVec used( m_Clusters.Count() );
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for ( int i = 0; i < pQueue->Count(); ++i )
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{
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int nCluster = pQueue->Element( i )->m_nIndex;
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Assert( !used.IsBitSet( nCluster ) );
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used.Set( nCluster );
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}
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for ( int i = 0; i < m_Clusters.Count(); ++i )
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{
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CCluster *pCluster = m_Clusters[ i ];
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if ( !used.IsBitSet( i ) )
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{
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Assert( pCluster->m_Links.Count() == 0 );
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}
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}
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}
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for ( int nIndex = 0; nIndex < m_Clusters.Count(); ++nIndex )
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{
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CCluster *pThisCluster = m_Clusters[ nIndex ];
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Assert( pThisCluster->m_nIndex == nIndex );
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if ( pThisCluster->m_nChild[ 0 ] < 0 )
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{
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Assert( pThisCluster->m_nChild[ 1 ] < 0 && pThisCluster->m_nChildLeafs == 1 );
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}
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else
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{
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Assert( m_Clusters[ pThisCluster->m_nChild[ 0 ] ]->m_nChildLeafs + m_Clusters[ pThisCluster->m_nChild[ 1 ] ]->m_nChildLeafs == pThisCluster->m_nChildLeafs );
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}
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ClusterLinkQueue_t &links = pThisCluster->m_Links;
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Assert( links.IsHeapified() );
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CVarBitVec used( m_Clusters.Count() );
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for ( int i = 0; i < links.Count(); ++i )
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{
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CLink *pThisLink = &links.Element( i );
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CCluster *pOtherCluster = pThisLink->m_pOtherCluster;
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const CLink *pOtherLink = pOtherCluster->FindLink( pThisCluster );
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Assert( pOtherLink );
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Assert( pOtherLink->m_pOtherCluster == pThisCluster && pThisLink->m_flCost == pOtherLink->m_flCost ); // can't have a link with self & the cost of link should be the same from both sides
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Assert( !used.IsBitSet( pOtherCluster->m_nIndex ) );// can't have 2 links to the same cluster
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used.Set( pOtherCluster->m_nIndex );
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}
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}
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#endif
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}
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void CFeAgglomerator::Process( ClustersPriorityQueue_t &queue )
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{
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while ( queue.Count() > 0 && queue.ElementAtHead()->HasLinks() )
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{
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Validate( &queue );
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// remove the clusters we're merging from priority queue
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CCluster *pChild[ 2 ];
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pChild[ 0 ] = queue.ElementAtHead();
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pChild[ 1 ] = queue.ElementAtHead()->m_Links.ElementAtHead().m_pOtherCluster;
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// remove the children from the queue
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Assert( pChild[ 0 ]->m_nPriorityIndex == 0 );
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queue.RemoveAtHead(); // removing pChild[0]
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queue.RemoveAt( pChild[ 1 ]->m_nPriorityIndex );
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pChild[ 0 ]->m_nPriorityIndex = -1;
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pChild[ 1 ]->m_nPriorityIndex = -1;
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// make the new cluster, link and compute its distances to nearest clusters
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int nParentIndex = m_Clusters.AddToTail();
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CCluster *pParent = new CCluster( nParentIndex, pChild[ 0 ]->m_nChildLeafs + pChild[ 1 ]->m_nChildLeafs );
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m_Clusters[ nParentIndex ] = pParent ;
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pParent->m_Aabb = pChild[ 0 ]->m_Aabb + pChild[ 1 ]->m_Aabb;
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pParent->m_nChild[ 0 ] = pChild[ 0 ]->m_nIndex;
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pParent->m_nChild[ 1 ] = pChild[ 1 ]->m_nIndex;
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pChild[ 0 ]->m_nParent = nParentIndex;
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pChild[ 1 ]->m_nParent = nParentIndex;
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CUtlVectorFixedGrowable< CCluster*, 8 > reAdd;
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CVarBitVec skipAddLink( m_Clusters.Count() );
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// remove all links to the children, replace them with links to the parent
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{
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ClusterLinkQueue_t &links = pChild[ 0 ]->m_Links;
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for ( int i = 0; i < links.Count(); ++i )
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{
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CCluster *pOther = links.Element( i ).m_pOtherCluster;
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Assert( pOther != pChild[ 0 ] );
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if ( pOther == pChild[ 1 ] )
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continue; // just skip the connection to the other child
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Assert( pOther->m_nPriorityIndex >= 0 );
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// we see this cluster for the first time
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float flOldDistance = pOther->GetBestCost();
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pOther->RemoveLink( pChild[ 0 ] );
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pOther->AddLink( pParent );
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pParent->AddLink( pOther );
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skipAddLink.Set( pOther->m_nIndex );
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float flNewDistance = pOther->GetBestCost();
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if ( flOldDistance != flNewDistance )
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{
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reAdd.AddToTail( pOther );
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queue.RemoveAt( pOther->m_nPriorityIndex );
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pOther->m_nPriorityIndex = -1;
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}
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}
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links.Purge(); // the links don't matter any more, we can free the memory
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}
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{
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ClusterLinkQueue_t &links = pChild[ 1 ]->m_Links;
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for ( int i = 0; i < links.Count(); ++i )
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{
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CCluster *pOther = links.Element( i ).m_pOtherCluster;
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Assert( pOther != pChild[ 1 ] );
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if ( pOther == pChild[ 0 ] )
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continue; // just skip the connection to the other child
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if ( pOther->m_nPriorityIndex >= 0 )
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{
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// we see this cluster for the first time
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float flOldDistance = pOther->GetBestCost();
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pOther->RemoveLink( pChild[ 1 ] );
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// if we saw this pOther already, and didn't remove it from the queue, then we marked it as added
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if ( !skipAddLink.IsBitSet( pOther->m_nIndex ) )
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{
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pOther->AddLink( pParent );
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pParent->AddLink( pOther );
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}
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float flNewDistance = pOther->GetBestCost();
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if ( flOldDistance != flNewDistance )
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{
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queue.RevaluateElement( pOther->m_nPriorityIndex ); // no need to remove, this is the first and last edit of this other element
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}
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}
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else
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{
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// we've seen this cluster before within this loop, just remove the link; we already added the new link to the new parent
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pOther->RemoveLink( pChild[ 1 ] );
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}
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}
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links.Purge(); // the links don't matter any more, we can free the memory
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}
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for ( int nCluster = 0; nCluster < reAdd.Count(); ++nCluster )
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{
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queue.Insert( reAdd[nCluster] );
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}
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queue.Insert( pParent );
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Validate( &queue );
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}
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for ( int i = 0; i < queue.Count(); ++i )
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{
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Assert( !queue.Element( i )->HasLinks() );
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}
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}
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