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 UNION_FIND_H 00017 #define UNION_FIND_H 00018 00019 #include "LinearMath/btAlignedObjectArray.h" 00020 00021 #define USE_PATH_COMPRESSION 1 00022 00023 struct btElement 00024 { 00025 int m_id; 00026 int m_sz; 00027 }; 00028 00030 // Implements weighted Quick Union with path compression 00031 // optimization: could use short ints instead of ints (halving memory, would limit the number of rigid bodies to 64k, sounds reasonable) 00032 class btUnionFind 00033 { 00034 private: 00035 btAlignedObjectArray<btElement> m_elements; 00036 00037 public: 00038 00039 btUnionFind(); 00040 ~btUnionFind(); 00041 00042 00043 //this is a special operation, destroying the content of btUnionFind. 00044 //it sorts the elements, based on island id, in order to make it easy to iterate over islands 00045 void sortIslands(); 00046 00047 void reset(int N); 00048 00049 SIMD_FORCE_INLINE int getNumElements() const 00050 { 00051 return int(m_elements.size()); 00052 } 00053 SIMD_FORCE_INLINE bool isRoot(int x) const 00054 { 00055 return (x == m_elements[x].m_id); 00056 } 00057 00058 btElement& getElement(int index) 00059 { 00060 return m_elements[index]; 00061 } 00062 const btElement& getElement(int index) const 00063 { 00064 return m_elements[index]; 00065 } 00066 00067 void allocate(int N); 00068 void Free(); 00069 00070 00071 00072 00073 int find(int p, int q) 00074 { 00075 return (find(p) == find(q)); 00076 } 00077 00078 void unite(int p, int q) 00079 { 00080 int i = find(p), j = find(q); 00081 if (i == j) 00082 return; 00083 00084 #ifndef USE_PATH_COMPRESSION 00085 //weighted quick union, this keeps the 'trees' balanced, and keeps performance of unite O( log(n) ) 00086 if (m_elements[i].m_sz < m_elements[j].m_sz) 00087 { 00088 m_elements[i].m_id = j; m_elements[j].m_sz += m_elements[i].m_sz; 00089 } 00090 else 00091 { 00092 m_elements[j].m_id = i; m_elements[i].m_sz += m_elements[j].m_sz; 00093 } 00094 #else 00095 m_elements[i].m_id = j; m_elements[j].m_sz += m_elements[i].m_sz; 00096 #endif //USE_PATH_COMPRESSION 00097 } 00098 00099 int find(int x) 00100 { 00101 //btAssert(x < m_N); 00102 //btAssert(x >= 0); 00103 00104 while (x != m_elements[x].m_id) 00105 { 00106 //not really a reason not to use path compression, and it flattens the trees/improves find performance dramatically 00107 00108 #ifdef USE_PATH_COMPRESSION 00109 const btElement* elementPtr = &m_elements[m_elements[x].m_id]; 00110 m_elements[x].m_id = elementPtr->m_id; 00111 x = elementPtr->m_id; 00112 #else// 00113 x = m_elements[x].m_id; 00114 #endif 00115 //btAssert(x < m_N); 00116 //btAssert(x >= 0); 00117 00118 } 00119 return x; 00120 } 00121 00122 00123 }; 00124 00125 00126 #endif //UNION_FIND_H