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