00001 /* 00002 Bullet Continuous Collision Detection and Physics Library 00003 Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ 00004 00005 This software is provided 'as-is', without any express or implied warranty. 00006 In no event will the authors be held liable for any damages arising from the use of this software. 00007 Permission is granted to anyone to use this software for any purpose, 00008 including commercial applications, and to alter it and redistribute it freely, 00009 subject to the following restrictions: 00010 00011 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. 00012 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 00013 3. This notice may not be removed or altered from any source distribution. 00014 */ 00015 00016 #ifndef BT_UNION_FIND_H 00017 #define BT_UNION_FIND_H 00018 00019 #include "LinearMath/btAlignedObjectArray.h" 00020 00021 #define USE_PATH_COMPRESSION 1 00022 00024 #define STATIC_SIMULATION_ISLAND_OPTIMIZATION 1 00025 00026 struct btElement 00027 { 00028 int m_id; 00029 int m_sz; 00030 }; 00031 00033 // Implements weighted Quick Union with path compression 00034 // optimization: could use short ints instead of ints (halving memory, would limit the number of rigid bodies to 64k, sounds reasonable) 00035 class btUnionFind 00036 { 00037 private: 00038 btAlignedObjectArray<btElement> m_elements; 00039 00040 public: 00041 00042 btUnionFind(); 00043 ~btUnionFind(); 00044 00045 00046 //this is a special operation, destroying the content of btUnionFind. 00047 //it sorts the elements, based on island id, in order to make it easy to iterate over islands 00048 void sortIslands(); 00049 00050 void reset(int N); 00051 00052 SIMD_FORCE_INLINE int getNumElements() const 00053 { 00054 return int(m_elements.size()); 00055 } 00056 SIMD_FORCE_INLINE bool isRoot(int x) const 00057 { 00058 return (x == m_elements[x].m_id); 00059 } 00060 00061 btElement& getElement(int index) 00062 { 00063 return m_elements[index]; 00064 } 00065 const btElement& getElement(int index) const 00066 { 00067 return m_elements[index]; 00068 } 00069 00070 void allocate(int N); 00071 void Free(); 00072 00073 00074 00075 00076 int find(int p, int q) 00077 { 00078 return (find(p) == find(q)); 00079 } 00080 00081 void unite(int p, int q) 00082 { 00083 int i = find(p), j = find(q); 00084 if (i == j) 00085 return; 00086 00087 #ifndef USE_PATH_COMPRESSION 00088 //weighted quick union, this keeps the 'trees' balanced, and keeps performance of unite O( log(n) ) 00089 if (m_elements[i].m_sz < m_elements[j].m_sz) 00090 { 00091 m_elements[i].m_id = j; m_elements[j].m_sz += m_elements[i].m_sz; 00092 } 00093 else 00094 { 00095 m_elements[j].m_id = i; m_elements[i].m_sz += m_elements[j].m_sz; 00096 } 00097 #else 00098 m_elements[i].m_id = j; m_elements[j].m_sz += m_elements[i].m_sz; 00099 #endif //USE_PATH_COMPRESSION 00100 } 00101 00102 int find(int x) 00103 { 00104 //btAssert(x < m_N); 00105 //btAssert(x >= 0); 00106 00107 while (x != m_elements[x].m_id) 00108 { 00109 //not really a reason not to use path compression, and it flattens the trees/improves find performance dramatically 00110 00111 #ifdef USE_PATH_COMPRESSION 00112 const btElement* elementPtr = &m_elements[m_elements[x].m_id]; 00113 m_elements[x].m_id = elementPtr->m_id; 00114 x = elementPtr->m_id; 00115 #else// 00116 x = m_elements[x].m_id; 00117 #endif 00118 //btAssert(x < m_N); 00119 //btAssert(x >= 0); 00120 00121 } 00122 return x; 00123 } 00124 00125 00126 }; 00127 00128 00129 #endif //BT_UNION_FIND_H