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- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
- This software is provided 'as-is', without any express or implied warranty.
- In no event will the authors be held liable for any damages arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it freely,
- subject to the following restrictions:
- 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.
- 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #ifndef BT_UNION_FIND_H
- #define BT_UNION_FIND_H
- #include "LinearMath/btAlignedObjectArray.h"
- #define USE_PATH_COMPRESSION 1
- ///see for discussion of static island optimizations by Vroonsh here: http://code.google.com/p/bullet/issues/detail?id=406
- #define STATIC_SIMULATION_ISLAND_OPTIMIZATION 1
- struct btElement
- {
- int m_id;
- int m_sz;
- };
- ///UnionFind calculates connected subsets
- // Implements weighted Quick Union with path compression
- // optimization: could use short ints instead of ints (halving memory, would limit the number of rigid bodies to 64k, sounds reasonable)
- class btUnionFind
- {
- private:
- btAlignedObjectArray<btElement> m_elements;
- public:
- btUnionFind();
- ~btUnionFind();
- //this is a special operation, destroying the content of btUnionFind.
- //it sorts the elements, based on island id, in order to make it easy to iterate over islands
- void sortIslands();
- void reset(int N);
- SIMD_FORCE_INLINE int getNumElements() const
- {
- return int(m_elements.size());
- }
- SIMD_FORCE_INLINE bool isRoot(int x) const
- {
- return (x == m_elements[x].m_id);
- }
- btElement& getElement(int index)
- {
- return m_elements[index];
- }
- const btElement& getElement(int index) const
- {
- return m_elements[index];
- }
- void allocate(int N);
- void Free();
- int find(int p, int q)
- {
- return (find(p) == find(q));
- }
- void unite(int p, int q)
- {
- int i = find(p), j = find(q);
- if (i == j)
- return;
- #ifndef USE_PATH_COMPRESSION
- //weighted quick union, this keeps the 'trees' balanced, and keeps performance of unite O( log(n) )
- if (m_elements[i].m_sz < m_elements[j].m_sz)
- {
- m_elements[i].m_id = j;
- m_elements[j].m_sz += m_elements[i].m_sz;
- }
- else
- {
- m_elements[j].m_id = i;
- m_elements[i].m_sz += m_elements[j].m_sz;
- }
- #else
- m_elements[i].m_id = j;
- m_elements[j].m_sz += m_elements[i].m_sz;
- #endif //USE_PATH_COMPRESSION
- }
- int find(int x)
- {
- //btAssert(x < m_N);
- //btAssert(x >= 0);
- while (x != m_elements[x].m_id)
- {
- //not really a reason not to use path compression, and it flattens the trees/improves find performance dramatically
- #ifdef USE_PATH_COMPRESSION
- const btElement* elementPtr = &m_elements[m_elements[x].m_id];
- m_elements[x].m_id = elementPtr->m_id;
- x = elementPtr->m_id;
- #else //
- x = m_elements[x].m_id;
- #endif
- //btAssert(x < m_N);
- //btAssert(x >= 0);
- }
- return x;
- }
- };
- #endif //BT_UNION_FIND_H
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