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