[1963] | 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 | struct btElement |
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| 24 | { |
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| 25 | int m_id; |
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| 26 | int m_sz; |
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| 27 | }; |
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| 28 | |
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| 29 | ///UnionFind calculates connected subsets |
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| 30 | // Implements weighted Quick Union with path compression |
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| 31 | // 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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| 32 | class btUnionFind |
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| 33 | { |
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| 34 | private: |
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| 35 | btAlignedObjectArray<btElement> m_elements; |
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| 36 | |
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| 37 | public: |
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| 38 | |
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| 39 | btUnionFind(); |
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| 40 | ~btUnionFind(); |
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| 41 | |
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| 42 | |
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| 43 | //this is a special operation, destroying the content of btUnionFind. |
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| 44 | //it sorts the elements, based on island id, in order to make it easy to iterate over islands |
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| 45 | void sortIslands(); |
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| 46 | |
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| 47 | void reset(int N); |
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| 48 | |
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| 49 | SIMD_FORCE_INLINE int getNumElements() const |
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| 50 | { |
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| 51 | return int(m_elements.size()); |
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| 52 | } |
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| 53 | SIMD_FORCE_INLINE bool isRoot(int x) const |
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| 54 | { |
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| 55 | return (x == m_elements[x].m_id); |
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| 56 | } |
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| 57 | |
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| 58 | btElement& getElement(int index) |
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| 59 | { |
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| 60 | return m_elements[index]; |
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| 61 | } |
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| 62 | const btElement& getElement(int index) const |
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| 63 | { |
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| 64 | return m_elements[index]; |
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| 65 | } |
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| 66 | |
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| 67 | void allocate(int N); |
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| 68 | void Free(); |
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| 69 | |
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| 70 | |
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| 71 | |
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| 72 | |
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| 73 | int find(int p, int q) |
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| 74 | { |
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| 75 | return (find(p) == find(q)); |
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| 76 | } |
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| 77 | |
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| 78 | void unite(int p, int q) |
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| 79 | { |
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| 80 | int i = find(p), j = find(q); |
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| 81 | if (i == j) |
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| 82 | return; |
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| 83 | |
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| 84 | #ifndef USE_PATH_COMPRESSION |
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| 85 | //weighted quick union, this keeps the 'trees' balanced, and keeps performance of unite O( log(n) ) |
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| 86 | if (m_elements[i].m_sz < m_elements[j].m_sz) |
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| 87 | { |
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| 88 | m_elements[i].m_id = j; m_elements[j].m_sz += m_elements[i].m_sz; |
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| 89 | } |
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| 90 | else |
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| 91 | { |
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| 92 | m_elements[j].m_id = i; m_elements[i].m_sz += m_elements[j].m_sz; |
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| 93 | } |
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| 94 | #else |
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| 95 | m_elements[i].m_id = j; m_elements[j].m_sz += m_elements[i].m_sz; |
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| 96 | #endif //USE_PATH_COMPRESSION |
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| 97 | } |
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| 98 | |
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| 99 | int find(int x) |
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| 100 | { |
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| 101 | //assert(x < m_N); |
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| 102 | //assert(x >= 0); |
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| 103 | |
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| 104 | while (x != m_elements[x].m_id) |
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| 105 | { |
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| 106 | //not really a reason not to use path compression, and it flattens the trees/improves find performance dramatically |
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| 107 | |
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| 108 | #ifdef USE_PATH_COMPRESSION |
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| 109 | // |
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| 110 | m_elements[x].m_id = m_elements[m_elements[x].m_id].m_id; |
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| 111 | #endif // |
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| 112 | x = m_elements[x].m_id; |
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| 113 | //assert(x < m_N); |
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| 114 | //assert(x >= 0); |
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| 115 | |
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| 116 | } |
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| 117 | return x; |
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| 118 | } |
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| 119 | |
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| 120 | |
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| 121 | }; |
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| 122 | |
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| 123 | |
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| 124 | #endif //UNION_FIND_H |
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