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Diffstat (limited to 'thirdparty/bullet/src/BulletCollision/CollisionDispatch/btUnionFind.h')
-rw-r--r-- | thirdparty/bullet/src/BulletCollision/CollisionDispatch/btUnionFind.h | 129 |
1 files changed, 129 insertions, 0 deletions
diff --git a/thirdparty/bullet/src/BulletCollision/CollisionDispatch/btUnionFind.h b/thirdparty/bullet/src/BulletCollision/CollisionDispatch/btUnionFind.h new file mode 100644 index 0000000000..ef2a29202f --- /dev/null +++ b/thirdparty/bullet/src/BulletCollision/CollisionDispatch/btUnionFind.h @@ -0,0 +1,129 @@ +/* +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 |