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/*
 * Adapted from code copyright 2009-2010 NVIDIA Corporation
 * Modifications Copyright 2011, Blender Foundation.
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
 
#include "bvh_build.h"
#include "bvh_sort.h"

#include "util_algorithm.h"
#include "util_debug.h"

CCL_NAMESPACE_BEGIN

struct BVHReferenceCompare {
public:
	int dim;

	BVHReferenceCompare(int dim_)
	{
		dim = dim_;
	}

	bool operator()(const BVHBuild::Reference& ra, const BVHBuild::Reference& rb)
	{
		float ca = ra.bounds.min[dim] + ra.bounds.max[dim];
		float cb = rb.bounds.min[dim] + rb.bounds.max[dim];

		if(ca < cb) return true;
		else if(ca > cb) return false;
		else if(ra.prim_object < rb.prim_object) return true;
		else if(ra.prim_object > rb.prim_object) return false;
		else if(ra.prim_index < rb.prim_index) return true;
		else if(ra.prim_index > rb.prim_index) return false;

		return false;
	}
};

void bvh_reference_sort(int start, int end, BVHBuild::Reference *data, int dim)
{
	sort(data+start, data+end, BVHReferenceCompare(dim));
}

CCL_NAMESPACE_END