mirror of
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c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
709 lines
14 KiB
C++
709 lines
14 KiB
C++
/*************************************************************************/
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/* map.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 MAP_H
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#define MAP_H
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#include "set.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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// based on the very nice implementation of rb-trees by:
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// http://web.mit.edu/~emin/www/source_code/red_black_tree/index.html
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template <class K,class V,class C=Comparator<K>,class A=DefaultAllocator>
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class Map {
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enum Color {
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RED,
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BLACK
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};
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struct _Data;
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public:
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class Element {
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private:
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friend class Map<K,V,C,A>;
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//Color color;
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int color;
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Element* right;
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Element* left;
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Element* parent;
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Element* _next;
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Element* _prev;
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K _key;
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V _value;
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//_Data *data;
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public:
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const Element *next() const {
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return _next;
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}
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Element *next() {
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return _next;
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}
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const Element *prev() const {
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return _prev;
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}
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Element *prev() {
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return _prev;
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}
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const K& key() const {
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return _key;
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};
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V& value() {
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return _value;
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};
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const V& value() const {
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return _value;
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};
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V& get() {
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return _value;
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};
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const V& get() const {
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return _value;
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};
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Element() {
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color=RED;
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right=NULL;
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left=NULL;
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parent=NULL;
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_next=NULL;
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_prev=NULL;
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};
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};
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private:
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struct _Data {
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Element* _root;
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Element* _nil;
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int size_cache;
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_FORCE_INLINE_ _Data() {
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#ifdef GLOBALNIL_DISABLED
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_nil = memnew_allocator( Element, A );
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_nil->parent=_nil->left=_nil->right=_nil;
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_nil->color=BLACK;
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#else
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_nil=(Element*)&_GlobalNilClass::_nil;
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#endif
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_root=NULL;
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size_cache=0;
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}
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void _create_root() {
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_root = memnew_allocator( Element,A );
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_root->parent=_root->left=_root->right=_nil;
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_root->color=BLACK;
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}
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void _free_root() {
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if (_root) {
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memdelete_allocator<Element,A>(_root);
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_root=NULL;
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}
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}
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~_Data() {
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_free_root();
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#ifdef GLOBALNIL_DISABLED
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memdelete_allocator<Element,A>(_nil);
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#endif
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// memdelete_allocator<Element,A>(_root);
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}
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};
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_Data _data;
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inline void _set_color(Element *p_node, int p_color) {
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ERR_FAIL_COND( p_node == _data._nil && p_color == RED );
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p_node->color=p_color;
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}
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inline void _rotate_left(Element *p_node) {
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Element *r=p_node->right;
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p_node->right=r->left;
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if (r->left != _data._nil )
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r->left->parent=p_node;
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r->parent=p_node->parent;
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if (p_node==p_node->parent->left)
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p_node->parent->left=r;
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else
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p_node->parent->right=r;
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r->left=p_node;
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p_node->parent=r;
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}
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inline void _rotate_right(Element *p_node) {
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Element *l=p_node->left;
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p_node->left=l->right;
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if (l->right != _data._nil)
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l->right->parent=p_node;
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l->parent=p_node->parent;
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if (p_node==p_node->parent->right)
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p_node->parent->right=l;
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else
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p_node->parent->left=l;
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l->right=p_node;
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p_node->parent=l;
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}
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inline Element* _successor(Element *p_node) const {
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Element *node=p_node;
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if (node->right != _data._nil) {
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node=node->right;
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while(node->left != _data._nil) { /* returns the minium of the right subtree of node */
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node=node->left;
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}
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return node;
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} else {
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while(node == node->parent->right) {
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node=node->parent;
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}
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if (node->parent == _data._root)
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return NULL;
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return node->parent;
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}
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}
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inline Element* _predecessor(Element *p_node) const {
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Element *node=p_node;
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if (node->left != _data._nil) {
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node=node->left;
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while(node->right != _data._nil) { /* returns the minium of the left subtree of node */
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node=node->right;
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}
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return node;
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} else {
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while(node == node->parent->left) {
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if (node->parent == _data._root)
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return NULL;
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node=node->parent;
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}
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return node->parent;
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}
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}
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Element *_find(const K& p_key) const {
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Element *node = _data._root->left;
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C less;
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while(node!=_data._nil) {
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if (less(p_key,node->_key))
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node=node->left;
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else if (less(node->_key,p_key))
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node=node->right;
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else
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break; // found
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}
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return (node!=_data._nil)?node:NULL;
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}
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Element *_find_closest(const K& p_key) const {
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Element *node = _data._root->left;
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Element *prev = NULL;
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C less;
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while(node!=_data._nil) {
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prev=node;
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if (less(p_key,node->_key))
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node=node->left;
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else if (less(node->_key,p_key))
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node=node->right;
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else
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break; // found
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}
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if (node==_data._nil) {
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if (prev==NULL)
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return NULL;
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if (less(p_key,prev->_key)) {
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prev=prev->_prev;
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}
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return prev;
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} else
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return node;
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}
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Element *_insert(const K& p_key, bool& r_exists) {
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Element *new_parent=_data._root;
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Element *node = _data._root->left;
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C less;
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while (node!=_data._nil) {
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new_parent=node;
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if (less(p_key,node->_key))
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node=node->left;
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else if (less(node->_key,p_key))
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node=node->right;
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else {
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r_exists=true;
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return node;
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}
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}
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Element *new_node = memnew_allocator( Element, A );
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new_node->parent=new_parent;
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new_node->right=_data._nil;
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new_node->left=_data._nil;
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new_node->_key=p_key;
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//new_node->data=_data;
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if (new_parent==_data._root || less(p_key,new_parent->_key)) {
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new_parent->left=new_node;
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} else {
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new_parent->right=new_node;
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}
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r_exists=false;
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new_node->_next=_successor(new_node);
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new_node->_prev=_predecessor(new_node);
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if (new_node->_next)
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new_node->_next->_prev=new_node;
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if (new_node->_prev)
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new_node->_prev->_next=new_node;
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return new_node;
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}
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Element * _insert_rb(const K& p_key, const V& p_value) {
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bool exists=false;
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Element *new_node = _insert(p_key,exists);
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if (new_node) {
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new_node->_value=p_value;
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}
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if (exists)
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return new_node;
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Element *node=new_node;
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_data.size_cache++;
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while(node->parent->color==RED) {
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if (node->parent == node->parent->parent->left) {
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Element *aux=node->parent->parent->right;
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if (aux->color==RED) {
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_set_color(node->parent,BLACK);
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_set_color(aux,BLACK);
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_set_color(node->parent->parent,RED);
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node=node->parent->parent;
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} else {
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if (node == node->parent->right) {
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node=node->parent;
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_rotate_left(node);
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}
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_set_color(node->parent,BLACK);
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_set_color(node->parent->parent,RED);
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_rotate_right(node->parent->parent);
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}
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} else {
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Element *aux=node->parent->parent->left;
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if (aux->color==RED) {
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_set_color(node->parent,BLACK);
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_set_color(aux,BLACK);
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_set_color(node->parent->parent,RED);
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node=node->parent->parent;
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} else {
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if (node == node->parent->left) {
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node=node->parent;
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_rotate_right(node);
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}
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_set_color(node->parent,BLACK);
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_set_color(node->parent->parent,RED);
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_rotate_left(node->parent->parent);
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}
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}
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}
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_set_color(_data._root->left,BLACK);
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return new_node;
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}
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void _erase_fix(Element *p_node) {
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Element *root = _data._root->left;
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Element *node=p_node;
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while( (node->color==BLACK) && (root != node)) {
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if (node == node->parent->left) {
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Element *aux=node->parent->right;
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if (aux->color==RED) {
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_set_color(aux,BLACK);
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_set_color(node->parent,RED);
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_rotate_left(node->parent);
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aux=node->parent->right;
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}
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if ( (aux->right->color==BLACK) && (aux->left->color==BLACK) ) {
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_set_color(aux,RED);
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node=node->parent;
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} else {
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if (aux->right->color==BLACK) {
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_set_color(aux->left,BLACK);
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_set_color(aux,RED);
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_rotate_right(aux);
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aux=node->parent->right;
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}
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_set_color(aux,node->parent->color);
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_set_color(node->parent,BLACK);
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_set_color(aux->right,BLACK);
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_rotate_left(node->parent);
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node=root; /* this is to exit while loop */
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}
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} else { /* the code below is has left and right switched from above */
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Element *aux=node->parent->left;
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if (aux->color==RED) {
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_set_color(aux,BLACK);
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_set_color(node->parent,RED);;
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_rotate_right(node->parent);
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aux=node->parent->left;
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}
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if ( (aux->right->color==BLACK) && (aux->left->color==BLACK) ) {
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_set_color(aux,RED);
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node=node->parent;
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} else {
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if (aux->left->color==BLACK) {
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_set_color(aux->right,BLACK);
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_set_color(aux,RED);
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_rotate_left(aux);
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aux=node->parent->left;
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}
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_set_color(aux,node->parent->color);
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_set_color(node->parent,BLACK);
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_set_color(aux->left,BLACK);
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_rotate_right(node->parent);
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node=root;
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}
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}
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}
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_set_color(node,BLACK);
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ERR_FAIL_COND(_data._nil->color!=BLACK);
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}
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void _erase(Element *p_node) {
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Element *rp= ((p_node->left == _data._nil) || (p_node->right == _data._nil)) ? p_node : _successor(p_node);
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if (!rp)
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rp=_data._nil;
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Element *node= (rp->left == _data._nil) ? rp->right : rp->left;
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if (_data._root == (node->parent=rp->parent) ) {
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_data._root->left=node;
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} else {
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if (rp == rp->parent->left) {
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rp->parent->left=node;
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} else {
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rp->parent->right=node;
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}
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}
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if (rp != p_node) {
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ERR_FAIL_COND( rp == _data._nil );
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if (rp->color==BLACK)
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_erase_fix(node);
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rp->left=p_node->left;
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rp->right=p_node->right;
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rp->parent=p_node->parent;
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rp->color=p_node->color;
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p_node->left->parent=rp;
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p_node->right->parent=rp;
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if (p_node == p_node->parent->left) {
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p_node->parent->left=rp;
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} else {
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p_node->parent->right=rp;
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}
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} else {
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if (p_node->color==BLACK)
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_erase_fix(node);
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}
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if (p_node->_next)
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p_node->_next->_prev=p_node->_prev;
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if (p_node->_prev)
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p_node->_prev->_next=p_node->_next;
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memdelete_allocator<Element,A>(p_node);
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_data.size_cache--;
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ERR_FAIL_COND( _data._nil->color==RED );
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}
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void _calculate_depth(Element *p_element,int &max_d,int d) const {
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if (p_element==_data._nil) {
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return;
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}
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_calculate_depth(p_element->left,max_d,d+1);
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_calculate_depth(p_element->right,max_d,d+1);
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if (d>max_d)
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max_d=d;
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}
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void _cleanup_tree(Element *p_element) {
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if (p_element==_data._nil)
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return;
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_cleanup_tree(p_element->left);
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_cleanup_tree(p_element->right);
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memdelete_allocator<Element,A>( p_element );
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}
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void _copy_from( const Map& p_map) {
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clear();
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// not the fastest way, but safeset to write.
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for(Element *I=p_map.front();I;I=I->next()) {
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insert(I->key(),I->value());
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}
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}
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public:
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const Element *find(const K& p_key) const {
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if (!_data._root)
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return NULL;
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const Element *res=_find(p_key);
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return res;
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}
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Element *find(const K& p_key) {
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if (!_data._root)
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return NULL;
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Element *res=_find(p_key);
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return res;
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}
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const Element *find_closest(const K& p_key) const {
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if (!_data._root)
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return NULL;
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const Element *res=_find_closest(p_key);
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return res;
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}
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Element *find_closest(const K& p_key) {
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if (!_data._root)
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return NULL;
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Element *res=_find_closest(p_key);
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return res;
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}
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Element *insert(const K& p_key,const V& p_value) {
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|
|
if (!_data._root)
|
|
_data._create_root();
|
|
return _insert_rb(p_key,p_value);
|
|
|
|
}
|
|
|
|
void erase(Element* p_element) {
|
|
|
|
if (!_data._root)
|
|
return;
|
|
_erase(p_element);
|
|
if (_data.size_cache==0 && _data._root)
|
|
_data._free_root();
|
|
}
|
|
|
|
bool erase(const K& p_key) {
|
|
|
|
if (!_data._root)
|
|
return false;
|
|
Element *e=find(p_key);
|
|
if (!e)
|
|
return false;
|
|
_erase(e);
|
|
return true;
|
|
}
|
|
|
|
bool has(const K& p_key) const {
|
|
|
|
if (!_data._root)
|
|
return false;
|
|
return find(p_key) != NULL;
|
|
}
|
|
|
|
const V& operator[](const K& p_key) const {
|
|
|
|
ERR_FAIL_COND_V(!_data._root, *(V*)NULL); // crash on purpose
|
|
const Element *e=find(p_key);
|
|
ERR_FAIL_COND_V(!e, *(V*)NULL); // crash on purpose
|
|
return e->_value;
|
|
}
|
|
V& operator[](const K& p_key) {
|
|
|
|
if (!_data._root)
|
|
_data._create_root();
|
|
|
|
Element *e=find(p_key);
|
|
if (!e)
|
|
e=insert(p_key,V());
|
|
|
|
ERR_FAIL_COND_V(!e, *(V*)NULL); // crash on purpose
|
|
return e->_value;
|
|
}
|
|
|
|
Element *front() const {
|
|
|
|
if (!_data._root)
|
|
return NULL;
|
|
|
|
Element *e=_data._root->left;
|
|
if (e==_data._nil)
|
|
return NULL;
|
|
|
|
while(e->left!=_data._nil)
|
|
e=e->left;
|
|
|
|
return e;
|
|
}
|
|
|
|
Element *back() const {
|
|
|
|
if (!_data._root)
|
|
return NULL;
|
|
Element *e=_data._root->left;
|
|
if (e==_data._nil)
|
|
return NULL;
|
|
|
|
while(e->right!=_data._nil)
|
|
e=e->right;
|
|
|
|
return e;
|
|
}
|
|
|
|
inline bool empty() const { return _data.size_cache==0; }
|
|
inline int size() const { return _data.size_cache; }
|
|
int calculate_depth() const {
|
|
// used for debug mostly
|
|
if (!_data._root)
|
|
return 0;
|
|
int max_d=0;
|
|
_calculate_depth(_data._root->left,max_d,0);
|
|
return max_d;
|
|
}
|
|
|
|
void clear() {
|
|
|
|
if (!_data._root)
|
|
return;
|
|
_cleanup_tree(_data._root->left);
|
|
_data._root->left=_data._nil;
|
|
_data.size_cache=0;
|
|
_data._nil->parent=_data._nil;
|
|
_data._free_root();
|
|
}
|
|
|
|
void operator=(const Map& p_map) {
|
|
|
|
_copy_from( p_map );
|
|
}
|
|
|
|
Map(const Map& p_map) {
|
|
|
|
_copy_from( p_map );
|
|
}
|
|
|
|
_FORCE_INLINE_ Map() {
|
|
|
|
}
|
|
|
|
|
|
~Map() {
|
|
|
|
clear();
|
|
}
|
|
|
|
};
|
|
|
|
#endif
|