Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Assembly: Visual3D.Physics (in Visual3D.Physics.dll) Version: 1.0.0.0 (1.0.0.0)
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)
Namespace: Visual3D.Physics.BulletXAssembly: Visual3D.Physics (in Visual3D.Physics.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
| C# | Visual Basic |
public class UnionFind : IDisposable
Public Class UnionFind _ Implements IDisposable
Members
| All Members | Constructors | Fields | Properties | Methods |
| Member | Description | |
|---|---|---|
| UnionFind()()()() | Initializes a new instance of the UnionFind class | |
| Allocate(Int32) | ||
| Dispose()()()() | ||
| ElementCount | ||
| Elements | ||
| Find(Int32) | ||
| Find(Int32, Int32) | ||
| Free()()()() | ||
| IsRoot(Int32) | ||
| Reset(Int32) | ||
| SortIslands()()()() |
This is a special operation, destroying the content of UnionFind.
It sorts the elements, based on island id, in order to make it easy to iterate over islands.
| |
| Unite(Int32, Int32) |
Inheritance Hierarchy
System..::..Object
Visual3D.Physics.BulletX..::..UnionFind
Visual3D.Physics.BulletX..::..UnionFind