1 | /* |
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2 | Bullet Continuous Collision Detection and Physics Library |
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3 | Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ |
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4 | |
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5 | This software is provided 'as-is', without any express or implied warranty. |
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6 | In no event will the authors be held liable for any damages arising from the use of this software. |
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7 | Permission is granted to anyone to use this software for any purpose, |
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8 | including commercial applications, and to alter it and redistribute it freely, |
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9 | subject to the following restrictions: |
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10 | |
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11 | 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. |
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12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
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13 | 3. This notice may not be removed or altered from any source distribution. |
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14 | */ |
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15 | |
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16 | #ifndef UNION_FIND_H |
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17 | #define UNION_FIND_H |
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18 | |
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19 | #include "LinearMath/btAlignedObjectArray.h" |
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20 | |
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21 | #define USE_PATH_COMPRESSION 1 |
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22 | |
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23 | ///see for discussion of static island optimizations by Vroonsh here: http://code.google.com/p/bullet/issues/detail?id=406 |
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24 | #define STATIC_SIMULATION_ISLAND_OPTIMIZATION 1 |
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25 | |
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26 | struct btElement |
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27 | { |
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28 | int m_id; |
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29 | int m_sz; |
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30 | }; |
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31 | |
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32 | ///UnionFind calculates connected subsets |
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33 | // Implements weighted Quick Union with path compression |
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34 | // optimization: could use short ints instead of ints (halving memory, would limit the number of rigid bodies to 64k, sounds reasonable) |
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35 | class btUnionFind |
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36 | { |
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37 | private: |
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38 | btAlignedObjectArray<btElement> m_elements; |
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39 | |
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40 | public: |
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41 | |
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42 | btUnionFind(); |
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43 | ~btUnionFind(); |
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44 | |
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45 | |
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46 | //this is a special operation, destroying the content of btUnionFind. |
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47 | //it sorts the elements, based on island id, in order to make it easy to iterate over islands |
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48 | void sortIslands(); |
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49 | |
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50 | void reset(int N); |
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51 | |
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52 | SIMD_FORCE_INLINE int getNumElements() const |
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53 | { |
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54 | return int(m_elements.size()); |
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55 | } |
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56 | SIMD_FORCE_INLINE bool isRoot(int x) const |
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57 | { |
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58 | return (x == m_elements[x].m_id); |
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59 | } |
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60 | |
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61 | btElement& getElement(int index) |
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62 | { |
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63 | return m_elements[index]; |
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64 | } |
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65 | const btElement& getElement(int index) const |
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66 | { |
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67 | return m_elements[index]; |
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68 | } |
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69 | |
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70 | void allocate(int N); |
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71 | void Free(); |
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72 | |
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73 | |
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74 | |
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75 | |
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76 | int find(int p, int q) |
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77 | { |
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78 | return (find(p) == find(q)); |
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79 | } |
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80 | |
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81 | void unite(int p, int q) |
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82 | { |
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83 | int i = find(p), j = find(q); |
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84 | if (i == j) |
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85 | return; |
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86 | |
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87 | #ifndef USE_PATH_COMPRESSION |
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88 | //weighted quick union, this keeps the 'trees' balanced, and keeps performance of unite O( log(n) ) |
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89 | if (m_elements[i].m_sz < m_elements[j].m_sz) |
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90 | { |
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91 | m_elements[i].m_id = j; m_elements[j].m_sz += m_elements[i].m_sz; |
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92 | } |
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93 | else |
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94 | { |
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95 | m_elements[j].m_id = i; m_elements[i].m_sz += m_elements[j].m_sz; |
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96 | } |
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97 | #else |
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98 | m_elements[i].m_id = j; m_elements[j].m_sz += m_elements[i].m_sz; |
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99 | #endif //USE_PATH_COMPRESSION |
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100 | } |
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101 | |
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102 | int find(int x) |
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103 | { |
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104 | //btAssert(x < m_N); |
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105 | //btAssert(x >= 0); |
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106 | |
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107 | while (x != m_elements[x].m_id) |
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108 | { |
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109 | //not really a reason not to use path compression, and it flattens the trees/improves find performance dramatically |
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110 | |
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111 | #ifdef USE_PATH_COMPRESSION |
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112 | const btElement* elementPtr = &m_elements[m_elements[x].m_id]; |
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113 | m_elements[x].m_id = elementPtr->m_id; |
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114 | x = elementPtr->m_id; |
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115 | #else// |
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116 | x = m_elements[x].m_id; |
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117 | #endif |
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118 | //btAssert(x < m_N); |
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119 | //btAssert(x >= 0); |
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120 | |
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121 | } |
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122 | return x; |
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123 | } |
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124 | |
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125 | |
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126 | }; |
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127 | |
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128 | |
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129 | #endif //UNION_FIND_H |
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