public static void TestQueueResizing(IUnmanagedMemoryPool pool) { Random random = new Random(5); var queue = new QuickQueue <int>(4, pool); Queue <int> controlQueue = new Queue <int>(); for (int iterationIndex = 0; iterationIndex < 1000000; ++iterationIndex) { if (random.NextDouble() < 0.7) { queue.Enqueue(iterationIndex, pool); controlQueue.Enqueue(iterationIndex); } if (random.NextDouble() < 0.2) { queue.Dequeue(); controlQueue.Dequeue(); } if (iterationIndex % 1000 == 0) { queue.EnsureCapacity(queue.Count * 3, pool); } else if (iterationIndex % 7777 == 0) { queue.Compact(pool); } } Debug.Assert(queue.Count == controlQueue.Count, "e"); while (queue.Count > 0) { var a = queue.Dequeue(); var b = controlQueue.Dequeue(); Debug.Assert(a == b); Debug.Assert(queue.Count == controlQueue.Count); } queue.Dispose(pool); }
public void Dispose() { queue.Dispose(pool); }
public unsafe void GetSelfOverlapsViaStreamingQueries <TResultList>(ref TResultList results) where TResultList : IList <Overlap> { //var startTime = Stopwatch.GetTimestamp(); var rootTarget = new StreamingTarget { LeafGroups = new QuickList <StreamingLeafGroup>(BufferPools <StreamingLeafGroup> .Locking, BufferPool <StreamingLeafGroup> .GetPoolIndex(LeafCount)) }; rootTarget.LeafGroups.Add(new StreamingLeafGroup()); for (int i = 0; i < LeafCount; ++i) { BoundingBoxWide leafWide; BoundingBoxWide.GetBoundingBox(ref Levels[leaves[i].LevelIndex].Nodes[leaves[i].NodeIndex].BoundingBoxes, leaves[i].ChildIndex, out leafWide); var leafIndexWide = new Vector <int>(i); rootTarget.Add(ref leafIndexWide, ref leafWide, singleMasks); } //var endTime = Stopwatch.GetTimestamp(); //Console.WriteLine($"Initial target construction time: {(endTime - startTime) / (double)Stopwatch.Frequency}"); QuickQueue <StreamingTarget> targets = new QuickQueue <StreamingTarget>(BufferPools <StreamingTarget> .Locking, BufferPool <StreamingLeafGroup> .GetPoolIndex(LeafCount)); targets.Enqueue(ref rootTarget); QuickList <int> fallbackResults = new QuickList <int>(BufferPools <int> .Locking); StreamingTarget target; while (targets.TryDequeueLast(out target)) { const int GroupFallbackThreshold = 2; //unfortunately, this should be as high as possible right now because the regular query is faster, period. if (target.LeafGroups.Count <= GroupFallbackThreshold) { var max = target.LastLeavesCount == Vector <int> .Count ? target.LeafGroups.Count : target.LeafGroups.Count - 1; for (int leafGroupIndex = 0; leafGroupIndex < max; ++leafGroupIndex) { for (int leafInGroupIndex = 0; leafInGroupIndex < Vector <int> .Count; ++leafInGroupIndex) { BoundingBoxWide leafWide; BoundingBoxWide.GetBoundingBox(ref target.LeafGroups.Elements[leafGroupIndex].BoundingBoxes, leafInGroupIndex, out leafWide); TestRecursive(target.LevelIndex, target.NodeIndex, ref leafWide, ref fallbackResults); for (int resultIndex = 0; resultIndex < fallbackResults.Count; ++resultIndex) { var queryLeafIndex = target.LeafGroups.Elements[leafGroupIndex].Leaves[leafInGroupIndex]; if (queryLeafIndex < fallbackResults.Elements[resultIndex]) { results.Add(new Overlap { A = queryLeafIndex, B = fallbackResults.Elements[resultIndex] }); } } fallbackResults.Count = 0; } } if (target.LastLeavesCount < Vector <int> .Count) { var leafGroupIndex = target.LeafGroups.Count - 1; for (int leafInGroupIndex = 0; leafInGroupIndex < target.LastLeavesCount; ++leafInGroupIndex) { BoundingBoxWide leafWide; BoundingBoxWide.GetBoundingBox(ref target.LeafGroups.Elements[leafGroupIndex].BoundingBoxes, leafInGroupIndex, out leafWide); TestRecursive(target.LevelIndex, target.NodeIndex, ref leafWide, ref fallbackResults); for (int resultIndex = 0; resultIndex < fallbackResults.Count; ++resultIndex) { var queryLeafIndex = target.LeafGroups.Elements[leafGroupIndex].Leaves[leafInGroupIndex]; if (queryLeafIndex < fallbackResults.Elements[resultIndex]) { results.Add(new Overlap { A = queryLeafIndex, B = fallbackResults.Elements[resultIndex] }); } } fallbackResults.Count = 0; } } } else { var node = Levels[target.LevelIndex].Nodes[target.NodeIndex]; //Test each node child against all of the leaves for this node. for (int nodeChildIndex = 0; nodeChildIndex < Vector <int> .Count; ++nodeChildIndex) { if (node.Children[nodeChildIndex] == -1) { continue; } BoundingBoxWide nodeChildWide; BoundingBoxWide.GetBoundingBox(ref node.BoundingBoxes, nodeChildIndex, out nodeChildWide); if (node.Children[nodeChildIndex] >= 0) { //Internal node. Can spawn more targets. StreamingTarget newTarget = new StreamingTarget { LevelIndex = target.LevelIndex + 1, NodeIndex = node.Children[nodeChildIndex], LeafGroups = new QuickList <StreamingLeafGroup>(BufferPools <StreamingLeafGroup> .Locking, BufferPool <StreamingLeafGroup> .GetPoolIndex(target.LeafGroups.Count)) }; newTarget.LeafGroups.Add(new StreamingLeafGroup()); for (int leafGroupIndex = 0; leafGroupIndex < target.LeafGroups.Count; ++leafGroupIndex) { Vector <int> intersectionMask; BoundingBoxWide.Intersects(ref nodeChildWide, ref target.LeafGroups.Elements[leafGroupIndex].BoundingBoxes, out intersectionMask); int leafCountInGroup = leafGroupIndex == target.LeafGroups.Count - 1 ? target.LastLeavesCount : Vector <int> .Count; for (int leafIndexInGroup = 0; leafIndexInGroup < leafCountInGroup; ++leafIndexInGroup) { if (intersectionMask[leafIndexInGroup] < 0) { newTarget.Add(ref target, leafGroupIndex, leafIndexInGroup, singleMasks); } } } targets.Enqueue(ref newTarget); } else { //Leaf node. var nodeLeafIndex = Encode(node.Children[nodeChildIndex]); for (int leafGroupIndex = 0; leafGroupIndex < target.LeafGroups.Count; ++leafGroupIndex) { Vector <int> intersectionMask; BoundingBoxWide.Intersects(ref nodeChildWide, ref target.LeafGroups.Elements[leafGroupIndex].BoundingBoxes, out intersectionMask); int leafCountInGroup = leafGroupIndex == target.LeafGroups.Count - 1 ? target.LastLeavesCount : Vector <int> .Count; for (int leafIndexInGroup = 0; leafIndexInGroup < leafCountInGroup; ++leafIndexInGroup) { if (intersectionMask[leafIndexInGroup] < 0) { var leafIndex = target.LeafGroups[leafGroupIndex].Leaves[leafIndexInGroup]; if (leafIndex < nodeLeafIndex) //The other leaf will also find a collision! { results.Add(new Overlap { A = leafIndex, B = nodeLeafIndex }); } } } } } } } target.LeafGroups.Count = 0; //Don't bother forcing a clear on these. TODO: buffer safety check disable target.LeafGroups.Dispose(); } targets.Dispose(); fallbackResults.Dispose(); //Console.WriteLine("Streaming Query based results:"); //for (int i = 0; i < results.Count; ++i) //{ // Console.WriteLine($"{results[i].A}, {results[i].B}"); //} }