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- -- This code is derived from the SOM benchmarks, see AUTHORS.md file.
- --
- -- Copyright (c) 2016 Francois Perrad <[email protected]>
- --
- -- Permission is hereby granted, free of charge, to any person obtaining a copy
- -- of this software and associated documentation files (the 'Software'), to deal
- -- in the Software without restriction, including without limitation the rights
- -- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- -- copies of the Software, and to permit persons to whom the Software is
- -- furnished to do so, subject to the following conditions:
- --
- -- The above copyright notice and this permission notice shall be included in
- -- all copies or substantial portions of the Software.
- --
- -- THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- -- THE SOFTWARE.
- --[[
- The module 'bit' is available with:
- * LuaJIT
- * LuaBitOp extension which is available for:
- * Lua 5.1
- * Lua 5.2
- The module 'bit32' is available with:
- * Lua 5.2
- * Lua 5.3 when compiled with LUA_COMPAT_5_2
- The bitwise operators are added to Lua 5.3 as new lexemes (there causes
- lexical error in older version)
- --]]
- local band, bxor, rshift
- if _VERSION < 'Lua 5.3' then
- local bit = bit32 or require'bit'
- band = bit.band
- bxor = bit.bxor
- rshift = bit.rshift
- else
- band = assert(load'--[[band]] return function (a, b) return a & b end')()
- bxor = assert(load'--[[bxor]] return function (a, b) return a ~ b end')()
- rshift = assert(load'--[[rshift]] return function (a, b) return a >> b end')()
- end
- local alloc_array
- local ok, table_new = pcall(require, 'table.new') -- LuaJIT 2.1 extension
- if ok then
- alloc_array = function (n)
- local t = table_new(n, 1)
- t.n = n
- return t
- end
- else
- alloc_array = function (n)
- local t = {}
- t.n = n
- return t
- end
- end
- local Vector = {_CLASS = 'Vector'} do
- local floor = math.floor
- function Vector.new (size)
- local obj = {
- storage = alloc_array(size or 50),
- first_idx = 1,
- last_idx = 1,
- }
- return setmetatable(obj, {__index = Vector})
- end
- function Vector.with (elem)
- local v = Vector.new(1)
- v:append(elem)
- return v
- end
- function Vector:at (idx)
- if idx > self.storage.n then
- return nil
- end
- return self.storage[idx]
- end
- function Vector:at_put (idx, val)
- if idx > self.storage.n then
- local new_n = self.storage.n
- while idx > new_n do
- new_n = new_n * 2
- end
- local new_storage = alloc_array(new_n)
- for i = 1, self.storage.n do
- new_storage[i] = self.storage[i]
- end
- self.storage = new_storage
- end
- self.storage[idx] = val
- if self.last_idx < idx + 1 then
- self.last_idx = idx + 1
- end
- end
- function Vector:append (elem)
- if self.last_idx > self.storage.n then
- -- Need to expand capacity first
- local new_storage = alloc_array(2 * self.storage.n)
- for i = 1, self.storage.n do
- new_storage[i] = self.storage[i]
- end
- self.storage = new_storage
- end
- self.storage[self.last_idx] = elem
- self.last_idx = self.last_idx + 1
- end
- function Vector:is_empty ()
- return self.last_idx == self.first_idx
- end
- function Vector:each (fn)
- for i = self.first_idx, self.last_idx - 1 do
- fn(self.storage[i])
- end
- end
- function Vector:has_some (fn)
- for i = self.first_idx, self.last_idx - 1 do
- if fn(self.storage[i]) then
- return true
- end
- end
- return false
- end
- function Vector:get_one (fn)
- for i = self.first_idx, self.last_idx - 1 do
- local e = self.storage[i]
- if fn(e) then
- return e
- end
- end
- return nil
- end
- function Vector:remove_first ()
- if self:is_empty() then
- return nil
- end
- self.first_idx = self.first_idx + 1
- return self.storage[self.first_idx - 1]
- end
- function Vector:remove (obj)
- local new_array = alloc_array(self:capacity())
- local new_last = 1
- local found = false
- self:each(function (it)
- if it == obj then
- found = true
- else
- new_array[new_last] = it
- new_last = new_last + 1
- end
- end)
- self.storage = new_array
- self.last_idx = new_last
- self.first_idx = 1
- return found
- end
- function Vector:remove_all ()
- self.first_idx = 1
- self.last_idx = 1
- self.storage = alloc_array(self:capacity())
- end
- function Vector:size ()
- return self.last_idx - self.first_idx
- end
- function Vector:capacity ()
- return self.storage.n
- end
- function Vector:sort (fn)
- -- Make the argument, block, be the criterion for ordering elements of
- -- the receiver.
- -- Sort blocks with side effects may not work right.
- if self:size() > 0 then
- self:sort_range(self.first_idx, self.last_idx - 1, fn)
- end
- end
- function Vector:sort_range (i, j, fn)
- assert(fn)
- -- The prefix d means the data at that index.
- local n = j + 1 - i
- if n <= 1 then
- -- Nothing to sort
- return
- end
- local storage = self.storage
- -- Sort di, dj
- local di = storage[i]
- local dj = storage[j]
- -- i.e., should di precede dj?
- if not fn(di, dj) then
- local tmp = storage[i]
- storage[i] = storage[j]
- storage[j] = tmp
- local tt = di
- di = dj
- dj = tt
- end
- -- NOTE: For DeltaBlue, this is never reached.
- if n > 2 then -- More than two elements.
- local ij = floor((i + j) / 2) -- ij is the midpoint of i and j.
- local dij = storage[ij] -- Sort di,dij,dj. Make dij be their median.
- if fn(di, dij) then -- i.e. should di precede dij?
- if not fn(dij, dj) then -- i.e., should dij precede dj?
- local tmp = storage[j]
- storage[j] = storage[ij]
- storage[ij] = tmp
- dij = dj
- end
- else -- i.e. di should come after dij
- local tmp = storage[i]
- storage[i] = storage[ij]
- storage[ij] = tmp
- dij = di
- end
- if n > 3 then -- More than three elements.
- -- Find k>i and l<j such that dk,dij,dl are in reverse order.
- -- Swap k and l. Repeat this procedure until k and l pass each other.
- local k = i
- local l = j - 1
- while true do
- -- i.e. while dl succeeds dij
- while k <= l and fn(dij, storage[l]) do
- l = l - 1
- end
- k = k + 1
- -- i.e. while dij succeeds dk
- while k <= l and fn(storage[k], dij) do
- k = k + 1
- end
- if k > l then
- break
- end
- local tmp = storage[k]
- storage[k] = storage[l]
- storage[l] = tmp
- end
- -- Now l < k (either 1 or 2 less), and di through dl are all
- -- less than or equal to dk through dj. Sort those two segments.
- self:sort_range(i, l, fn)
- self:sort_range(k, j, fn)
- end
- end
- end
- end -- class Vector
- local Set = {_CLASS = 'Set'} do
- local INITIAL_SIZE = 10
- function Set.new (size)
- local obj = {
- items = Vector.new(size or INITIAL_SIZE)
- }
- return setmetatable(obj, {__index = Set})
- end
- function Set:size ()
- return self.items:size()
- end
- function Set:each (fn)
- self.items:each(fn)
- end
- function Set:has_some (fn)
- return self.items:has_some(fn)
- end
- function Set:get_one (fn)
- return self.items:get_one(fn)
- end
- function Set:add (obj)
- if not self:contains(obj) then
- self.items:append(obj)
- end
- end
- function Set:remove_all ()
- self.items:remove_all()
- end
- function Set:collect (fn)
- local coll = Vector.new()
- self:each(function (it)
- coll:append(fn(it))
- end)
- return coll
- end
- function Set:contains (obj)
- return self:has_some(function (it) return it == obj end)
- end
- end -- class Set
- local IdentitySet = {_CLASS = 'IdentitySet'} do
- setmetatable(IdentitySet, {__index = Set})
- function IdentitySet.new (size)
- local obj = Set.new(size)
- return setmetatable(obj, {__index = IdentitySet})
- end
- function IdentitySet:contains (obj)
- return self:has_some(function (it) return it == obj end)
- end
- end -- class IdentitySet
- local Entry = {_CLASS = 'Entry'} do
- function Entry.new (hash, key, value, next)
- local obj = {
- hash = hash,
- key = key,
- value = value,
- next = next,
- }
- return setmetatable(obj, {__index = Entry})
- end
- function Entry:match (hash, key)
- return self.hash == hash and self.key == key
- end
- end -- class Entry
- local Dictionary = {_CLASS = 'Dictionary'} do
- local INITIAL_CAPACITY = 16
- function Dictionary.new (size)
- local obj = {
- buckets = alloc_array(size or INITIAL_CAPACITY),
- size = 0,
- }
- return setmetatable(obj, {__index = Dictionary})
- end
- function Dictionary:hash (key)
- if not key then
- return 0
- end
- local hash = key:custom_hash()
- return bxor(hash, rshift(hash, 16))
- end
- function Dictionary:is_empty ()
- return self.size == 0
- end
- function Dictionary:get_bucket_idx (hash)
- return band(self.buckets.n - 1, hash) + 1
- end
- function Dictionary:get_bucket (hash)
- return self.buckets[self:get_bucket_idx(hash)]
- end
- function Dictionary:at (key)
- local hash = self:hash(key)
- local e = self:get_bucket(hash)
- while e do
- if e:match(hash, key) then
- return e.value
- end
- e = e.next
- end
- return nil
- end
- function Dictionary:contains_key (key)
- local hash = self:hash(key)
- local e = self:get_bucket(hash)
- while e do
- if e.match(hash, key) then
- return true
- end
- e = e.next
- end
- return false
- end
- function Dictionary:at_put (key, value)
- local hash = self:hash(key)
- local i = self:get_bucket_idx(hash)
- local current = self.buckets[i]
- if not current then
- self.buckets[i] = self:new_entry(key, value, hash)
- self.size = self.size + 1
- else
- self:insert_bucket_entry(key, value, hash, current)
- end
- if self.size > self.buckets.n then
- self:resize()
- end
- end
- function Dictionary:new_entry (key, value, hash)
- return Entry.new(hash, key, value, nil)
- end
- function Dictionary:insert_bucket_entry (key, value, hash, head)
- local current = head
- while true do
- if current:match(hash, key) then
- current.value = value
- return
- end
- if not current.next then
- self.size = self.size + 1
- current.next = self:new_entry(key, value, hash)
- return
- end
- current = current.next
- end
- end
- function Dictionary:resize ()
- local old_storage = self.buckets
- self.buckets = alloc_array(old_storage.n * 2)
- self:transfer_entries(old_storage)
- end
- function Dictionary:transfer_entries (old_storage)
- local buckets = self.buckets
- for i = 1, old_storage.n do
- local current = old_storage[i]
- if current then
- old_storage[i] = nil
- if not current.next then
- local hash = band(current.hash, buckets.n - 1) + 1
- buckets[hash] = current
- else
- self:split_bucket(old_storage, i, current)
- end
- end
- end
- end
- function Dictionary:split_bucket (old_storage, i, head)
- local lo_head, lo_tail = nil, nil
- local hi_head, hi_tail = nil, nil
- local current = head
- while current do
- if band(current.hash, old_storage.n) == 0 then
- if not lo_tail then
- lo_head = current
- else
- lo_tail.next = current
- end
- lo_tail = current
- else
- if not hi_tail then
- hi_head = current
- else
- hi_tail.next = current
- end
- hi_tail = current
- end
- current = current.next
- end
- if lo_tail then
- lo_tail.next = nil
- self.buckets[i] = lo_head
- end
- if hi_tail then
- hi_tail.next = nil
- self.buckets[i + old_storage.n] = hi_head
- end
- end
- function Dictionary:remove_all ()
- self.buckets = alloc_array(self.buckets.n)
- self.size = 0
- end
- function Dictionary:keys ()
- local keys = Vector.new(self.size)
- local buckets = self.buckets
- for i = 1, buckets.n do
- local current = buckets[i]
- while current do
- keys:append(current.key)
- current = current.next
- end
- end
- return keys
- end
- function Dictionary:values ()
- local vals = Vector.new(self.size)
- local buckets = self.buckets
- for i = 1, buckets.n do
- local current = buckets[i]
- while current do
- vals:append(current.value)
- current = current.next
- end
- end
- return vals
- end
- end -- class Dictionary
- local IdEntry = {_CLASS = 'IdEntry'} do
- setmetatable(IdEntry, {__index = Entry})
- function IdEntry.new (hash, key, value, next)
- local obj = Entry.new (hash, key, value, next)
- return setmetatable(obj, {__index = IdEntry})
- end
- function IdEntry:match (hash, key)
- return self.hash == hash and self.key == key
- end
- end -- class IdEntry
- local IdentityDictionary = {_CLASS = 'IdentityDictionary'} do
- setmetatable(IdentityDictionary, {__index = Dictionary})
- function IdentityDictionary.new (size)
- local obj = Dictionary.new (size)
- return setmetatable(obj, {__index = Dictionary})
- end
- function IdentityDictionary:new_entry (key, value, hash)
- return IdEntry.new(hash, key, value, nil)
- end
- end -- class IdentityDictionary
- local Random = {_CLASS = 'Random'} do
- function Random.new ()
- local obj = {seed = 74755}
- return setmetatable(obj, {__index = Random})
- end
- function Random:next ()
- self.seed = band(((self.seed * 1309) + 13849), 65535);
- return self.seed;
- end
- end -- class Random
- ---------------------------------
- local benchmark = {} do
- function benchmark:inner_benchmark_loop (inner_iterations)
- for _ = 1, inner_iterations do
- if not self:verify_result(self:benchmark()) then
- return false
- end
- end
- return true
- end
- function benchmark:benchmark ()
- error 'subclass_responsibility'
- end
- function benchmark:verify_result ()
- error 'subclass_responsibility'
- end
- end
- ---------------------------------
- local MIN_X = 0.0
- local MIN_Y = 0.0
- local MAX_X = 1000.0
- local MAX_Y = 1000.0
- local MIN_Z = 0.0
- local MAX_Z = 10.0
- local PROXIMITY_RADIUS = 1.0
- local GOOD_VOXEL_SIZE = PROXIMITY_RADIUS * 2.0
- local Vector2D = {_CLASS = 'Vector2D'} do
- function Vector2D.new (x, y)
- local obj = {x = x, y = y}
- return setmetatable(obj, {__index = Vector2D})
- end
- function Vector2D:plus (other)
- return Vector2D.new(self.x + other.x, self.y + other.y)
- end
- function Vector2D:minus (other)
- return Vector2D.new(self.x - other.x, self.y - other.y)
- end
- local function compare_numbers (a, b)
- if a == b then
- return 0
- elseif a < b then
- return -1
- elseif a > b then
- return 1
- -- We say that NaN is smaller than non-NaN.
- elseif a == a then
- return 1
- else
- return -1
- end
- end
- function Vector2D:compare_to (other)
- local result = compare_numbers(self.x, other.x)
- if result ~= 0 then
- return result
- else
- return compare_numbers(self.y, other.y)
- end
- end
- end -- class Vector2D
- local Vector3D = {_CLASS = 'Vector3D'} do
- local sqrt = math.sqrt
- function Vector3D.new (x, y, z)
- local obj = {x = x, y = y, z = z}
- return setmetatable(obj, {__index = Vector3D})
- end
- function Vector3D:plus (other)
- return Vector3D.new(self.x + other.x, self.y + other.y, self.z + other.z)
- end
- function Vector3D:minus (other)
- return Vector3D.new(self.x - other.x, self.y - other.y, self.z - other.z)
- end
- function Vector3D:dot (other)
- return self.x * other.x + self.y * other.y + self.z * other.z
- end
- function Vector3D:squared_magnitude ()
- return self:dot(self)
- end
- function Vector3D:magnitude ()
- return sqrt(self:squared_magnitude())
- end
- function Vector3D:times (amount)
- return Vector3D.new(self.x * amount, self.y * amount, self.z * amount)
- end
- end -- class Vector3D
- local function tree_minimum (x)
- local current = x
- while current.left do
- current = current.left
- end
- return current
- end
- local Node = {_CLASS = 'Node'} do
- function Node.new (key, value)
- local obj = {
- key = key,
- value = value,
- left = nil,
- right = nil,
- parent = nil,
- color = 'red',
- }
- return setmetatable(obj, {__index = Node})
- end
- function Node:successor ()
- local x = self
- if x.right then
- return tree_minimum(x.right)
- end
- local y = x.parent
- while y and x == y.right do
- x = y
- y = y.parent
- end
- return y
- end
- end -- class Node
- local RbtEntry = {_CLASS = 'RbtEntry'} do
- function RbtEntry.new(key, value)
- local obj = {
- key = key,
- value = value
- }
- return setmetatable(obj, {__index = RbtEntry})
- end
- end -- class RbtEntry
- local InsertResult = {_CLASS = 'InsertResult'} do
- function InsertResult.new(is_new_entry, new_node, old_value)
- local obj = {
- is_new_entry = is_new_entry,
- new_node = new_node,
- old_value = old_value,
- }
- return setmetatable(obj, {__index = InsertResult})
- end
- end -- class InsertResult
- local RedBlackTree = {_CLASS = 'RedBlackTree'} do
- function RedBlackTree.new ()
- local obj = {root = nil}
- return setmetatable(obj, {__index = RedBlackTree})
- end
- function RedBlackTree:put (key, value)
- local insertion_result = self:tree_insert(key, value)
- if not insertion_result.is_new_entry then
- return insertion_result.old_value
- end
- local x = insertion_result.new_node
- while x ~= self.root and x.parent.color == 'red' do
- if x.parent == x.parent.parent.left then
- local y = x.parent.parent.right
- if y and y.color == 'red' then
- -- Case 1
- x.parent.color = 'black'
- y.color = 'black'
- x.parent.parent.color = 'red'
- x = x.parent.parent
- else
- if x == x.parent.right then
- -- Case 2
- x = x.parent
- self:left_rotate(x)
- end
- -- Case 3
- x.parent.color = 'black'
- x.parent.parent.color = 'red'
- self:right_rotate(x.parent.parent)
- end
- else
- -- Same as "then" clause with "right" and "left" exchanged.
- local y = x.parent.parent.left
- if y and y.color == 'red' then
- -- Case 1
- x.parent.color = 'black'
- y.color = 'black'
- x.parent.parent.color = 'red'
- x = x.parent.parent
- else
- if x == x.parent.left then
- -- Case 2
- x = x.parent
- self:right_rotate(x)
- end
- -- Case 3
- x.parent.color = 'black'
- x.parent.parent.color = 'red'
- self:left_rotate(x.parent.parent)
- end
- end
- end
- self.root.color = 'black'
- return nil
- end
- function RedBlackTree:remove (key)
- local z = self:find_node(key)
- if not z then
- return nil
- end
- -- Y is the node to be unlinked from the tree.
- local y
- if not z.left or not z.right then
- y = z
- else
- y = z:successor()
- end
- -- Y is guaranteed to be non-null at this point.
- local x
- if y.left then
- x = y.left
- else
- x = y.right
- end
- -- X is the child of y which might potentially replace y
- -- in the tree. X might be null at this point.
- local x_parent
- if x then
- x.parent = y.parent
- x_parent = x.parent
- else
- x_parent = y.parent
- end
- if not y.parent then
- self.root = x
- else
- if y == y.parent.left then
- y.parent.left = x
- else
- y.parent.right = x
- end
- end
- if y ~= z then
- if y.color == 'black' then
- self:remove_fixup(x, x_parent)
- end
- y.parent = z.parent
- y.color = z.color
- y.left = z.left
- y.right = z.right
- if z.left then
- z.left.parent = y
- end
- if z.right then
- z.right.parent = y
- end
- if z.parent then
- if z.parent.left == z then
- z.parent.left = y
- else
- z.parent.right = y
- end
- else
- self.root = y
- end
- elseif y.color == 'black' then
- self:remove_fixup(x, x_parent)
- end
- return z.value
- end
- function RedBlackTree:get (key)
- local node = self:find_node(key)
- if node then
- return node.value
- end
- return nil
- end
- function RedBlackTree:for_each (fn)
- if not self.root then
- return
- end
- local current = tree_minimum(self.root)
- while current do
- fn(RbtEntry.new(current.key, current.value))
- current = current:successor()
- end
- end
- function RedBlackTree:find_node (key)
- local current = self.root
- while current do
- local comparison_result = key:compare_to(current.key)
- if comparison_result == 0 then
- return current
- elseif comparison_result < 0 then
- current = current.left
- else
- current = current.right
- end
- end
- return nil
- end
- function RedBlackTree:tree_insert (key, value)
- local y = nil
- local x = self.root
- while x do
- y = x
- local comparison_result = key:compare_to(x.key)
- if comparison_result < 0 then
- x = x.left
- elseif comparison_result > 0 then
- x = x.right
- else
- local old_value = x.value
- x.value = value
- return InsertResult.new(false, nil, old_value)
- end
- end
- local z = Node.new(key, value)
- z.parent = y
- if not y then
- self.root = z
- else
- if key:compare_to(y.key) < 0 then
- y.left = z
- else
- y.right = z
- end
- end
- return InsertResult.new(true, z, nil)
- end
- function RedBlackTree:left_rotate (x)
- local y = x.right
- -- Turn y's left subtree into x's right subtree.
- x.right = y.left
- if y.left then
- y.left.parent = x
- end
- -- Link x's parent to y.
- y.parent = x.parent
- if not x.parent then
- self.root = y
- else
- if x == x.parent.left then
- x.parent.left = y
- else
- x.parent.right = y
- end
- end
- -- Put x on y's left.
- y.left = x
- x.parent = y
- return y
- end
- function RedBlackTree:right_rotate (y)
- local x = y.left
- -- Turn x's right subtree into y's left subtree.
- y.left = x.right
- if x.right then
- x.right.parent = y
- end
- -- Link y's parent to x.
- x.parent = y.parent
- if not y.parent then
- self.root = x
- else
- if y == y.parent.left then
- y.parent.left = x
- else
- y.parent.right = x
- end
- end
- x.right = y
- y.parent = x
- return x
- end
- function RedBlackTree:remove_fixup (x, x_parent)
- while x ~= self.root and (not x or x.color == 'black') do
- if x == x_parent.left then
- -- Note: the text points out that w cannot be null.
- -- The reason is not obvious from simply looking at the code;
- -- it comes about from the properties of the red-black tree.
- local w = x_parent.right
- if w.color == 'red' then
- -- Case 1
- w.color = 'black'
- x_parent.color = 'red'
- self:left_rotate(x_parent)
- w = x_parent.right
- end
- if (not w.left or w.left.color == 'black') and
- (not w.right or w.right.color == 'black') then
- -- Case 2
- w.color = 'red'
- x = x_parent
- x_parent = x.parent
- else
- if not w.right or w.right.color == 'black' then
- -- Case 3
- w.left.color = 'black'
- w.color = 'red'
- self:right_rotate(w)
- w = x_parent.right
- end
- -- Case 4
- w.color = x_parent.color
- x_parent.color = 'black'
- if w.right then
- w.right.color = 'black'
- end
- self:left_rotate(x_parent)
- x = self.root
- x_parent = x.parent
- end
- else
- -- Same as "then" clause with "right" and "left" exchanged.
- local w = x_parent.left
- if w.color == 'red' then
- -- Case 1
- w.color = 'black'
- x_parent.color = 'red'
- self:right_rotate(x_parent)
- w = x_parent.left
- end
- if (not w.right or w.right.color == 'black') and
- (not w.left or w.left.color == 'black') then
- -- Case 2
- w.color = 'red'
- x = x_parent
- x_parent = x.parent
- else
- if not w.left or w.left.color == 'black' then
- -- Case 3
- w.right.color = 'black'
- w.color = 'red'
- self:left_rotate(w)
- w = x_parent.left
- end
- -- Case 4
- w.color = x_parent.color
- x_parent.color = 'black'
- if w.left then
- w.left.color = 'black'
- end
- self:right_rotate(x_parent)
- x = self.root
- x_parent = x.parent
- end
- end
- end
- if x then
- x.color = 'black'
- end
- end
- end -- class RedBlackTree
- local CallSign = {_CLASS = 'CallSign'} do
- function CallSign.new (value)
- local obj = {value = value}
- return setmetatable(obj, {__index = CallSign})
- end
- function CallSign:compare_to (other)
- return (self.value == other.value) and 0 or ((self.value < other.value) and -1 or 1)
- end
- end -- class CallSign
- local Collision = {_CLASS = 'Collision'} do
- function Collision.new (aircraft_a, aircraft_b, position)
- local obj = {
- aircraft_a = aircraft_a,
- aircraft_b = aircraft_b,
- position = position
- }
- return setmetatable(obj, {__index = Collision})
- end
- end -- class Collision
- local Motion = {_CLASS = 'Motion'} do
- local sqrt = math.sqrt
- function Motion.new (callsign, pos_one, pos_two)
- local obj = {
- callsign = callsign,
- pos_one = pos_one,
- pos_two = pos_two,
- }
- return setmetatable(obj, {__index = Motion})
- end
- function Motion:delta ()
- return self.pos_two:minus(self.pos_one)
- end
- function Motion:find_intersection (other)
- local init1 = self.pos_one
- local init2 = other.pos_one
- local vec1 = self:delta()
- local vec2 = other:delta()
- local radius = PROXIMITY_RADIUS
- -- this test is not geometrical 3-d intersection test,
- -- it takes the fact that the aircraft move
- -- into account; so it is more like a 4d test
- -- (it assumes that both of the aircraft have a constant speed
- -- over the tested interval)
- -- we thus have two points,
- -- each of them moving on its line segment at constant speed;
- -- we are looking for times when the distance between
- -- these two points is smaller than r
- -- vec1 is vector of aircraft 1
- -- vec2 is vector of aircraft 2
- -- a = (V2 - V1)^T * (V2 - V1)
- local a = vec2:minus(vec1):squared_magnitude()
- if a ~= 0.0 then
- -- we are first looking for instances
- -- of time when the planes are exactly r from each other
- -- at least one plane is moving;
- -- if the planes are moving in parallel, they do not have constant speed
- -- if the planes are moving in parallel, then
- -- if the faster starts behind the slower,
- -- we can have 2, 1, or 0 solutions
- -- if the faster plane starts in front of the slower,
- -- we can have 0 or 1 solutions
- -- if the planes are not moving in parallel, then
- -- point P1 = I1 + vV1
- -- point P2 = I2 + vV2
- -- - looking for v, such that dist(P1,P2) = || P1 - P2 || = r
- -- it follows that || P1 - P2 || = sqrt( < P1-P2, P1-P2 > )
- -- 0 = -r^2 + < P1 - P2, P1 - P2 >
- -- from properties of dot product
- -- 0 = -r^2 + <I1-I2,I1-I2> + v * 2<I1-I2, V1-V2> + v^2 *<V1-V2,V1-V2>
- -- so we calculate a, b, c - and solve the quadratic equation
- -- 0 = c + bv + av^2
- -- b = 2 * <I1-I2, V1-V2>
- local b = 2.0 * init1:minus(init2):dot(vec1:minus(vec2))
- -- c = -r^2 + (I2 - I1)^T * (I2 - I1)
- local c = -radius * radius + init2:minus(init1):squared_magnitude()
- local discr = b * b - 4.0 * a * c
- if discr < 0.0 then
- return nil
- end
- local v1 = (-b - sqrt(discr)) / (2.0 * a)
- local v2 = (-b + sqrt(discr)) / (2.0 * a)
- if v1 <= v2 and ((v1 <= 1.0 and 1.0 <= v2) or
- (v1 <= 0.0 and 0.0 <= v2) or
- (0.0 <= v1 and v2 <= 1.0)) then
- -- Pick a good "time" at which to report the collision.
- local v
- if v1 <= 0.0 then
- -- The collision started before this frame.
- -- Report it at the start of the frame.
- v = 0.0
- else
- -- The collision started during this frame. Report it at that moment.
- v = v1
- end
- local result1 = init1:plus(vec1:times(v))
- local result2 = init2:plus(vec2:times(v))
- local result = result1:plus(result2):times(0.5)
- if result.x >= MIN_X and
- result.x <= MAX_X and
- result.y >= MIN_Y and
- result.y <= MAX_Y and
- result.z >= MIN_Z and
- result.z <= MAX_Z then
- return result
- end
- end
- return nil
- end
- -- the planes have the same speeds and are moving in parallel
- -- (or they are not moving at all)
- -- they thus have the same distance all the time;
- -- we calculate it from the initial point
- -- dist = || i2 - i1 || = sqrt( ( i2 - i1 )^T * ( i2 - i1 ) )
- local dist = init2:minus(init1):magnitude()
- if dist <= radius then
- return init1:plus(init2):times(0.5)
- end
- return nil
- end
- end -- class Motion
- local CollisionDetector = {_CLASS = 'CollisionDetector'} do
- local floor = math.floor
- local HORIZONTAL = Vector2D.new(GOOD_VOXEL_SIZE, 0.0)
- local VERTICAL = Vector2D.new(0.0, GOOD_VOXEL_SIZE)
- function CollisionDetector.new ()
- local obj = {state = RedBlackTree.new()}
- return setmetatable(obj, {__index = CollisionDetector})
- end
- function CollisionDetector:handle_new_frame (frame)
- local motions = Vector.new()
- local seen = RedBlackTree.new()
- frame:each(function (aircraft)
- local old_position = self.state:put(aircraft.callsign, aircraft.position)
- local new_position = aircraft.position
- seen:put(aircraft.callsign, true)
- if not old_position then
- -- Treat newly introduced aircraft as if they were stationary.
- old_position = new_position
- end
- motions:append(Motion.new(aircraft.callsign, old_position, new_position))
- end)
- -- Remove aircraft that are no longer present.
- local to_remove = Vector.new()
- self.state:for_each(function (e)
- if not seen:get(e.key) then
- to_remove:append(e.key)
- end
- end)
- to_remove:each(function (e)
- self.state:remove(e)
- end)
- local all_reduced = self:reduce_collision_set(motions)
- local collisions = Vector.new()
- all_reduced:each(function (reduced)
- for i = 1, reduced:size() do
- local motion1 = reduced:at(i)
- for j = i + 1, reduced:size() do
- local motion2 = reduced:at(j)
- local collision = motion1:find_intersection(motion2)
- if collision then
- collisions:append(Collision.new(motion1.callsign,
- motion2.callsign,
- collision))
- end
- end
- end
- end)
- return collisions
- end
- function CollisionDetector:is_in_voxel (voxel, motion)
- if voxel.x > MAX_X or
- voxel.x < MIN_X or
- voxel.y > MAX_Y or
- voxel.y < MIN_Y then
- return false
- end
- local init = motion.pos_one
- local fin = motion.pos_two
- local v_s = GOOD_VOXEL_SIZE
- local r = PROXIMITY_RADIUS / 2.0
- local v_x = voxel.x
- local x0 = init.x
- local xv = fin.x - init.x
- local v_y = voxel.y
- local y0 = init.y
- local yv = fin.y - init.y
- local low_x = (v_x - r - x0) / xv
- local high_x = (v_x + v_s + r - x0) / xv
- if xv < 0.0 then
- local tmp = low_x
- low_x = high_x
- high_x = tmp
- end
- local low_y = (v_y - r - y0) / yv
- local high_y = (v_y + v_s + r - y0) / yv
- if yv < 0.0 then
- local tmp = low_y
- low_y = high_y
- high_y = tmp
- end
- return (((xv == 0.0 and v_x <= x0 + r and x0 - r <= v_x + v_s) or -- no motion in x
- (low_x <= 1.0 and 1.0 <= high_x) or (low_x <= 0.0 and 0.0 <= high_x) or
- (0.0 <= low_x and high_x <= 1.0)) and
- ((yv == 0.0 and v_y <= y0 + r and y0 - r <= v_y + v_s) or -- no motion in y
- ((low_y <= 1.0 and 1.0 <= high_y) or (low_y <= 0.0 and 0.0 <= high_y) or
- (0.0 <= low_y and high_y <= 1.0))) and
- (xv == 0.0 or yv == 0.0 or -- no motion in x or y or both
- (low_y <= high_x and high_x <= high_y) or
- (low_y <= low_x and low_x <= high_y) or
- (low_x <= low_y and high_y <= high_x)))
- end
- function CollisionDetector:put_into_map (voxel_map, voxel, motion)
- local array = voxel_map:get(voxel)
- if not array then
- array = Vector.new()
- voxel_map:put(voxel, array)
- end
- array:append(motion)
- end
- function CollisionDetector:recurse (voxel_map, seen, next_voxel, motion)
- if not self:is_in_voxel(next_voxel, motion) then
- return
- end
- if seen:put(next_voxel, true) then
- return
- end
- self:put_into_map(voxel_map, next_voxel, motion)
- self:recurse(voxel_map, seen, next_voxel:minus(HORIZONTAL), motion)
- self:recurse(voxel_map, seen, next_voxel:plus(HORIZONTAL), motion)
- self:recurse(voxel_map, seen, next_voxel:minus(VERTICAL), motion)
- self:recurse(voxel_map, seen, next_voxel:plus(VERTICAL), motion)
- self:recurse(voxel_map, seen, next_voxel:minus(HORIZONTAL):minus(VERTICAL), motion)
- self:recurse(voxel_map, seen, next_voxel:minus(HORIZONTAL):plus(VERTICAL), motion)
- self:recurse(voxel_map, seen, next_voxel:plus(HORIZONTAL):minus(VERTICAL), motion)
- self:recurse(voxel_map, seen, next_voxel:plus(HORIZONTAL):plus(VERTICAL), motion)
- end
- function CollisionDetector:reduce_collision_set (motions)
- local voxel_map = RedBlackTree.new()
- motions:each(function (motion)
- self:draw_motion_on_voxel_map(voxel_map, motion)
- end)
- local result = Vector.new()
- voxel_map:for_each(function (e)
- if e.value:size() > 1 then
- result:append(e.value)
- end
- end)
- return result
- end
- function CollisionDetector:voxel_hash (position)
- local x_div = floor(position.x / GOOD_VOXEL_SIZE)
- local y_div = floor(position.y / GOOD_VOXEL_SIZE)
- local x = GOOD_VOXEL_SIZE * x_div
- local y = GOOD_VOXEL_SIZE * y_div
- if position.x < 0 then
- x = x - GOOD_VOXEL_SIZE
- end
- if position.y < 0 then
- y = y - GOOD_VOXEL_SIZE
- end
- return Vector2D.new(x, y)
- end
- function CollisionDetector:draw_motion_on_voxel_map (voxel_map, motion)
- local seen = RedBlackTree.new()
- return self:recurse(voxel_map, seen, self:voxel_hash(motion.pos_one), motion)
- end
- end -- class CollisionDetector
- local Aircraft = {_CLASS = 'Aircraft'} do
- function Aircraft.new (callsign, position)
- local obj = {
- callsign = callsign,
- position = position
- }
- return setmetatable(obj, {__index = Aircraft})
- end
- end -- class Collision
- local Simulator = {_CLASS = 'Simulator'} do
- local cos = math.cos
- local sin = math.sin
- function Simulator.new (num_aircrafts)
- local aircraft = Vector.new()
- for i = 1, num_aircrafts do
- aircraft:append(CallSign.new(i))
- end
- local obj = {aircraft = aircraft}
- return setmetatable(obj, {__index = Simulator})
- end
- function Simulator:simulate (time)
- local frame = Vector.new()
- for i = 1, self.aircraft:size() - 1, 2 do
- frame:append(Aircraft.new(self.aircraft:at(i),
- Vector3D.new(time,
- cos(time) * 2 + (i - 1) * 3,
- 10.0)))
- frame:append(Aircraft.new(self.aircraft:at(i + 1),
- Vector3D.new(time,
- sin(time) * 2 + (i - 1) * 3,
- 10.0)))
- end
- return frame
- end
- end -- class Simulator
- local cd = {} do
- setmetatable(cd, {__index = benchmark})
- function cd:benchmark (num_aircrafts)
- local num_frames = 200
- local simulator = Simulator.new(num_aircrafts)
- local detector = CollisionDetector.new()
- local actual_collisions = 0
- for i = 0, num_frames - 1 do
- local time = i / 10.0
- local collisions = detector:handle_new_frame(simulator:simulate(time))
- actual_collisions = actual_collisions + collisions:size()
- end
- return actual_collisions
- end
- function cd:inner_benchmark_loop (inner_iterations)
- return self:verify_result(self:benchmark(inner_iterations), inner_iterations)
- end
- function cd:verify_result (actual_collisions, num_aircrafts)
- if num_aircrafts == 1000 then
- return actual_collisions == 14484
- elseif num_aircrafts == 500 then
- return actual_collisions == 14484
- elseif num_aircrafts == 250 then
- return actual_collisions == 10830
- elseif num_aircrafts == 200 then
- return actual_collisions == 8655
- elseif num_aircrafts == 100 then
- return actual_collisions == 4305
- elseif num_aircrafts == 10 then
- return actual_collisions == 390
- elseif num_aircrafts == 2 then
- return actual_collisions == 42
- else
- print(('No verification result for %d found'):format(num_aircrafts))
- print(('Result is: %d'):format(actual_collisions))
- return false
- end
- end
- end -- object cd
- return function(N)
- cd:inner_benchmark_loop(N)
- end
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