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#include <cfloat>
#include <cstdlib>
#include <cmath>
#include <iostream>
#include "Node.hpp"
namespace nbody {
using namespace std;
Node::Node(Tree* tree) {
initBox(this->bb);
this->afterSubtree = nullptr;
this->prev = this;
this->next = this;
this->leaf = true;
this->tree = tree;
this->prevSibling = nullptr;
this->nextSibling = nullptr;
this->parent = nullptr;
}
Node::~Node() {
}
Box Node::getBB() {
return this->bb;
}
void Node::setBB(Box bb) {
this->bb = bb;
}
//check if node needs to be splitted during tree build
bool Node::isSplitable() {
bool result = true;
if (this->bodies.size() <= this->tree->maxLeafBodies) {
result = false;
}
//this is to prevent errors with collocated particles
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if (volume(this->bb) <= FLT_EPSILON) {
result = false;
}
return result;
}
void Node::extendBBforBodies() {
extendForBodies(this->bb, this->bodies);
}
void Node::extendBBtoCube() {
extendToCube(this->bb);
}
vector<Body> Node::getBodies() {
return this->bodies;
}
void Node::insertBefore(Node* node) {
node->next = this;
node->prev = this->prev;
this->prev->next = node;
this->prev = node;
}
void Node::insertAfter(Node* node) {
this->next->insertBefore(node);
}
void Node::unlink() {
this->next->prev = this->prev;
this->prev->next = this->next;
this->next = this;
this->prev = this;
}
bool Node::isCorrect() {
if (this->afterSubtree == NULL) {
cerr << "after subtree null" << endl;
return false;
}
if (!isCorrectBox(this->bb)) {
cerr << "bb wrong" << endl;
return false;
}
for (int i = 0; i < 3; i++) {
if (this->bb.min[i] > this->bb.max[i]) {
cerr << "bb " << i << " min " << this->bb.min[i] << " max " << this->bb.max[i] << endl;
return false;
}
}
for (vector<Body>::iterator it = this->bodies.begin(); it != this->bodies.end(); it++) {
if (!isContained(*it, this->bb)) {
cerr << "bb out of bounds" << endl;
return false;
}
}
if (!this->leaf) {
Node* current = this->next;
int children = 0;
while (current != NULL && current != this->afterSubtree) {
current = current->afterSubtree;
children++;
}
if (current == NULL) {
cerr << "afterSubtree null" << endl;
return false;
}
if (children != this->tree->numberOfChildren()) {
cerr << "wrong number of children " << children << endl;
return false;
}
current = this->next;
for (int i = 0; i < this->tree->numberOfChildren(); i++) {
current = current->afterSubtree;
}
if (current != this->afterSubtree) {
cerr << "last sibling afterSubtree inconsistent" << endl;
return false;
}
}
if (!this->leaf && this->bodies.size() > 0) {
cerr << "non-empty inner node" << endl;
return false;
}
if (this->leaf && this->nextSibling != NULL && this->next != this->nextSibling) {
cerr << "wrong next sibling" << endl;
return false;
}
return true;
}
void Node::update() {
double position[3] = {0.0, 0.0, 0.0};
double mass = 0.0;
if (this->leaf) {
for (vector<Body>::iterator it = this->bodies.begin(); it != this->bodies.end(); it++) {
mass += it->mass;
for (int i = 0; i < 3; i++) {
position[i] += it->position[i] * it->mass;
}
}
} else {
for (Node* node = this->next; node != NULL; node = node->nextSibling) {
mass += node->representative.mass;
}
}
for (int i = 0; i < 3; i++) {
this->representative.position[i] = position[i] / mass;
}
this->representative.mass = mass;
}
//get criterion to check if node is sufficient for force evaluation
double Node::getL() {
return maxSidelength(this->bb);
}
void Node::print(int parallelId) {
printBB(parallelId, this->bb);
for (vector<Body>::iterator it = this->bodies.begin(); it != this->bodies.end(); it++) {
cout << " ";
printBody(parallelId, *it);
}
}
//check if node is sufficient for force evaluation
bool Node::sufficientForBody(Body body) {
double distance = 0.0;
for (int i = 0; i < 3; i++) {
distance += (this->representative.position[i] - body.position[i]) * (this->representative.position[i] - body.position[i]);
}
return sqrt(distance) > this->getL();
}
//check if node is sufficient for force evaluation for all bodies in box
bool Node::sufficientForBox(Box box) {
return distanceToBox(this->bb, box) > this->getL();
}
void Node::setBodies(vector<Body> bodies) {
this->bodies = bodies;
}
void Node::extractLocalBodiesTo(vector<Body>& bodies) {
vector<Body> result;
vector<Body>::iterator it = this->bodies.begin();
while (it != this->bodies.end()) {
if (!it->refinement) {
bodies.push_back(*it);
}
it = this->bodies.erase(it);
}
}
}