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+/* -*- mode: C++; indent-tabs-mode: nil; -*-
+ *
+ * This file is a part of LEMON, a generic C++ optimization library.
+ *
+ * Copyright (C) 2003-2009
+ * Egervary Jeno Kombinatorikus Optimalizalasi Kutatocsoport
+ * (Egervary Research Group on Combinatorial Optimization, EGRES).
+ *
+ * Permission to use, modify and distribute this software is granted
+ * provided that this copyright notice appears in all copies. For
+ * precise terms see the accompanying LICENSE file.
+ *
+ * This software is provided "AS IS" with no warranty of any kind,
+ * express or implied, and with no claim as to its suitability for any
+ * purpose.
+ *
+ */
+
+#ifndef LEMON_ELEVATOR_H
+#define LEMON_ELEVATOR_H
+
+///\ingroup auxdat
+///\file
+///\brief Elevator class
+///
+///Elevator class implements an efficient data structure
+///for labeling items in push-relabel type algorithms.
+///
+
+#include <lemon/core.h>
+#include <lemon/bits/traits.h>
+
+namespace lemon {
+
+ ///Class for handling "labels" in push-relabel type algorithms.
+
+ ///A class for handling "labels" in push-relabel type algorithms.
+ ///
+ ///\ingroup auxdat
+ ///Using this class you can assign "labels" (nonnegative integer numbers)
+ ///to the edges or nodes of a graph, manipulate and query them through
+ ///operations typically arising in "push-relabel" type algorithms.
+ ///
+ ///Each item is either \em active or not, and you can also choose a
+ ///highest level active item.
+ ///
+ ///\sa LinkedElevator
+ ///
+ ///\param GR Type of the underlying graph.
+ ///\param Item Type of the items the data is assigned to (\c GR::Node,
+ ///\c GR::Arc or \c GR::Edge).
+ template<class GR, class Item>
+ class Elevator
+ {
+ public:
+
+ typedef Item Key;
+ typedef int Value;
+
+ private:
+
+ typedef Item *Vit;
+ typedef typename ItemSetTraits<GR,Item>::template Map<Vit>::Type VitMap;
+ typedef typename ItemSetTraits<GR,Item>::template Map<int>::Type IntMap;
+
+ const GR &_g;
+ int _max_level;
+ int _item_num;
+ VitMap _where;
+ IntMap _level;
+ std::vector<Item> _items;
+ std::vector<Vit> _first;
+ std::vector<Vit> _last_active;
+
+ int _highest_active;
+
+ void copy(Item i, Vit p)
+ {
+ _where[*p=i] = p;
+ }
+ void copy(Vit s, Vit p)
+ {
+ if(s!=p)
+ {
+ Item i=*s;
+ *p=i;
+ _where[i] = p;
+ }
+ }
+ void swap(Vit i, Vit j)
+ {
+ Item ti=*i;
+ Vit ct = _where[ti];
+ _where[ti] = _where[*i=*j];
+ _where[*j] = ct;
+ *j=ti;
+ }
+
+ public:
+
+ ///Constructor with given maximum level.
+
+ ///Constructor with given maximum level.
+ ///
+ ///\param graph The underlying graph.
+ ///\param max_level The maximum allowed level.
+ ///Set the range of the possible labels to <tt>[0..max_level]</tt>.
+ Elevator(const GR &graph,int max_level) :
+ _g(graph),
+ _max_level(max_level),
+ _item_num(_max_level),
+ _where(graph),
+ _level(graph,0),
+ _items(_max_level),
+ _first(_max_level+2),
+ _last_active(_max_level+2),
+ _highest_active(-1) {}
+ ///Constructor.
+
+ ///Constructor.
+ ///
+ ///\param graph The underlying graph.
+ ///Set the range of the possible labels to <tt>[0..max_level]</tt>,
+ ///where \c max_level is equal to the number of labeled items in the graph.
+ Elevator(const GR &graph) :
+ _g(graph),
+ _max_level(countItems<GR, Item>(graph)),
+ _item_num(_max_level),
+ _where(graph),
+ _level(graph,0),
+ _items(_max_level),
+ _first(_max_level+2),
+ _last_active(_max_level+2),
+ _highest_active(-1)
+ {
+ }
+
+ ///Activate item \c i.
+
+ ///Activate item \c i.
+ ///\pre Item \c i shouldn't be active before.
+ void activate(Item i)
+ {
+ const int l=_level[i];
+ swap(_where[i],++_last_active[l]);
+ if(l>_highest_active) _highest_active=l;
+ }
+
+ ///Deactivate item \c i.
+
+ ///Deactivate item \c i.
+ ///\pre Item \c i must be active before.
+ void deactivate(Item i)
+ {
+ swap(_where[i],_last_active[_level[i]]--);
+ while(_highest_active>=0 &&
+ _last_active[_highest_active]<_first[_highest_active])
+ _highest_active--;
+ }
+
+ ///Query whether item \c i is active
+ bool active(Item i) const { return _where[i]<=_last_active[_level[i]]; }
+
+ ///Return the level of item \c i.
+ int operator[](Item i) const { return _level[i]; }
+
+ ///Return the number of items on level \c l.
+ int onLevel(int l) const
+ {
+ return _first[l+1]-_first[l];
+ }
+ ///Return true if level \c l is empty.
+ bool emptyLevel(int l) const
+ {
+ return _first[l+1]-_first[l]==0;
+ }
+ ///Return the number of items above level \c l.
+ int aboveLevel(int l) const
+ {
+ return _first[_max_level+1]-_first[l+1];
+ }
+ ///Return the number of active items on level \c l.
+ int activesOnLevel(int l) const
+ {
+ return _last_active[l]-_first[l]+1;
+ }
+ ///Return true if there is no active item on level \c l.
+ bool activeFree(int l) const
+ {
+ return _last_active[l]<_first[l];
+ }
+ ///Return the maximum allowed level.
+ int maxLevel() const
+ {
+ return _max_level;
+ }
+
+ ///\name Highest Active Item
+ ///Functions for working with the highest level
+ ///active item.
+
+ ///@{
+
+ ///Return a highest level active item.
+
+ ///Return a highest level active item or INVALID if there is no active
+ ///item.
+ Item highestActive() const
+ {
+ return _highest_active>=0?*_last_active[_highest_active]:INVALID;
+ }
+
+ ///Return the highest active level.
+
+ ///Return the level of the highest active item or -1 if there is no active
+ ///item.
+ int highestActiveLevel() const
+ {
+ return _highest_active;
+ }
+
+ ///Lift the highest active item by one.
+
+ ///Lift the item returned by highestActive() by one.
+ ///
+ void liftHighestActive()
+ {
+ Item it = *_last_active[_highest_active];
+ ++_level[it];
+ swap(_last_active[_highest_active]--,_last_active[_highest_active+1]);
+ --_first[++_highest_active];
+ }
+
+ ///Lift the highest active item to the given level.
+
+ ///Lift the item returned by highestActive() to level \c new_level.
+ ///
+ ///\warning \c new_level must be strictly higher
+ ///than the current level.
+ ///
+ void liftHighestActive(int new_level)
+ {
+ const Item li = *_last_active[_highest_active];
+
+ copy(--_first[_highest_active+1],_last_active[_highest_active]--);
+ for(int l=_highest_active+1;l<new_level;l++)
+ {
+ copy(--_first[l+1],_first[l]);
+ --_last_active[l];
+ }
+ copy(li,_first[new_level]);
+ _level[li] = new_level;
+ _highest_active=new_level;
+ }
+
+ ///Lift the highest active item to the top level.
+
+ ///Lift the item returned by highestActive() to the top level and
+ ///deactivate it.
+ void liftHighestActiveToTop()
+ {
+ const Item li = *_last_active[_highest_active];
+
+ copy(--_first[_highest_active+1],_last_active[_highest_active]--);
+ for(int l=_highest_active+1;l<_max_level;l++)
+ {
+ copy(--_first[l+1],_first[l]);
+ --_last_active[l];
+ }
+ copy(li,_first[_max_level]);
+ --_last_active[_max_level];
+ _level[li] = _max_level;
+
+ while(_highest_active>=0 &&
+ _last_active[_highest_active]<_first[_highest_active])
+ _highest_active--;
+ }
+
+ ///@}
+
+ ///\name Active Item on Certain Level
+ ///Functions for working with the active items.
+
+ ///@{
+
+ ///Return an active item on level \c l.
+
+ ///Return an active item on level \c l or \ref INVALID if there is no such
+ ///an item. (\c l must be from the range [0...\c max_level].
+ Item activeOn(int l) const
+ {
+ return _last_active[l]>=_first[l]?*_last_active[l]:INVALID;
+ }
+
+ ///Lift the active item returned by \c activeOn(level) by one.
+
+ ///Lift the active item returned by \ref activeOn() "activeOn(level)"
+ ///by one.
+ Item liftActiveOn(int level)
+ {
+ Item it =*_last_active[level];
+ ++_level[it];
+ swap(_last_active[level]--, --_first[level+1]);
+ if (level+1>_highest_active) ++_highest_active;
+ }
+
+ ///Lift the active item returned by \c activeOn(level) to the given level.
+
+ ///Lift the active item returned by \ref activeOn() "activeOn(level)"
+ ///to the given level.
+ void liftActiveOn(int level, int new_level)
+ {
+ const Item ai = *_last_active[level];
+
+ copy(--_first[level+1], _last_active[level]--);
+ for(int l=level+1;l<new_level;l++)
+ {
+ copy(_last_active[l],_first[l]);
+ copy(--_first[l+1], _last_active[l]--);
+ }
+ copy(ai,_first[new_level]);
+ _level[ai] = new_level;
+ if (new_level>_highest_active) _highest_active=new_level;
+ }
+
+ ///Lift the active item returned by \c activeOn(level) to the top level.
+
+ ///Lift the active item returned by \ref activeOn() "activeOn(level)"
+ ///to the top level and deactivate it.
+ void liftActiveToTop(int level)
+ {
+ const Item ai = *_last_active[level];
+
+ copy(--_first[level+1],_last_active[level]--);
+ for(int l=level+1;l<_max_level;l++)
+ {
+ copy(_last_active[l],_first[l]);
+ copy(--_first[l+1], _last_active[l]--);
+ }
+ copy(ai,_first[_max_level]);
+ --_last_active[_max_level];
+ _level[ai] = _max_level;
+
+ if (_highest_active==level) {
+ while(_highest_active>=0 &&
+ _last_active[_highest_active]<_first[_highest_active])
+ _highest_active--;
+ }
+ }
+
+ ///@}
+
+ ///Lift an active item to a higher level.
+
+ ///Lift an active item to a higher level.
+ ///\param i The item to be lifted. It must be active.
+ ///\param new_level The new level of \c i. It must be strictly higher
+ ///than the current level.
+ ///
+ void lift(Item i, int new_level)
+ {
+ const int lo = _level[i];
+ const Vit w = _where[i];
+
+ copy(_last_active[lo],w);
+ copy(--_first[lo+1],_last_active[lo]--);
+ for(int l=lo+1;l<new_level;l++)
+ {
+ copy(_last_active[l],_first[l]);
+ copy(--_first[l+1],_last_active[l]--);
+ }
+ copy(i,_first[new_level]);
+ _level[i] = new_level;
+ if(new_level>_highest_active) _highest_active=new_level;
+ }
+
+ ///Move an inactive item to the top but one level (in a dirty way).
+
+ ///This function moves an inactive item from the top level to the top
+ ///but one level (in a dirty way).
+ ///\warning It makes the underlying datastructure corrupt, so use it
+ ///only if you really know what it is for.
+ ///\pre The item is on the top level.
+ void dirtyTopButOne(Item i) {
+ _level[i] = _max_level - 1;
+ }
+
+ ///Lift all items on and above the given level to the top level.
+
+ ///This function lifts all items on and above level \c l to the top
+ ///level and deactivates them.
+ void liftToTop(int l)
+ {
+ const Vit f=_first[l];
+ const Vit tl=_first[_max_level];
+ for(Vit i=f;i!=tl;++i)
+ _level[*i] = _max_level;
+ for(int i=l;i<=_max_level;i++)
+ {
+ _first[i]=f;
+ _last_active[i]=f-1;
+ }
+ for(_highest_active=l-1;
+ _highest_active>=0 &&
+ _last_active[_highest_active]<_first[_highest_active];
+ _highest_active--) ;
+ }
+
+ private:
+ int _init_lev;
+ Vit _init_num;
+
+ public:
+
+ ///\name Initialization
+ ///Using these functions you can initialize the levels of the items.
+ ///\n
+ ///The initialization must be started with calling \c initStart().
+ ///Then the items should be listed level by level starting with the
+ ///lowest one (level 0) using \c initAddItem() and \c initNewLevel().
+ ///Finally \c initFinish() must be called.
+ ///The items not listed are put on the highest level.
+ ///@{
+
+ ///Start the initialization process.
+ void initStart()
+ {
+ _init_lev=0;
+ _init_num=&_items[0];
+ _first[0]=&_items[0];
+ _last_active[0]=&_items[0]-1;
+ Vit n=&_items[0];
+ for(typename ItemSetTraits<GR,Item>::ItemIt i(_g);i!=INVALID;++i)
+ {
+ *n=i;
+ _where[i] = n;
+ _level[i] = _max_level;
+ ++n;
+ }
+ }
+
+ ///Add an item to the current level.
+ void initAddItem(Item i)
+ {
+ swap(_where[i],_init_num);
+ _level[i] = _init_lev;
+ ++_init_num;
+ }
+
+ ///Start a new level.
+
+ ///Start a new level.
+ ///It shouldn't be used before the items on level 0 are listed.
+ void initNewLevel()
+ {
+ _init_lev++;
+ _first[_init_lev]=_init_num;
+ _last_active[_init_lev]=_init_num-1;
+ }
+
+ ///Finalize the initialization process.
+ void initFinish()
+ {
+ for(_init_lev++;_init_lev<=_max_level;_init_lev++)
+ {
+ _first[_init_lev]=_init_num;
+ _last_active[_init_lev]=_init_num-1;
+ }
+ _first[_max_level+1]=&_items[0]+_item_num;
+ _last_active[_max_level+1]=&_items[0]+_item_num-1;
+ _highest_active = -1;
+ }
+
+ ///@}
+
+ };
+
+ ///Class for handling "labels" in push-relabel type algorithms.
+
+ ///A class for handling "labels" in push-relabel type algorithms.
+ ///
+ ///\ingroup auxdat
+ ///Using this class you can assign "labels" (nonnegative integer numbers)
+ ///to the edges or nodes of a graph, manipulate and query them through
+ ///operations typically arising in "push-relabel" type algorithms.
+ ///
+ ///Each item is either \em active or not, and you can also choose a
+ ///highest level active item.
+ ///
+ ///\sa Elevator
+ ///
+ ///\param GR Type of the underlying graph.
+ ///\param Item Type of the items the data is assigned to (\c GR::Node,
+ ///\c GR::Arc or \c GR::Edge).
+ template <class GR, class Item>
+ class LinkedElevator {
+ public:
+
+ typedef Item Key;
+ typedef int Value;
+
+ private:
+
+ typedef typename ItemSetTraits<GR,Item>::
+ template Map<Item>::Type ItemMap;
+ typedef typename ItemSetTraits<GR,Item>::
+ template Map<int>::Type IntMap;
+ typedef typename ItemSetTraits<GR,Item>::
+ template Map<bool>::Type BoolMap;
+
+ const GR &_graph;
+ int _max_level;
+ int _item_num;
+ std::vector<Item> _first, _last;
+ ItemMap _prev, _next;
+ int _highest_active;
+ IntMap _level;
+ BoolMap _active;
+
+ public:
+ ///Constructor with given maximum level.
+
+ ///Constructor with given maximum level.
+ ///
+ ///\param graph The underlying graph.
+ ///\param max_level The maximum allowed level.
+ ///Set the range of the possible labels to <tt>[0..max_level]</tt>.
+ LinkedElevator(const GR& graph, int max_level)
+ : _graph(graph), _max_level(max_level), _item_num(_max_level),
+ _first(_max_level + 1), _last(_max_level + 1),
+ _prev(graph), _next(graph),
+ _highest_active(-1), _level(graph), _active(graph) {}
+
+ ///Constructor.
+
+ ///Constructor.
+ ///
+ ///\param graph The underlying graph.
+ ///Set the range of the possible labels to <tt>[0..max_level]</tt>,
+ ///where \c max_level is equal to the number of labeled items in the graph.
+ LinkedElevator(const GR& graph)
+ : _graph(graph), _max_level(countItems<GR, Item>(graph)),
+ _item_num(_max_level),
+ _first(_max_level + 1), _last(_max_level + 1),
+ _prev(graph, INVALID), _next(graph, INVALID),
+ _highest_active(-1), _level(graph), _active(graph) {}
+
+
+ ///Activate item \c i.
+
+ ///Activate item \c i.
+ ///\pre Item \c i shouldn't be active before.
+ void activate(Item i) {
+ _active[i] = true;
+
+ int level = _level[i];
+ if (level > _highest_active) {
+ _highest_active = level;
+ }
+
+ if (_prev[i] == INVALID || _active[_prev[i]]) return;
+ //unlace
+ _next[_prev[i]] = _next[i];
+ if (_next[i] != INVALID) {
+ _prev[_next[i]] = _prev[i];
+ } else {
+ _last[level] = _prev[i];
+ }
+ //lace
+ _next[i] = _first[level];
+ _prev[_first[level]] = i;
+ _prev[i] = INVALID;
+ _first[level] = i;
+
+ }
+
+ ///Deactivate item \c i.
+
+ ///Deactivate item \c i.
+ ///\pre Item \c i must be active before.
+ void deactivate(Item i) {
+ _active[i] = false;
+ int level = _level[i];
+
+ if (_next[i] == INVALID || !_active[_next[i]])
+ goto find_highest_level;
+
+ //unlace
+ _prev[_next[i]] = _prev[i];
+ if (_prev[i] != INVALID) {
+ _next[_prev[i]] = _next[i];
+ } else {
+ _first[_level[i]] = _next[i];
+ }
+ //lace
+ _prev[i] = _last[level];
+ _next[_last[level]] = i;
+ _next[i] = INVALID;
+ _last[level] = i;
+
+ find_highest_level:
+ if (level == _highest_active) {
+ while (_highest_active >= 0 && activeFree(_highest_active))
+ --_highest_active;
+ }
+ }
+
+ ///Query whether item \c i is active
+ bool active(Item i) const { return _active[i]; }
+
+ ///Return the level of item \c i.
+ int operator[](Item i) const { return _level[i]; }
+
+ ///Return the number of items on level \c l.
+ int onLevel(int l) const {
+ int num = 0;
+ Item n = _first[l];
+ while (n != INVALID) {
+ ++num;
+ n = _next[n];
+ }
+ return num;
+ }
+
+ ///Return true if the level is empty.
+ bool emptyLevel(int l) const {
+ return _first[l] == INVALID;
+ }
+
+ ///Return the number of items above level \c l.
+ int aboveLevel(int l) const {
+ int num = 0;
+ for (int level = l + 1; level < _max_level; ++level)
+ num += onLevel(level);
+ return num;
+ }
+
+ ///Return the number of active items on level \c l.
+ int activesOnLevel(int l) const {
+ int num = 0;
+ Item n = _first[l];
+ while (n != INVALID && _active[n]) {
+ ++num;
+ n = _next[n];
+ }
+ return num;
+ }
+
+ ///Return true if there is no active item on level \c l.
+ bool activeFree(int l) const {
+ return _first[l] == INVALID || !_active[_first[l]];
+ }
+
+ ///Return the maximum allowed level.
+ int maxLevel() const {
+ return _max_level;
+ }
+
+ ///\name Highest Active Item
+ ///Functions for working with the highest level
+ ///active item.
+
+ ///@{
+
+ ///Return a highest level active item.
+
+ ///Return a highest level active item or INVALID if there is no active
+ ///item.
+ Item highestActive() const {
+ return _highest_active >= 0 ? _first[_highest_active] : INVALID;
+ }
+
+ ///Return the highest active level.
+
+ ///Return the level of the highest active item or -1 if there is no active
+ ///item.
+ int highestActiveLevel() const {
+ return _highest_active;
+ }
+
+ ///Lift the highest active item by one.
+
+ ///Lift the item returned by highestActive() by one.
+ ///
+ void liftHighestActive() {
+ Item i = _first[_highest_active];
+ if (_next[i] != INVALID) {
+ _prev[_next[i]] = INVALID;
+ _first[_highest_active] = _next[i];
+ } else {
+ _first[_highest_active] = INVALID;
+ _last[_highest_active] = INVALID;
+ }
+ _level[i] = ++_highest_active;
+ if (_first[_highest_active] == INVALID) {
+ _first[_highest_active] = i;
+ _last[_highest_active] = i;
+ _prev[i] = INVALID;
+ _next[i] = INVALID;
+ } else {
+ _prev[_first[_highest_active]] = i;
+ _next[i] = _first[_highest_active];
+ _first[_highest_active] = i;
+ }
+ }
+
+ ///Lift the highest active item to the given level.
+
+ ///Lift the item returned by highestActive() to level \c new_level.
+ ///
+ ///\warning \c new_level must be strictly higher
+ ///than the current level.
+ ///
+ void liftHighestActive(int new_level) {
+ Item i = _first[_highest_active];
+ if (_next[i] != INVALID) {
+ _prev[_next[i]] = INVALID;
+ _first[_highest_active] = _next[i];
+ } else {
+ _first[_highest_active] = INVALID;
+ _last[_highest_active] = INVALID;
+ }
+ _level[i] = _highest_active = new_level;
+ if (_first[_highest_active] == INVALID) {
+ _first[_highest_active] = _last[_highest_active] = i;
+ _prev[i] = INVALID;
+ _next[i] = INVALID;
+ } else {
+ _prev[_first[_highest_active]] = i;
+ _next[i] = _first[_highest_active];
+ _first[_highest_active] = i;
+ }
+ }
+
+ ///Lift the highest active item to the top level.
+
+ ///Lift the item returned by highestActive() to the top level and
+ ///deactivate it.
+ void liftHighestActiveToTop() {
+ Item i = _first[_highest_active];
+ _level[i] = _max_level;
+ if (_next[i] != INVALID) {
+ _prev[_next[i]] = INVALID;
+ _first[_highest_active] = _next[i];
+ } else {
+ _first[_highest_active] = INVALID;
+ _last[_highest_active] = INVALID;
+ }
+ while (_highest_active >= 0 && activeFree(_highest_active))
+ --_highest_active;
+ }
+
+ ///@}
+
+ ///\name Active Item on Certain Level
+ ///Functions for working with the active items.
+
+ ///@{
+
+ ///Return an active item on level \c l.
+
+ ///Return an active item on level \c l or \ref INVALID if there is no such
+ ///an item. (\c l must be from the range [0...\c max_level].
+ Item activeOn(int l) const
+ {
+ return _active[_first[l]] ? _first[l] : INVALID;
+ }
+
+ ///Lift the active item returned by \c activeOn(l) by one.
+
+ ///Lift the active item returned by \ref activeOn() "activeOn(l)"
+ ///by one.
+ Item liftActiveOn(int l)
+ {
+ Item i = _first[l];
+ if (_next[i] != INVALID) {
+ _prev[_next[i]] = INVALID;
+ _first[l] = _next[i];
+ } else {
+ _first[l] = INVALID;
+ _last[l] = INVALID;
+ }
+ _level[i] = ++l;
+ if (_first[l] == INVALID) {
+ _first[l] = _last[l] = i;
+ _prev[i] = INVALID;
+ _next[i] = INVALID;
+ } else {
+ _prev[_first[l]] = i;
+ _next[i] = _first[l];
+ _first[l] = i;
+ }
+ if (_highest_active < l) {
+ _highest_active = l;
+ }
+ }
+
+ ///Lift the active item returned by \c activeOn(l) to the given level.
+
+ ///Lift the active item returned by \ref activeOn() "activeOn(l)"
+ ///to the given level.
+ void liftActiveOn(int l, int new_level)
+ {
+ Item i = _first[l];
+ if (_next[i] != INVALID) {
+ _prev[_next[i]] = INVALID;
+ _first[l] = _next[i];
+ } else {
+ _first[l] = INVALID;
+ _last[l] = INVALID;
+ }
+ _level[i] = l = new_level;
+ if (_first[l] == INVALID) {
+ _first[l] = _last[l] = i;
+ _prev[i] = INVALID;
+ _next[i] = INVALID;
+ } else {
+ _prev[_first[l]] = i;
+ _next[i] = _first[l];
+ _first[l] = i;
+ }
+ if (_highest_active < l) {
+ _highest_active = l;
+ }
+ }
+
+ ///Lift the active item returned by \c activeOn(l) to the top level.
+
+ ///Lift the active item returned by \ref activeOn() "activeOn(l)"
+ ///to the top level and deactivate it.
+ void liftActiveToTop(int l)
+ {
+ Item i = _first[l];
+ if (_next[i] != INVALID) {
+ _prev[_next[i]] = INVALID;
+ _first[l] = _next[i];
+ } else {
+ _first[l] = INVALID;
+ _last[l] = INVALID;
+ }
+ _level[i] = _max_level;
+ if (l == _highest_active) {
+ while (_highest_active >= 0 && activeFree(_highest_active))
+ --_highest_active;
+ }
+ }
+
+ ///@}
+
+ /// \brief Lift an active item to a higher level.
+ ///
+ /// Lift an active item to a higher level.
+ /// \param i The item to be lifted. It must be active.
+ /// \param new_level The new level of \c i. It must be strictly higher
+ /// than the current level.
+ ///
+ void lift(Item i, int new_level) {
+ if (_next[i] != INVALID) {
+ _prev[_next[i]] = _prev[i];
+ } else {
+ _last[new_level] = _prev[i];
+ }
+ if (_prev[i] != INVALID) {
+ _next[_prev[i]] = _next[i];
+ } else {
+ _first[new_level] = _next[i];
+ }
+ _level[i] = new_level;
+ if (_first[new_level] == INVALID) {
+ _first[new_level] = _last[new_level] = i;
+ _prev[i] = INVALID;
+ _next[i] = INVALID;
+ } else {
+ _prev[_first[new_level]] = i;
+ _next[i] = _first[new_level];
+ _first[new_level] = i;
+ }
+ if (_highest_active < new_level) {
+ _highest_active = new_level;
+ }
+ }
+
+ ///Move an inactive item to the top but one level (in a dirty way).
+
+ ///This function moves an inactive item from the top level to the top
+ ///but one level (in a dirty way).
+ ///\warning It makes the underlying datastructure corrupt, so use it
+ ///only if you really know what it is for.
+ ///\pre The item is on the top level.
+ void dirtyTopButOne(Item i) {
+ _level[i] = _max_level - 1;
+ }
+
+ ///Lift all items on and above the given level to the top level.
+
+ ///This function lifts all items on and above level \c l to the top
+ ///level and deactivates them.
+ void liftToTop(int l) {
+ for (int i = l + 1; _first[i] != INVALID; ++i) {
+ Item n = _first[i];
+ while (n != INVALID) {
+ _level[n] = _max_level;
+ n = _next[n];
+ }
+ _first[i] = INVALID;
+ _last[i] = INVALID;
+ }
+ if (_highest_active > l - 1) {
+ _highest_active = l - 1;
+ while (_highest_active >= 0 && activeFree(_highest_active))
+ --_highest_active;
+ }
+ }
+
+ private:
+
+ int _init_level;
+
+ public:
+
+ ///\name Initialization
+ ///Using these functions you can initialize the levels of the items.
+ ///\n
+ ///The initialization must be started with calling \c initStart().
+ ///Then the items should be listed level by level starting with the
+ ///lowest one (level 0) using \c initAddItem() and \c initNewLevel().
+ ///Finally \c initFinish() must be called.
+ ///The items not listed are put on the highest level.
+ ///@{
+
+ ///Start the initialization process.
+ void initStart() {
+
+ for (int i = 0; i <= _max_level; ++i) {
+ _first[i] = _last[i] = INVALID;
+ }
+ _init_level = 0;
+ for(typename ItemSetTraits<GR,Item>::ItemIt i(_graph);
+ i != INVALID; ++i) {
+ _level[i] = _max_level;
+ _active[i] = false;
+ }
+ }
+
+ ///Add an item to the current level.
+ void initAddItem(Item i) {
+ _level[i] = _init_level;
+ if (_last[_init_level] == INVALID) {
+ _first[_init_level] = i;
+ _last[_init_level] = i;
+ _prev[i] = INVALID;
+ _next[i] = INVALID;
+ } else {
+ _prev[i] = _last[_init_level];
+ _next[i] = INVALID;
+ _next[_last[_init_level]] = i;
+ _last[_init_level] = i;
+ }
+ }
+
+ ///Start a new level.
+
+ ///Start a new level.
+ ///It shouldn't be used before the items on level 0 are listed.
+ void initNewLevel() {
+ ++_init_level;
+ }
+
+ ///Finalize the initialization process.
+ void initFinish() {
+ _highest_active = -1;
+ }
+
+ ///@}
+
+ };
+
+
+} //END OF NAMESPACE LEMON
+
+#endif
+