Counter Strike : Global Offensive Source Code
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//========= Copyright � Valve Corporation, All rights reserved. ============//
#ifndef MATHLIB_DISJOINT_SET_FOREST_HDR
#define MATHLIB_DISJOINT_SET_FOREST_HDR
#include "tier1/utlvector.h"
/// An excellent overview of the concept is here:
/// http://en.wikipedia.org/wiki/Disjoint-set_data_structure this algorithm is with path
/// compression and ranking implemented, so it's essentially amortized const-time operations to
/// find node's island representative element or union two lists. ( the "essentially" means
/// amortized complexity is Ackermann function, which is like 5 for the largest number in any kind
/// of software development )
class CDisjointSetForest { public: CDisjointSetForest( int nCount ); //void Flatten();
int Find( int nNode ); void Union( int nNodeA, int nNodeB ); void EnsureExists( int nNode ); int GetNodeCount()const { return m_Nodes.Count(); } protected: struct Node_t { int nRank, nParent; }; CUtlVector< Node_t > m_Nodes; };
inline CDisjointSetForest::CDisjointSetForest( int nCount ) { m_Nodes.SetCount( nCount ); for( int i = 0;i < nCount; ++i ) { m_Nodes[i].nRank = 0; m_Nodes[i].nParent = i; } }
inline void CDisjointSetForest::EnsureExists( int nNode ) { int nOldCount = m_Nodes.Count(); if ( nNode >= nOldCount ) { m_Nodes.SetCountNonDestructively( nNode + 1 ); for ( int n = nOldCount; n <= nNode; ++n ) { m_Nodes[ n ].nRank = 0; m_Nodes[ n ].nParent = n; } } }
/// Find the representative element for the node in graph representative element is the same for
/// all connected nodes(vertices) in the graph, and it's one of the nodes in the connected set this
/// implementation is without recursion to be more cache friendly; recursive implementation would
/// be clearer, but this is simple enough
inline int CDisjointSetForest::Find( int nStartNode ) { int nTopParent; for( int nNode = nStartNode; nTopParent = m_Nodes[nNode].nParent, nNode != nTopParent ; ) { nNode = nTopParent; } // found the top parent, now compress the path to achieve that amazing amortized acceleration
int nParent; for( int nNode = nStartNode; nParent = m_Nodes[nNode].nParent, nNode != nParent ; ) { m_Nodes[nNode].nParent = nTopParent; nNode = nParent; } Assert( nParent == nTopParent ); return nTopParent; }
/// Connect the two (potentially disjoint) sets
inline void CDisjointSetForest::Union( int nNodeA, int nNodeB ) { int nRootA = Find( nNodeA ); int nRootB = Find( nNodeB ); if ( m_Nodes[nRootA].nRank > m_Nodes[nRootB].nRank ) { m_Nodes[nRootB].nParent = nRootA; // note: no change in rank! we're balanced!
} else if ( m_Nodes[nRootA].nRank < m_Nodes[nRootB].nRank ) { m_Nodes[nRootA].nParent = nRootB; // note: no change in rank! we're balanced!
} else if ( nRootA != nRootB ) // Unless A and B are already in same set, merge them
{ m_Nodes[nRootB].nParent = nRootA; m_Nodes[nRootA].nRank = m_Nodes[nRootA].nRank + 1; } }
/// Given the graph implementing GetParent(), find the indices of all children of the given tip of
/// the subtree
template <typename Graph_t, class BitVec_t> inline void ComputeSubtree( const Graph_t *pGraph, int nSubtreeTipBone, BitVec_t *pSubtree ) { int nBoneCount = pSubtree->GetNumBits(); Assert( nSubtreeTipBone >= 0 && nSubtreeTipBone < nBoneCount ); CDisjointSetForest find( nBoneCount ); for( int nBone = 0; nBone < nBoneCount; ++nBone ) { if( nBone != nSubtreeTipBone ) // Important: severe the link between the subtree tip bone and the rest of the tree to find the disjoint subtree
{ int nParent = pGraph->GetParent( nBone ); if( nParent >= 0 && nParent < nBoneCount ) { find.Union( nBone, nParent ); } } } int nIsland = find.Find( nSubtreeTipBone ); for( int nBone = 0; nBone < nBoneCount; ++nBone ) { if( find.Find( nBone ) == nIsland ) { pSubtree->Set( nBone ); } } }
#endif //MATHLIB_DISJOINT_SET_FOREST_HDR
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