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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 
16 #ifndef BT_UNION_FIND_H
17 #define BT_UNION_FIND_H
18 
19 #include "LinearMath/btAlignedObjectArray.h"
20 
21 #define USE_PATH_COMPRESSION 1
22 
23 ///see for discussion of static island optimizations by Vroonsh here: http://code.google.com/p/bullet/issues/detail?id=406
24 #define STATIC_SIMULATION_ISLAND_OPTIMIZATION 1
25 
26 struct	btElement
27 {
28 	int	m_id;
29 	int	m_sz;
30 };
31 
32 ///UnionFind calculates connected subsets
33 // Implements weighted Quick Union with path compression
34 // optimization: could use short ints instead of ints (halving memory, would limit the number of rigid bodies to 64k, sounds reasonable)
35 class btUnionFind
36   {
37     private:
38 		btAlignedObjectArray<btElement>	m_elements;
39 
40     public:
41 
42 		btUnionFind();
43 		~btUnionFind();
44 
45 
46 		//this is a special operation, destroying the content of btUnionFind.
47 		//it sorts the elements, based on island id, in order to make it easy to iterate over islands
48 		void	sortIslands();
49 
50 	  void	reset(int N);
51 
getNumElements()52 	  SIMD_FORCE_INLINE int	getNumElements() const
53 	  {
54 		  return int(m_elements.size());
55 	  }
isRoot(int x)56 	  SIMD_FORCE_INLINE bool  isRoot(int x) const
57 	  {
58 		  return (x == m_elements[x].m_id);
59 	  }
60 
getElement(int index)61 	  btElement&	getElement(int index)
62 	  {
63 		  return m_elements[index];
64 	  }
getElement(int index)65 	  const btElement& getElement(int index) const
66 	  {
67 		  return m_elements[index];
68 	  }
69 
70 	  void	allocate(int N);
71 	  void	Free();
72 
73 
74 
75 
find(int p,int q)76 	  int find(int p, int q)
77 		{
78 			return (find(p) == find(q));
79 		}
80 
unite(int p,int q)81 		void unite(int p, int q)
82 		{
83 			int i = find(p), j = find(q);
84 			if (i == j)
85 				return;
86 
87 #ifndef USE_PATH_COMPRESSION
88 			//weighted quick union, this keeps the 'trees' balanced, and keeps performance of unite O( log(n) )
89 			if (m_elements[i].m_sz < m_elements[j].m_sz)
90 			{
91 				m_elements[i].m_id = j; m_elements[j].m_sz += m_elements[i].m_sz;
92 			}
93 			else
94 			{
95 				m_elements[j].m_id = i; m_elements[i].m_sz += m_elements[j].m_sz;
96 			}
97 #else
98 			m_elements[i].m_id = j; m_elements[j].m_sz += m_elements[i].m_sz;
99 #endif //USE_PATH_COMPRESSION
100 		}
101 
find(int x)102 		int find(int x)
103 		{
104 			//btAssert(x < m_N);
105 			//btAssert(x >= 0);
106 
107 			while (x != m_elements[x].m_id)
108 			{
109 		//not really a reason not to use path compression, and it flattens the trees/improves find performance dramatically
110 
111 		#ifdef USE_PATH_COMPRESSION
112 				const btElement* elementPtr = &m_elements[m_elements[x].m_id];
113 				m_elements[x].m_id = elementPtr->m_id;
114 				x = elementPtr->m_id;
115 		#else//
116 				x = m_elements[x].m_id;
117 		#endif
118 				//btAssert(x < m_N);
119 				//btAssert(x >= 0);
120 
121 			}
122 			return x;
123 		}
124 
125 
126   };
127 
128 
129 #endif //BT_UNION_FIND_H
130