forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
			130 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			130 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
|  | /*
 | ||
|  | 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
 |