Beispiel #1
0
void PABounce::Execute(ParticleGroup *group)
{
	switch(position.type)
	{
	case PDTriangle:
		{
			// Compute the inverse matrix of the plane basis.
			pVector &u = position.u;
			pVector &v = position.v;
			
			// w = u cross v
			float wx = u.y*v.z-u.z*v.y;
			float wy = u.z*v.x-u.x*v.z;
			float wz = u.x*v.y-u.y*v.x;
			
			float det = 1/(wz*u.x*v.y-wz*u.y*v.x-u.z*wx*v.y-u.x*v.z*wy+v.z*wx*u.y+u.z*v.x*wy);
			
			pVector s1((v.y*wz-v.z*wy), (v.z*wx-v.x*wz), (v.x*wy-v.y*wx));
			s1 *= det;
			pVector s2((u.y*wz-u.z*wy), (u.z*wx-u.x*wz), (u.x*wy-u.y*wx));
			s2 *= -det;
			
			// See which particles bounce.
			for(int i = 0; i < group->p_count; i++)
			{
				Particle &m = group->list[i];
				
				// See if particle's current and next positions cross plane.
				// If not, couldn't bounce, so keep going.
				pVector pnext(m.pos + m.vel * dt);
				
				// p2 stores the plane normal (the a,b,c of the plane eqn).
				// Old and new distances: dist(p,plane) = n * p + d
				// radius1 stores -n*p, which is d.
				float distold = m.pos * position.p2 + position.radius1;
				float distnew = pnext * position.p2 + position.radius1;
				
				// Opposite signs if product < 0
				// Is there a faster way to do this?
				if(distold * distnew >= 0)
					continue;
				
				// Find position at the crossing point by parameterizing
				// p(t) = pos + vel * t
				// Solve dist(p(t),plane) = 0 e.g.
				// n * p(t) + D = 0 ->
				// n * p + t (n * v) + D = 0 ->
				// t = -(n * p + D) / (n * v)
				// Could factor n*v into distnew = distold + n*v and save a bit.
				// Safe since n*v != 0 assured by quick rejection test.
				// This calc is indep. of dt because we have established that it
				// will hit before dt. We just want to know when.
				float nv = position.p2 * m.vel;
				float t = -distold / nv;
				
				// Actual intersection point p(t) = pos + vel t
				pVector phit(m.pos + m.vel * t);
				
				// Offset from origin in plane, p - origin
				pVector offset(phit - position.p1);
				
				// Dot product with basis vectors of old frame
				// in terms of new frame gives position in uv frame.
				float upos = offset * s1;
				float vpos = offset * s2;
				
				// Did it cross plane outside triangle?
				if(upos < 0 || vpos < 0 || (upos + vpos) > 1)
					continue;
				
				// A hit! A most palpable hit!
				
				// Compute tangential and normal components of velocity
				pVector vn(position.p2 * nv); // Normal Vn = (V.N)N
				pVector vt(m.vel - vn); // Tangent Vt = V - Vn
				
				// Compute new velocity heading out:
				// Don't apply friction if tangential velocity < cutoff
				if(vt.length2() <= cutoffSqr)
					m.vel = vt - vn * resilience;
				else
					m.vel = vt * oneMinusFriction - vn * resilience;
			}
		}
		break;
	case PDDisc:
		{
			float r1Sqr = fsqr(position.radius1);
			float r2Sqr = fsqr(position.radius2);
			
			// See which particles bounce.
			for(int i = 0; i < group->p_count; i++)
			{
				Particle &m = group->list[i];
				
				// See if particle's current and next positions cross plane.
				// If not, couldn't bounce, so keep going.
				pVector pnext(m.pos + m.vel * dt);
				
				// p2 stores the plane normal (the a,b,c of the plane eqn).
				// Old and new distances: dist(p,plane) = n * p + d
				// radius1 stores -n*p, which is d. radius1Sqr stores d.
				float distold = m.pos * position.p2 + position.radius1Sqr;
				float distnew = pnext * position.p2 + position.radius1Sqr;
				
				// Opposite signs if product < 0
				// Is there a faster way to do this?
				if(distold * distnew >= 0)
					continue;
				
				// Find position at the crossing point by parameterizing
				// p(t) = pos + vel * t
				// Solve dist(p(t),plane) = 0 e.g.
				// n * p(t) + D = 0 ->
				// n * p + t (n * v) + D = 0 ->
				// t = -(n * p + D) / (n * v)
				// Could factor n*v into distnew = distold + n*v and save a bit.
				// Safe since n*v != 0 assured by quick rejection test.
				// This calc is indep. of dt because we have established that it
				// will hit before dt. We just want to know when.
				float nv = position.p2 * m.vel;
				float t = -distold / nv;
				
				// Actual intersection point p(t) = pos + vel t
				pVector phit(m.pos + m.vel * t);
				
				// Offset from origin in plane, phit - origin
				pVector offset(phit - position.p1);
				
				float rad = offset.length2();
				
				if(rad > r1Sqr || rad < r2Sqr)
					continue;
				
				// A hit! A most palpable hit!
				
				// Compute tangential and normal components of velocity
				pVector vn(position.p2 * nv); // Normal Vn = (V.N)N
				pVector vt(m.vel - vn); // Tangent Vt = V - Vn
				
				// Compute new velocity heading out:
				// Don't apply friction if tangential velocity < cutoff
				if(vt.length2() <= cutoffSqr)
					m.vel = vt - vn * resilience;
				else
					m.vel = vt * oneMinusFriction - vn * resilience;
			}
		}
		break;
	case PDPlane:
		{
			// See which particles bounce.
			for(int i = 0; i < group->p_count; i++)
			{
				Particle &m = group->list[i];
				
				// See if particle's current and next positions cross plane.
				// If not, couldn't bounce, so keep going.
				pVector pnext(m.pos + m.vel * dt);
				
				// p2 stores the plane normal (the a,b,c of the plane eqn).
				// Old and new distances: dist(p,plane) = n * p + d
				// radius1 stores -n*p, which is d.
				float distold = m.pos * position.p2 + position.radius1;
				float distnew = pnext * position.p2 + position.radius1;
				
				// Opposite signs if product < 0
				if(distold * distnew >= 0)
					continue;
				
				// Compute tangential and normal components of velocity
				float nmag = m.vel * position.p2;
				pVector vn(position.p2 * nmag); // Normal Vn = (V.N)N
				pVector vt(m.vel - vn); // Tangent Vt = V - Vn
				
				// Compute new velocity heading out:
				// Don't apply friction if tangential velocity < cutoff
				if(vt.length2() <= cutoffSqr)
					m.vel = vt - vn * resilience;
				else
					m.vel = vt * oneMinusFriction - vn * resilience;
			}
		}
		break;
	case PDRectangle:
		{
			// Compute the inverse matrix of the plane basis.
			pVector &u = position.u;
			pVector &v = position.v;
			
			// w = u cross v
			float wx = u.y*v.z-u.z*v.y;
			float wy = u.z*v.x-u.x*v.z;
			float wz = u.x*v.y-u.y*v.x;
			
			float det = 1/(wz*u.x*v.y-wz*u.y*v.x-u.z*wx*v.y-u.x*v.z*wy+v.z*wx*u.y+u.z*v.x*wy);
			
			pVector s1((v.y*wz-v.z*wy), (v.z*wx-v.x*wz), (v.x*wy-v.y*wx));
			s1 *= det;
			pVector s2((u.y*wz-u.z*wy), (u.z*wx-u.x*wz), (u.x*wy-u.y*wx));
			s2 *= -det;
			
			// See which particles bounce.
			for(int i = 0; i < group->p_count; i++)
			{
				Particle &m = group->list[i];
				
				// See if particle's current and next positions cross plane.
				// If not, couldn't bounce, so keep going.
				pVector pnext(m.pos + m.vel * dt);
				
				// p2 stores the plane normal (the a,b,c of the plane eqn).
				// Old and new distances: dist(p,plane) = n * p + d
				// radius1 stores -n*p, which is d.
				float distold = m.pos * position.p2 + position.radius1;
				float distnew = pnext * position.p2 + position.radius1;
				
				// Opposite signs if product < 0
				if(distold * distnew >= 0)
					continue;
				
				// Find position at the crossing point by parameterizing
				// p(t) = pos + vel * t
				// Solve dist(p(t),plane) = 0 e.g.
				// n * p(t) + D = 0 ->
				// n * p + t (n * v) + D = 0 ->
				// t = -(n * p + D) / (n * v)
				float t = -distold / (position.p2 * m.vel);
				
				// Actual intersection point p(t) = pos + vel t
				pVector phit(m.pos + m.vel * t);
				
				// Offset from origin in plane, p - origin
				pVector offset(phit - position.p1);
				
				// Dot product with basis vectors of old frame
				// in terms of new frame gives position in uv frame.
				float upos = offset * s1;
				float vpos = offset * s2;
				
				// Crossed plane outside bounce region if !(0<=[uv]pos<=1)
				if(upos < 0 || upos > 1 || vpos < 0 || vpos > 1)
					continue;
				
				// A hit! A most palpable hit!
				
				// Compute tangential and normal components of velocity
				float nmag = m.vel * position.p2;
				pVector vn(position.p2 * nmag); // Normal Vn = (V.N)N
				pVector vt(m.vel - vn); // Tangent Vt = V - Vn
				
				// Compute new velocity heading out:
				// Don't apply friction if tangential velocity < cutoff
				if(vt.length2() <= cutoffSqr)
					m.vel = vt - vn * resilience;
				else
					m.vel = vt * oneMinusFriction - vn * resilience;
			}
		}
		break;
	case PDSphere:
		{
			// Sphere that particles bounce off
			// The particles are always forced out of the sphere.
			for(int i = 0; i < group->p_count; i++)
			{
				Particle &m = group->list[i];
				
				// See if particle's next position is inside domain.
				// If so, bounce it.
				pVector pnext(m.pos + m.vel * dt);
				
				if(position.Within(pnext))
				{
					// See if we were inside on previous timestep.
					bool pinside = position.Within(m.pos);
					
					// Normal to surface. This works for a sphere. Isn't
					// computed quite right, should extrapolate particle
					// position to surface.
					pVector n(m.pos - position.p1);
					n.normalize();
					
					// Compute tangential and normal components of velocity
					float nmag = m.vel * n;
					
					pVector vn(n * nmag); // Normal Vn = (V.N)N
					pVector vt = m.vel - vn; // Tangent Vt = V - Vn
					
					if(pinside)
					{
						// Previous position was inside. If normal component of
						// velocity points in, reverse it. This effectively
						// repels particles which would otherwise be trapped
						// in the sphere.
						if(nmag < 0)
							m.vel = vt - vn;
					}
					else
					{
						// Previous position was outside -> particle will cross
						// surface boundary. Reverse normal component of velocity,
						// and apply friction (if Vt >= cutoff) and resilience.
						
						// Compute new velocity heading out:
						// Don't apply friction if tangential velocity < cutoff
						if(vt.length2() <= cutoffSqr)
							m.vel = vt - vn * resilience;
						else
							m.vel = vt * oneMinusFriction - vn * resilience;
					}
				}
			}
		}
	default:
		break;
	}
}
Beispiel #2
0
void PAAvoid::Execute(ParticleGroup *group)
{
	float magdt = magnitude * dt;
	
	switch(position.type)
	{
	case PDPlane:
		{
			if(look_ahead < P_MAXFLOAT)
			{
				for(int i = 0; i < group->p_count; i++)
				{
					Particle &m = group->list[i];
					
					// p2 stores the plane normal (the a,b,c of the plane eqn).
					// Old and new distances: dist(p,plane) = n * p + d
					// radius1 stores -n*p, which is d.
					float dist = m.pos * position.p2 + position.radius1;
					
					if(dist < look_ahead)
					{
						float vm = m.vel.length();
						pVector Vn = m.vel / vm;
						// float dot = Vn * position.p2;
						
						pVector tmp = (position.p2 * (magdt / (dist*dist+epsilon))) + Vn;
						m.vel = tmp * (vm / tmp.length());
					}
				}
			}
			else
			{
				for(int i = 0; i < group->p_count; i++)
				{
					Particle &m = group->list[i];
					
					// p2 stores the plane normal (the a,b,c of the plane eqn).
					// Old and new distances: dist(p,plane) = n * p + d
					// radius1 stores -n*p, which is d.
					float dist = m.pos * position.p2 + position.radius1;
					
					float vm = m.vel.length();
					pVector Vn = m.vel / vm;
					// float dot = Vn * position.p2;
					
					pVector tmp = (position.p2 * (magdt / (dist*dist+epsilon))) + Vn;
					m.vel = tmp * (vm / tmp.length());
				}
			}
		}
		break;
	case PDRectangle:
		{
			// Compute the inverse matrix of the plane basis.
			pVector &u = position.u;
			pVector &v = position.v;
			
			// The normalized bases are needed inside the loop.
			pVector un = u / position.radius1Sqr;
			pVector vn = v / position.radius2Sqr;
			
			// w = u cross v
			float wx = u.y*v.z-u.z*v.y;
			float wy = u.z*v.x-u.x*v.z;
			float wz = u.x*v.y-u.y*v.x;
			
			float det = 1/(wz*u.x*v.y-wz*u.y*v.x-u.z*wx*v.y-u.x*v.z*wy+v.z*wx*u.y+u.z*v.x*wy);
			
			pVector s1((v.y*wz-v.z*wy), (v.z*wx-v.x*wz), (v.x*wy-v.y*wx));
			s1 *= det;
			pVector s2((u.y*wz-u.z*wy), (u.z*wx-u.x*wz), (u.x*wy-u.y*wx));
			s2 *= -det;
			
			// See which particles bounce.
			for(int i = 0; i < group->p_count; i++)
			{
				Particle &m = group->list[i];
				
				// See if particle's current and next positions cross plane.
				// If not, couldn't bounce, so keep going.
				pVector pnext(m.pos + m.vel * dt * look_ahead);
				
				// p2 stores the plane normal (the a,b,c of the plane eqn).
				// Old and new distances: dist(p,plane) = n * p + d
				// radius1 stores -n*p, which is d.
				float distold = m.pos * position.p2 + position.radius1;
				float distnew = pnext * position.p2 + position.radius1;
				
				// Opposite signs if product < 0
				// There is no faster way to do this.
				if(distold * distnew >= 0)
					continue;
				
				float nv = position.p2 * m.vel;
				float t = -distold / nv;
				
				// Actual intersection point p(t) = pos + vel t
				pVector phit(m.pos + m.vel * t);
				
				// Offset from origin in plane, p - origin
				pVector offset(phit - position.p1);
				
				// Dot product with basis vectors of old frame
				// in terms of new frame gives position in uv frame.
				float upos = offset * s1;
				float vpos = offset * s2;
				
				// Did it cross plane outside triangle?
				if(upos < 0 || vpos < 0 || upos > 1 || vpos > 1)
					continue;
				
				// A hit! A most palpable hit!
				// Compute distance to the three edges.
				pVector uofs = (un * (un * offset)) - offset;
				float udistSqr = uofs.length2();
				pVector vofs = (vn * (vn * offset)) - offset;
				float vdistSqr = vofs.length2();
				
				pVector foffset((u + v) - offset);
				pVector fofs = (un * (un * foffset)) - foffset;
				float fdistSqr = fofs.length2();
				pVector gofs = (un * (un * foffset)) - foffset;
				float gdistSqr = gofs.length2();
				
				pVector S;
				if(udistSqr <= vdistSqr && udistSqr <= fdistSqr
					&& udistSqr <= gdistSqr) S = uofs;
				else if(vdistSqr <= fdistSqr && vdistSqr <= gdistSqr) S = vofs;
				else if(fdistSqr <= gdistSqr) S = fofs;
				else S = gofs;
				
				S.normalize();
				
				// We now have a vector to safety.
				float vm = m.vel.length();
				pVector Vn = m.vel / vm;
				
				// Blend S into V.
				pVector tmp = (S * (magdt / (t*t+epsilon))) + Vn;
				m.vel = tmp * (vm / tmp.length());
			}
		}
		break;
	case PDTriangle:
		{
			// Compute the inverse matrix of the plane basis.
			pVector &u = position.u;
			pVector &v = position.v;
			
			// The normalized bases are needed inside the loop.
			pVector un = u / position.radius1Sqr;
			pVector vn = v / position.radius2Sqr;
			
			// f is the third (non-basis) triangle edge.
			pVector f = v - u;
			pVector fn(f);
			fn.normalize();
			
			// w = u cross v
			float wx = u.y*v.z-u.z*v.y;
			float wy = u.z*v.x-u.x*v.z;
			float wz = u.x*v.y-u.y*v.x;
			
			float det = 1/(wz*u.x*v.y-wz*u.y*v.x-u.z*wx*v.y-u.x*v.z*wy+v.z*wx*u.y+u.z*v.x*wy);
			
			pVector s1((v.y*wz-v.z*wy), (v.z*wx-v.x*wz), (v.x*wy-v.y*wx));
			s1 *= det;
			pVector s2((u.y*wz-u.z*wy), (u.z*wx-u.x*wz), (u.x*wy-u.y*wx));
			s2 *= -det;
			
			// See which particles bounce.
			for(int i = 0; i < group->p_count; i++)
			{
				Particle &m = group->list[i];
				
				// See if particle's current and next positions cross plane.
				// If not, couldn't bounce, so keep going.
				pVector pnext(m.pos + m.vel * dt * look_ahead);
				
				// p2 stores the plane normal (the a,b,c of the plane eqn).
				// Old and new distances: dist(p,plane) = n * p + d
				// radius1 stores -n*p, which is d.
				float distold = m.pos * position.p2 + position.radius1;
				float distnew = pnext * position.p2 + position.radius1;
				
				// Opposite signs if product < 0
				// Is there a faster way to do this?
				if(distold * distnew >= 0)
					continue;
				
				float nv = position.p2 * m.vel;
				float t = -distold / nv;
				
				// Actual intersection point p(t) = pos + vel t
				pVector phit(m.pos + m.vel * t);
				
				// Offset from origin in plane, p - origin
				pVector offset(phit - position.p1);
				
				// Dot product with basis vectors of old frame
				// in terms of new frame gives position in uv frame.
				float upos = offset * s1;
				float vpos = offset * s2;
				
				// Did it cross plane outside triangle?
				if(upos < 0 || vpos < 0 || (upos + vpos) > 1)
					continue;
				
				// A hit! A most palpable hit!
				// Compute distance to the three edges.
				pVector uofs = (un * (un * offset)) - offset;
				float udistSqr = uofs.length2();
				pVector vofs = (vn * (vn * offset)) - offset;
				float vdistSqr = vofs.length2();
				pVector foffset(offset - u);
				pVector fofs = (fn * (fn * foffset)) - foffset;
				float fdistSqr = fofs.length2();
				pVector S;
				if(udistSqr <= vdistSqr && udistSqr <= fdistSqr) S = uofs;
				else if(vdistSqr <= fdistSqr) S = vofs;
				else S = fofs;
				
				S.normalize();
				
				// We now have a vector to safety.
				float vm = m.vel.length();
				pVector Vn = m.vel / vm;
				
				// Blend S into V.
				pVector tmp = (S * (magdt / (t*t+epsilon))) + Vn;
				m.vel = tmp * (vm / tmp.length());
			}
		}
		break;
	case PDDisc:
		{
			float r1Sqr = fsqr(position.radius1);
			float r2Sqr = fsqr(position.radius2);
			
			// See which particles bounce.
			for(int i = 0; i < group->p_count; i++)
			{
				Particle &m = group->list[i];
				
				// See if particle's current and next positions cross plane.
				// If not, couldn't bounce, so keep going.
				pVector pnext(m.pos + m.vel * dt * look_ahead);
				
				// p2 stores the plane normal (the a,b,c of the plane eqn).
				// Old and new distances: dist(p,plane) = n * p + d
				// radius1 stores -n*p, which is d. radius1Sqr stores d.
				float distold = m.pos * position.p2 + position.radius1Sqr;
				float distnew = pnext * position.p2 + position.radius1Sqr;
				
				// Opposite signs if product < 0
				// Is there a faster way to do this?
				if(distold * distnew >= 0)
					continue;
				
				// Find position at the crossing point by parameterizing
				// p(t) = pos + vel * t
				// Solve dist(p(t),plane) = 0 e.g.
				// n * p(t) + D = 0 ->
				// n * p + t (n * v) + D = 0 ->
				// t = -(n * p + D) / (n * v)
				// Could factor n*v into distnew = distold + n*v and save a bit.
				// Safe since n*v != 0 assured by quick rejection test.
				// This calc is indep. of dt because we have established that it
				// will hit before dt. We just want to know when.
				float nv = position.p2 * m.vel;
				float t = -distold / nv;
				
				// Actual intersection point p(t) = pos + vel t
				pVector phit(m.pos + m.vel * t);
				
				// Offset from origin in plane, phit - origin
				pVector offset(phit - position.p1);
				
				float rad = offset.length2();
				
				if(rad > r1Sqr || rad < r2Sqr)
					continue;
				
				// A hit! A most palpable hit!
				pVector S = offset;
				S.normalize();
				
				// We now have a vector to safety.
				float vm = m.vel.length();
				pVector Vn = m.vel / vm;
				
				// Blend S into V.
				pVector tmp = (S * (magdt / (t*t+epsilon))) + Vn;
				m.vel = tmp * (vm / tmp.length());
			}
		}
		break;
	case PDSphere:
		{
			float rSqr = position.radius1 * position.radius1;
			
			// See which particles are aimed toward the sphere.
			for(int i = 0; i < group->p_count; i++)
			{
				Particle &m = group->list[i];
				
				// First do a ray-sphere intersection test and
				// see if it's soon enough.
				// Can I do this faster without t?
				float vm = m.vel.length();
				pVector Vn = m.vel / vm;
				
				pVector L = position.p1 - m.pos;
				float v = L * Vn;
				
				float disc = rSqr - (L * L) + v * v;
				if(disc < 0)
					continue; // I'm not heading toward it.
				
				// Compute length for second rejection test.
				float t = v - sqrtf(disc);
				if(t < 0 || t > (vm * look_ahead))
					continue;
				
				// Get a vector to safety.
				pVector C = Vn ^ L;
				C.normalize();
				pVector S = Vn ^ C;
				
				// Blend S into V.
				pVector tmp = (S * (magdt / (t*t+epsilon))) + Vn;
				m.vel = tmp * (vm / tmp.length());
			}
		}
		break;
	default:
		break;
	}
}
Beispiel #3
0
int main()
{
	void * r;
   long   x;
	void * r0;
   long   x0;
   int i;
   int do_xtra;

   do_xtra = 1;

	// Allocate the xmem pool data area
   xmem_data = xalloc(XMEM_POOL_SIZE * XMEM_ELS);
   xmem_data_xtra = xalloc(XMEM_POOL_SIZE * XMEM_ELS_XTRA);

   // Init the pools
   pool_init(&root_pool, root_data, ROOT_ELS, ROOT_POOL_SIZE);
   pool_xinit(&xmem_pool, xmem_data, XMEM_ELS, XMEM_POOL_SIZE);

   // Turn linking on, so we can easily iterate through allocated elements
   pool_link(&root_pool, 1);
   pool_link(&xmem_pool, 1);

_again:

   printf("Available in root pool: %u\n", pavail(&root_pool));
   printf("Available in xmem pool: %u\n", pavail(&xmem_pool));
   printf("Elements in root pool: %u\n", pnel(&root_pool));
   printf("Elements in xmem pool: %u\n", pnel(&xmem_pool));

   for (i = 0; i < 10; ++i) {
		r = palloc(&root_pool);
      if (r)
      	printf("Got root element at %04X\n", r);
      if (!i)
      	r0 = r;
		x = pxalloc(&xmem_pool);
      if (x)
      	printf("Got xmem element at %08lX\n", x);
      if (!i)
      	x0 = x;
   }

   printf("Available in root pool: %u\n", pavail(&root_pool));
   printf("Available in xmem pool: %u\n", pavail(&xmem_pool));

   // Now free the first elements we remembered
	printf("Freeing up %04X and %08lX...\n", r0, x0);
   pfree(&root_pool, r0);
   pxfree(&xmem_pool, x0);

   printf("Available in root pool: %u\n", pavail(&root_pool));
   printf("Available in xmem pool: %u\n", pavail(&xmem_pool));

   printf("Maximum used in root pool: %u\n", phwm(&root_pool));
   printf("Maximum used in xmem pool: %u\n", phwm(&xmem_pool));

   printf("Deleting everything...\n");
   for (r = pfirst(&root_pool); r; r = r0) {
   	r0 = pnext(&root_pool, r);
      pfree(&root_pool, r);
   }

   for (x = pxfirst(&xmem_pool); x; x = x0) {
   	x0 = pxnext(&xmem_pool, x);
      pxfree(&xmem_pool, x);
   }

   if (do_xtra) {
   	do_xtra = 0;
      printf("Doing it all again, with appended data areas...\n");
      pool_append(&root_pool, root_data_xtra, ROOT_ELS_XTRA);
   	pool_xappend(&xmem_pool, xmem_data_xtra, XMEM_ELS_XTRA);
      goto _again;
   }

	return 0;
}