コード例 #1
0
int DominatorGraph::semi_dominators (int r) {
	int bsize = n+1;
	int *buffer = new int [5*bsize];
	int *label2pre = &buffer[0];
	int *pre2label = &buffer[bsize];
	int *parent    = &buffer[2*bsize];
	//int *ancestor  = &buffer[3*bsize];
	int *label     = &buffer[3*bsize];
	int *semi      = &buffer[4*bsize];

	resetcounters();

	int npdom = 0; //number of vertices dominated by their parent

	int i;
	for (i=0; i<=n; i++) {
		label[i] = semi[i] = i;
		//ancestor[i] = 0;
	}

	int N = preDFSp (r, label2pre, pre2label, parent);

	for (i=N; i>=2; i--) {
		int w = pre2label[i];
		int *p, *stop;
		getInBounds(w,p,stop);
		for (; p<stop; p++) {
			int v = label2pre[*p];
			if (v) {
				int u;
				//if (!ancestor[v]) {u=v;}
				//if (!parent[v]) {u=v;}
				if (v<=i) {u=v;} //u is an ancestor of i
				else {
					//rcompress(v,ancestor,semi,label);
					rcompress(v,parent,semi,label,i);
					u = label[v];
				}
				if (semi[u]<semi[i]) semi[i] = semi[u];
			}
		}

		//if (semi[i]==parent[i]) npdom++;
		incs();
		//ancestor[i] = parent[i];
	}

	delete [] buffer;
	return npdom;
}
コード例 #2
0
ファイル: UniformGrid.cpp プロジェクト: WalrusCow/gfx
std::set<const Model*> UniformGrid::getModels(const Ray& ray) const {
  std::set<const Model*> models;

  Point3D nextT(0, 0, 0);

  // The point *within* the grid where the ray first intersected it
  Point3D rayStartPoint(0, 0, 0);

  if (!inGrid(ray.start)) {
    const auto& sp = startPoint;
    // Not in the grid: We will use a cube the sz of whole grid to find
    // the point of entry into the grid
    auto gridCubeInverse = (translationMatrix(sp[0], sp[0], sp[0]) *
                           gridSizeScaleMatrix).invert();
    HitRecord hr;
    if (!utilityCube.intersects(ray, &hr, gridCubeInverse)) {
      // Does not intersect the grid even
      return models;
    }
    nextT[0] = hr.t;
    nextT[1] = hr.t;
    nextT[2] = hr.t;
    rayStartPoint = ray.at(hr.t);
  }
  else {
    rayStartPoint = ray.start;
  }

  // Place in the grid we are currently stepping through
  CellCoord gridCoord = coordAt(rayStartPoint);

  Vector3D dir(
      std::abs(ray.dir[0]), std::abs(ray.dir[1]), std::abs(ray.dir[2]));

  // These values are in units of t: how far we must go to travel a whole cell
  Vector3D dt(
    isZero(dir[0]) ? 0 : cellSize / dir[0],
    isZero(dir[1]) ? 0 : cellSize / dir[1],
    isZero(dir[2]) ? 0 : cellSize / dir[2]
  );
  {
    // The bottom left corner of the cell we are starting in
    Point3D gsp = pointAt(gridCoord); // "Grid start point"

    // Determine how far, in units of t, we have to go in any direction
    // to reach the next cell
    // If we are going "forwards" in a coordinate then we need to travel to
    // gsp + cellSize. If we are going "backwards" in a coordinate then we need
    // to travel to only gsp.
    for (int i = 0; i < 3; ++i) {
      if (isZero(dir[i])) {
        nextT[i] = -1;
        continue;
      }
      if (ray.dir[i] < 0) {
        nextT[i] += (rayStartPoint[i] - gsp[i]) / dir[i];
      }
      else {
        nextT[i] += (gsp[i] + cellSize - rayStartPoint[i]) / dir[i];
      }
    }
  }

  // Which direction in the grid to move when we hit a "next" value
  CellCoord incs(
    (ray.dir[0] > 0) ? 1 : -1,
    (ray.dir[1] > 0) ? 1 : -1,
    (ray.dir[2] > 0) ? 1 : -1
  );

  // Check if a coord is still valid
  auto coordOk = [&] (int coord) -> bool {
    return 0 <= coord && coord < sideLength;
  };
  auto smaller = [] (double a, double b) -> bool {
    return (b < 0) || a <= b;
  };

  while (coordOk(gridCoord.x) && coordOk(gridCoord.y) && coordOk(gridCoord.z)) {
    for (const Model* model : cells[indexFor(gridCoord)].models) {
      models.insert(model);
    }

    for (int i = 0; i < 3; ++i) {
      if (nextT[i] < 0) continue;
      const auto a = nextT[(i + 1) % 3];
      const auto b = nextT[(i + 2) % 3];
      if (smaller(nextT[i], a) && smaller(nextT[i], b)) {
        nextT[i] += dt[i];
        gridCoord[i] += incs[i];
        break;
      }
    }
  }

  return models;
}
コード例 #3
0
void* thr(void* arg) {
    inct();
    __VERIFIER_assert(s < t);
    incs();
}