// -*- mode:C++ -*- #ifndef HUGO_LIST_GRAPH_H #define HUGO_LIST_GRAPH_H ///\ingroup graphs ///\file ///\brief ListGraph, SymListGraph, NodeSet and EdgeSet classes. #include #include #include "invalid.h" #include "vector_map_factory.h" #include "map_registry.h" #include "map_defines.h" namespace hugo { /// \addtogroup graphs /// @{ ///A list graph class. ///This is a simple and fast erasable graph implementation. /// ///It conforms to the graph interface documented under ///the description of \ref GraphSkeleton. ///\sa \ref GraphSkeleton. class ListGraph { //Nodes are double linked. //The free nodes are only single linked using the "next" field. struct NodeT { int first_in,first_out; int prev, next; // NodeT() {} }; //Edges are double linked. //The free edges are only single linked using the "next_in" field. struct EdgeT { int head, tail; int prev_in, prev_out; int next_in, next_out; //FIXME: is this necessary? // EdgeT() : next_in(-1), next_out(-1) prev_in(-1), prev_out(-1) {} }; std::vector nodes; //The first node int first_node; //The first free node int first_free_node; std::vector edges; //The first free edge int first_free_edge; protected: public: class Node; class Edge; typedef ListGraph Graph; public: class NodeIt; class EdgeIt; class OutEdgeIt; class InEdgeIt; CREATE_MAP_REGISTRIES; CREATE_MAPS(VectorMapFactory); public: ListGraph() : nodes(), first_node(-1), first_free_node(-1), edges(), first_free_edge(-1) {} ListGraph(const ListGraph &_g) : nodes(_g.nodes), first_node(_g.first_node), first_free_node(_g.first_free_node), edges(_g.edges), first_free_edge(_g.first_free_edge) {} int nodeNum() const { return nodes.size(); } //FIXME: What is this? int edgeNum() const { return edges.size(); } //FIXME: What is this? ///Set the expected number of edges ///With this function, it is possible to set the expected number of edges. ///The use of this fasten the building of the graph and makes ///it possible to avoid the superfluous memory allocation. void reserveEdge(int n) { edges.reserve(n); }; ///\bug This function does something different than ///its name would suggests... int maxNodeId() const { return nodes.size(); } //FIXME: What is this? ///\bug This function does something different than ///its name would suggests... int maxEdgeId() const { return edges.size(); } //FIXME: What is this? Node tail(Edge e) const { return edges[e.n].tail; } Node head(Edge e) const { return edges[e.n].head; } Node aNode(OutEdgeIt e) const { return edges[e.n].tail; } Node aNode(InEdgeIt e) const { return edges[e.n].head; } Node bNode(OutEdgeIt e) const { return edges[e.n].head; } Node bNode(InEdgeIt e) const { return edges[e.n].tail; } NodeIt& first(NodeIt& v) const { v=NodeIt(*this); return v; } EdgeIt& first(EdgeIt& e) const { e=EdgeIt(*this); return e; } OutEdgeIt& first(OutEdgeIt& e, const Node v) const { e=OutEdgeIt(*this,v); return e; } InEdgeIt& first(InEdgeIt& e, const Node v) const { e=InEdgeIt(*this,v); return e; } // template< typename It > // It first() const { It e; first(e); return e; } // template< typename It > // It first(Node v) const { It e; first(e,v); return e; } bool valid(Edge e) const { return e.n!=-1; } bool valid(Node n) const { return n.n!=-1; } void setInvalid(Edge &e) { e.n=-1; } void setInvalid(Node &n) { n.n=-1; } template It getNext(It it) const { It tmp(it); return next(tmp); } NodeIt& next(NodeIt& it) const { it.n=nodes[it.n].next; return it; } OutEdgeIt& next(OutEdgeIt& it) const { it.n=edges[it.n].next_out; return it; } InEdgeIt& next(InEdgeIt& it) const { it.n=edges[it.n].next_in; return it; } EdgeIt& next(EdgeIt& it) const { if(edges[it.n].next_in!=-1) { it.n=edges[it.n].next_in; } else { int n; for(n=nodes[edges[it.n].head].next; n!=-1 && nodes[n].first_in == -1; n = nodes[n].next) ; it.n = (n==-1)?-1:nodes[n].first_in; } return it; } int id(Node v) const { return v.n; } int id(Edge e) const { return e.n; } /// Adds a new node to the graph. /// \todo It adds the nodes in a reversed order. /// (i.e. the lastly added node becomes the first.) Node addNode() { int n; if(first_free_node==-1) { n = nodes.size(); nodes.push_back(NodeT()); } else { n = first_free_node; first_free_node = nodes[n].next; } nodes[n].next = first_node; if(first_node != -1) nodes[first_node].prev = n; first_node = n; nodes[n].prev = -1; nodes[n].first_in = nodes[n].first_out = -1; Node nn; nn.n=n; //Update dynamic maps node_maps.add(nn); return nn; } Edge addEdge(Node u, Node v) { int n; if(first_free_edge==-1) { n = edges.size(); edges.push_back(EdgeT()); } else { n = first_free_edge; first_free_edge = edges[n].next_in; } edges[n].tail = u.n; edges[n].head = v.n; edges[n].next_out = nodes[u.n].first_out; if(nodes[u.n].first_out != -1) edges[nodes[u.n].first_out].prev_out = n; edges[n].next_in = nodes[v.n].first_in; if(nodes[v.n].first_in != -1) edges[nodes[v.n].first_in].prev_in = n; edges[n].prev_in = edges[n].prev_out = -1; nodes[u.n].first_out = nodes[v.n].first_in = n; Edge e; e.n=n; //Update dynamic maps edge_maps.add(e); return e; } private: void eraseEdge(int n) { if(edges[n].next_in!=-1) edges[edges[n].next_in].prev_in = edges[n].prev_in; if(edges[n].prev_in!=-1) edges[edges[n].prev_in].next_in = edges[n].next_in; else nodes[edges[n].head].first_in = edges[n].next_in; if(edges[n].next_out!=-1) edges[edges[n].next_out].prev_out = edges[n].prev_out; if(edges[n].prev_out!=-1) edges[edges[n].prev_out].next_out = edges[n].next_out; else nodes[edges[n].tail].first_out = edges[n].next_out; edges[n].next_in = first_free_edge; first_free_edge = n; //Update dynamic maps Edge e; e.n=n; } public: void erase(Node nn) { int n=nn.n; int m; while((m=nodes[n].first_in)!=-1) eraseEdge(m); while((m=nodes[n].first_out)!=-1) eraseEdge(m); if(nodes[n].next != -1) nodes[nodes[n].next].prev = nodes[n].prev; if(nodes[n].prev != -1) nodes[nodes[n].prev].next = nodes[n].next; else first_node = nodes[n].next; nodes[n].next = first_free_node; first_free_node = n; //Update dynamic maps node_maps.erase(nn); } void erase(Edge e) { edge_maps.erase(e); eraseEdge(e.n); } ///\bug Dynamic maps must be updated! /// void clear() { nodes.clear();edges.clear(); first_node=first_free_node=first_free_edge=-1; } class Node { friend class ListGraph; template friend class NodeMap; friend class Edge; friend class OutEdgeIt; friend class InEdgeIt; friend class SymEdge; protected: int n; friend int ListGraph::id(Node v) const; Node(int nn) {n=nn;} public: Node() {} Node (Invalid) { n=-1; } bool operator==(const Node i) const {return n==i.n;} bool operator!=(const Node i) const {return n!=i.n;} bool operator<(const Node i) const {return n NodeIt. NodeIt(const ListGraph& G, const Node &n) : Node(n) { } }; class Edge { friend class ListGraph; template friend class EdgeMap; //template friend class SymListGraph::SymEdgeMap; //friend Edge SymListGraph::opposite(Edge) const; friend class Node; friend class NodeIt; protected: int n; friend int ListGraph::id(Edge e) const; Edge(int nn) {n=nn;} public: Edge() { } Edge (Invalid) { n=-1; } bool operator==(const Edge i) const {return n==i.n;} bool operator!=(const Edge i) const {return n!=i.n;} bool operator<(const Edge i) const {return n