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98c655ec8d
* Node processing works on the concept of process groups. * A node group can be inherited, run on main thread, or a sub-thread. * Groups can be ordered. * Process priority is now present for physics. This is the first steps towards implementing https://github.com/godotengine/godot-proposals/issues/6424. No threading or thread guards exist yet in most of the scene code other than Node. That will have to be added later.
329 lines
9.1 KiB
C++
329 lines
9.1 KiB
C++
/**************************************************************************/
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/* local_vector.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef LOCAL_VECTOR_H
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#define LOCAL_VECTOR_H
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#include "core/error/error_macros.h"
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#include "core/os/memory.h"
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#include "core/templates/sort_array.h"
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#include "core/templates/vector.h"
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#include <initializer_list>
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#include <type_traits>
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// If tight, it grows strictly as much as needed.
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// Otherwise, it grows exponentially (the default and what you want in most cases).
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template <class T, class U = uint32_t, bool force_trivial = false, bool tight = false>
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class LocalVector {
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private:
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U count = 0;
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U capacity = 0;
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T *data = nullptr;
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public:
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T *ptr() {
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return data;
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}
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const T *ptr() const {
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return data;
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}
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_FORCE_INLINE_ void push_back(T p_elem) {
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if (unlikely(count == capacity)) {
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capacity = tight ? (capacity + 1) : MAX((U)1, capacity << 1);
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data = (T *)memrealloc(data, capacity * sizeof(T));
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CRASH_COND_MSG(!data, "Out of memory");
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}
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if constexpr (!std::is_trivially_constructible<T>::value && !force_trivial) {
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memnew_placement(&data[count++], T(p_elem));
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} else {
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data[count++] = p_elem;
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}
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}
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void remove_at(U p_index) {
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ERR_FAIL_UNSIGNED_INDEX(p_index, count);
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count--;
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for (U i = p_index; i < count; i++) {
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data[i] = data[i + 1];
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}
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if constexpr (!std::is_trivially_destructible<T>::value && !force_trivial) {
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data[count].~T();
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}
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}
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/// Removes the item copying the last value into the position of the one to
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/// remove. It's generally faster than `remove_at`.
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void remove_at_unordered(U p_index) {
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ERR_FAIL_INDEX(p_index, count);
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count--;
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if (count > p_index) {
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data[p_index] = data[count];
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}
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if constexpr (!std::is_trivially_destructible<T>::value && !force_trivial) {
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data[count].~T();
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}
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}
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_FORCE_INLINE_ bool erase(const T &p_val) {
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int64_t idx = find(p_val);
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if (idx >= 0) {
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remove_at(idx);
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return true;
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}
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return false;
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}
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void invert() {
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for (U i = 0; i < count / 2; i++) {
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SWAP(data[i], data[count - i - 1]);
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}
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}
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_FORCE_INLINE_ void clear() { resize(0); }
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_FORCE_INLINE_ void reset() {
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clear();
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if (data) {
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memfree(data);
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data = nullptr;
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capacity = 0;
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}
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}
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_FORCE_INLINE_ bool is_empty() const { return count == 0; }
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_FORCE_INLINE_ U get_capacity() const { return capacity; }
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_FORCE_INLINE_ void reserve(U p_size) {
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p_size = tight ? p_size : nearest_power_of_2_templated(p_size);
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if (p_size > capacity) {
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capacity = p_size;
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data = (T *)memrealloc(data, capacity * sizeof(T));
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CRASH_COND_MSG(!data, "Out of memory");
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}
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}
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_FORCE_INLINE_ U size() const { return count; }
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void resize(U p_size) {
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if (p_size < count) {
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if constexpr (!std::is_trivially_destructible<T>::value && !force_trivial) {
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for (U i = p_size; i < count; i++) {
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data[i].~T();
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}
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}
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count = p_size;
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} else if (p_size > count) {
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if (unlikely(p_size > capacity)) {
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capacity = tight ? p_size : nearest_power_of_2_templated(p_size);
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data = (T *)memrealloc(data, capacity * sizeof(T));
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CRASH_COND_MSG(!data, "Out of memory");
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}
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if constexpr (!std::is_trivially_constructible<T>::value && !force_trivial) {
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for (U i = count; i < p_size; i++) {
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memnew_placement(&data[i], T);
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}
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}
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count = p_size;
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}
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}
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_FORCE_INLINE_ const T &operator[](U p_index) const {
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CRASH_BAD_UNSIGNED_INDEX(p_index, count);
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return data[p_index];
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}
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_FORCE_INLINE_ T &operator[](U p_index) {
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CRASH_BAD_UNSIGNED_INDEX(p_index, count);
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return data[p_index];
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}
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struct Iterator {
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_FORCE_INLINE_ T &operator*() const {
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return *elem_ptr;
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}
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_FORCE_INLINE_ T *operator->() const { return elem_ptr; }
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_FORCE_INLINE_ Iterator &operator++() {
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elem_ptr++;
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return *this;
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}
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_FORCE_INLINE_ Iterator &operator--() {
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elem_ptr--;
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return *this;
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}
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_FORCE_INLINE_ bool operator==(const Iterator &b) const { return elem_ptr == b.elem_ptr; }
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_FORCE_INLINE_ bool operator!=(const Iterator &b) const { return elem_ptr != b.elem_ptr; }
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Iterator(T *p_ptr) { elem_ptr = p_ptr; }
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Iterator() {}
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Iterator(const Iterator &p_it) { elem_ptr = p_it.elem_ptr; }
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private:
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T *elem_ptr = nullptr;
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};
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struct ConstIterator {
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_FORCE_INLINE_ const T &operator*() const {
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return *elem_ptr;
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}
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_FORCE_INLINE_ const T *operator->() const { return elem_ptr; }
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_FORCE_INLINE_ ConstIterator &operator++() {
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elem_ptr++;
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return *this;
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}
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_FORCE_INLINE_ ConstIterator &operator--() {
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elem_ptr--;
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return *this;
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}
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_FORCE_INLINE_ bool operator==(const ConstIterator &b) const { return elem_ptr == b.elem_ptr; }
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_FORCE_INLINE_ bool operator!=(const ConstIterator &b) const { return elem_ptr != b.elem_ptr; }
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ConstIterator(const T *p_ptr) { elem_ptr = p_ptr; }
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ConstIterator() {}
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ConstIterator(const ConstIterator &p_it) { elem_ptr = p_it.elem_ptr; }
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private:
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const T *elem_ptr = nullptr;
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};
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_FORCE_INLINE_ Iterator begin() {
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return Iterator(data);
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}
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_FORCE_INLINE_ Iterator end() {
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return Iterator(data + size());
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}
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_FORCE_INLINE_ ConstIterator begin() const {
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return ConstIterator(ptr());
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}
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_FORCE_INLINE_ ConstIterator end() const {
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return ConstIterator(ptr() + size());
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}
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void insert(U p_pos, T p_val) {
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ERR_FAIL_UNSIGNED_INDEX(p_pos, count + 1);
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if (p_pos == count) {
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push_back(p_val);
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} else {
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resize(count + 1);
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for (U i = count - 1; i > p_pos; i--) {
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data[i] = data[i - 1];
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}
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data[p_pos] = p_val;
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}
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}
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int64_t find(const T &p_val, U p_from = 0) const {
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for (U i = p_from; i < count; i++) {
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if (data[i] == p_val) {
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return int64_t(i);
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}
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}
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return -1;
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}
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template <class C>
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void sort_custom() {
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U len = count;
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if (len == 0) {
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return;
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}
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SortArray<T, C> sorter;
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sorter.sort(data, len);
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}
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void sort() {
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sort_custom<_DefaultComparator<T>>();
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}
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void ordered_insert(T p_val) {
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U i;
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for (i = 0; i < count; i++) {
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if (p_val < data[i]) {
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break;
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}
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}
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insert(i, p_val);
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}
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operator Vector<T>() const {
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Vector<T> ret;
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ret.resize(size());
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T *w = ret.ptrw();
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memcpy(w, data, sizeof(T) * count);
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return ret;
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}
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Vector<uint8_t> to_byte_array() const { //useful to pass stuff to gpu or variant
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Vector<uint8_t> ret;
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ret.resize(count * sizeof(T));
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uint8_t *w = ret.ptrw();
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memcpy(w, data, sizeof(T) * count);
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return ret;
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}
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_FORCE_INLINE_ LocalVector() {}
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_FORCE_INLINE_ LocalVector(std::initializer_list<T> p_init) {
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reserve(p_init.size());
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for (const T &element : p_init) {
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push_back(element);
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}
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}
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_FORCE_INLINE_ LocalVector(const LocalVector &p_from) {
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resize(p_from.size());
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for (U i = 0; i < p_from.count; i++) {
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data[i] = p_from.data[i];
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}
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}
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inline void operator=(const LocalVector &p_from) {
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resize(p_from.size());
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for (U i = 0; i < p_from.count; i++) {
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data[i] = p_from.data[i];
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}
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}
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inline void operator=(const Vector<T> &p_from) {
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resize(p_from.size());
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for (U i = 0; i < count; i++) {
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data[i] = p_from[i];
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}
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}
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_FORCE_INLINE_ ~LocalVector() {
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if (data) {
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reset();
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}
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}
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};
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template <class T, class U = uint32_t, bool force_trivial = false>
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using TightLocalVector = LocalVector<T, U, force_trivial, true>;
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#endif // LOCAL_VECTOR_H
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