395 lines
15 KiB
C++
395 lines
15 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Bi-directional set. A Bucket knows about the elements that lie
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// in it, and the elements know about the buckets they lie in.
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef UTLBIDIRECTIONALSET_H
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#define UTLBIDIRECTIONALSET_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier0/dbg.h"
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#include "utllinkedlist.h"
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//-----------------------------------------------------------------------------
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// Templatized helper class to deal with the kinds of things that spatial
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// partition code always seems to have; buckets with lists of lots of elements
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// and elements that live in lots of buckets. This makes it really quick to
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// add and remove elements, and to iterate over all elements in a bucket.
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//
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// For this to work, you must initialize the set with two functions one that
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// maps from bucket to the index of the first element in that bucket, and one
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// that maps from element to the index of the first bucket that element lies in.
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// The set will completely manage the index, it's just expected that those
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// indices will be stored outside the set.
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//
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// S is the storage type of the index; it is the type that you may use to
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// save indices into memory. I is the local iterator type, which you should
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// use in any local scope (eg, inside a for() loop.) The reason for this is
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// that you may wish to use unsigned shorts inside the structs you are
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// saving with a CBidirectionalSet; but 16-bit arithmetic is catastrophically
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// slow on a PowerPC -- during testing we saw CBidirectionalSet:: operations
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// consume as much as 8% of the frame.
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//
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// For this reason, on the 360, the handles have been typedef'd to native
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// register types (U32) which are accepted as parameters by the functions.
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// The implicit assumption is that CBucketHandle and CElementHandle can
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// be safely cast to ints! You can increase to U64 without performance
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// penalty if necessary; the PowerPC is a 64-bit processor.
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//-----------------------------------------------------------------------------
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template< class CBucketHandle, class CElementHandle, class S, class I = S >
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class CBidirectionalSet
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{
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public:
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// Install methods to get at the first bucket given a element
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// and vice versa...
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typedef S& (*FirstElementFunc_t)(CBucketHandle);
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typedef S& (*FirstBucketFunc_t)(CElementHandle);
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#ifdef _X360
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typedef uint32 CBucketHandlePram;
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typedef uint32 CElementHandlePram;
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#else
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typedef CBucketHandle CBucketHandlePram;
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typedef CElementHandle CElementHandlePram;
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#endif
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// Constructor
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CBidirectionalSet();
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// Call this before using the set
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void Init( FirstElementFunc_t elemFunc, FirstBucketFunc_t bucketFunc );
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// Add an element to a particular bucket
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void AddElementToBucket( CBucketHandlePram bucket, CElementHandlePram element );
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// Prevalidate an add to a particular bucket
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// NOTE: EXPENSIVE!!!
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void ValidateAddElementToBucket( CBucketHandlePram bucket, CElementHandlePram element );
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// Test if an element is in a particular bucket.
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// NOTE: EXPENSIVE!!!
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bool IsElementInBucket( CBucketHandlePram bucket, CElementHandlePram element );
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// Remove an element from a particular bucket
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void RemoveElementFromBucket( CBucketHandlePram bucket, CElementHandlePram element );
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// Remove an element from all buckets
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void RemoveElement( CElementHandlePram element );
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void RemoveBucket( CBucketHandlePram element );
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// Used to iterate elements in a bucket; I is the iterator
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I FirstElement( CBucketHandlePram bucket ) const;
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I NextElement( I idx ) const;
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CElementHandle Element( I idx ) const;
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// Used to iterate buckets associated with an element; I is the iterator
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I FirstBucket( CElementHandlePram bucket ) const;
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I NextBucket( I idx ) const;
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CBucketHandle Bucket( I idx ) const;
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static S InvalidIndex();
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// Ensure capacity
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void EnsureCapacity( int count );
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// Deallocate....
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void Purge();
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int NumAllocated( void ) const;
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private:
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struct BucketListInfo_t
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{
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CElementHandle m_Element;
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S m_BucketListIndex; // what's the m_BucketsUsedByElement index of the entry?
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};
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struct ElementListInfo_t
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{
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CBucketHandle m_Bucket;
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S m_ElementListIndex; // what's the m_ElementsInBucket index of the entry?
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};
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// Maintains a list of all elements in a particular bucket
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CUtlLinkedList< BucketListInfo_t, S, true, I > m_ElementsInBucket;
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// Maintains a list of all buckets a particular element lives in
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CUtlLinkedList< ElementListInfo_t, S, true, I > m_BucketsUsedByElement;
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FirstBucketFunc_t m_FirstBucket;
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FirstElementFunc_t m_FirstElement;
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};
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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template< class CBucketHandle, class CElementHandle, class S, class I >
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CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::CBidirectionalSet( )
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{
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m_FirstBucket = NULL;
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m_FirstElement = NULL;
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}
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//-----------------------------------------------------------------------------
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// Call this before using the set
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//-----------------------------------------------------------------------------
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template< class CBucketHandle, class CElementHandle, class S, class I >
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void CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::Init( FirstElementFunc_t elemFunc, FirstBucketFunc_t bucketFunc )
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{
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m_FirstBucket = bucketFunc;
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m_FirstElement = elemFunc;
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}
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//-----------------------------------------------------------------------------
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// Adds an element to the bucket
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//-----------------------------------------------------------------------------
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template< class CBucketHandle, class CElementHandle, class S, class I >
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void CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::ValidateAddElementToBucket( CBucketHandlePram bucket, CElementHandlePram element )
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{
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#ifdef _DEBUG
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// Make sure that this element doesn't already exist in the list of elements in the bucket
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I elementInBucket = m_FirstElement( bucket );
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while( elementInBucket != m_ElementsInBucket.InvalidIndex() )
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{
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// If you hit an Assert here, fix the calling code. It's too expensive to ensure
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// that each item only shows up once here. Hopefully you can do something better
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// outside of here.
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Assert( m_ElementsInBucket[elementInBucket].m_Element != element );
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elementInBucket = m_ElementsInBucket.Next( elementInBucket );
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}
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// Make sure that this bucket doesn't already exist in the element's list of buckets.
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I bucketInElement = m_FirstBucket( element );
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while( bucketInElement != m_BucketsUsedByElement.InvalidIndex() )
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{
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// If you hit an Assert here, fix the calling code. It's too expensive to ensure
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// that each item only shows up once here. Hopefully you can do something better
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// outside of here.
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Assert( m_BucketsUsedByElement[bucketInElement].m_Bucket != bucket );
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bucketInElement = m_BucketsUsedByElement.Next( bucketInElement );
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Adds an element to the bucket
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//-----------------------------------------------------------------------------
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template< class CBucketHandle, class CElementHandle, class S, class I >
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void CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::AddElementToBucket( CBucketHandlePram bucket, CElementHandlePram element )
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{
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Assert( m_FirstBucket && m_FirstElement );
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// Allocate new element + bucket entries
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I idx = m_ElementsInBucket.Alloc(true);
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I list = m_BucketsUsedByElement.Alloc( true );
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// Store off the element data
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m_ElementsInBucket[idx].m_Element = element;
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m_ElementsInBucket[idx].m_BucketListIndex = list;
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// Here's the bucket data
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m_BucketsUsedByElement[list].m_Bucket = bucket;
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m_BucketsUsedByElement[list].m_ElementListIndex = idx;
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// Insert the element into the list of elements in the bucket
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S& firstElementInBucket = m_FirstElement( bucket );
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if ( firstElementInBucket != m_ElementsInBucket.InvalidIndex() )
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m_ElementsInBucket.LinkBefore( firstElementInBucket, idx );
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firstElementInBucket = idx;
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// Insert the bucket into the element's list of buckets
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S& firstBucketInElement = m_FirstBucket( element );
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if ( firstBucketInElement != m_BucketsUsedByElement.InvalidIndex() )
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m_BucketsUsedByElement.LinkBefore( firstBucketInElement, list );
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firstBucketInElement = list;
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}
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//-----------------------------------------------------------------------------
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// Test if an element is in a particular bucket.
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// NOTE: EXPENSIVE!!!
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//-----------------------------------------------------------------------------
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template< class CBucketHandle, class CElementHandle, class S, class I >
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bool CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::IsElementInBucket( CBucketHandlePram bucket, CElementHandlePram element )
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{
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// Search through all elements in this bucket to see if element is in there.
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I elementInBucket = m_FirstElement( bucket );
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while( elementInBucket != m_ElementsInBucket.InvalidIndex() )
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{
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if( m_ElementsInBucket[elementInBucket].m_Element == element )
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{
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return true;
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}
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elementInBucket = m_ElementsInBucket.Next( elementInBucket );
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Remove an element from a particular bucket
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//-----------------------------------------------------------------------------
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template< class CBucketHandle, class CElementHandle, class S, class I >
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void CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::RemoveElementFromBucket( CBucketHandlePram bucket, CElementHandlePram element )
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{
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// FIXME: Implement me!
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Assert(0);
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}
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//-----------------------------------------------------------------------------
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// Removes an element from all buckets
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//-----------------------------------------------------------------------------
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template< class CBucketHandle, class CElementHandle, class S, class I >
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void CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::RemoveElement( CElementHandlePram element )
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{
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Assert( m_FirstBucket && m_FirstElement );
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// Iterate over the list of all buckets the element is in
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I i = m_FirstBucket( element );
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while (i != m_BucketsUsedByElement.InvalidIndex())
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{
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CBucketHandlePram bucket = m_BucketsUsedByElement[i].m_Bucket;
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I elementListIndex = m_BucketsUsedByElement[i].m_ElementListIndex;
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// Unhook the element from the bucket's list of elements
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if (elementListIndex == m_FirstElement(bucket))
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m_FirstElement(bucket) = m_ElementsInBucket.Next(elementListIndex);
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m_ElementsInBucket.Free(elementListIndex);
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I prevNode = i;
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i = m_BucketsUsedByElement.Next(i);
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m_BucketsUsedByElement.Free(prevNode);
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}
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// Mark the list as empty
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m_FirstBucket( element ) = m_BucketsUsedByElement.InvalidIndex();
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}
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//-----------------------------------------------------------------------------
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// Removes a bucket from all elements
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//-----------------------------------------------------------------------------
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template< class CBucketHandle, class CElementHandle, class S, class I >
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void CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::RemoveBucket( CBucketHandlePram bucket )
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{
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// Iterate over the list of all elements in the bucket
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I i = m_FirstElement( bucket );
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while (i != m_ElementsInBucket.InvalidIndex())
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{
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CElementHandlePram element = m_ElementsInBucket[i].m_Element;
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I bucketListIndex = m_ElementsInBucket[i].m_BucketListIndex;
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// Unhook the bucket from the element's list of buckets
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if (bucketListIndex == m_FirstBucket(element))
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m_FirstBucket(element) = m_BucketsUsedByElement.Next(bucketListIndex);
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m_BucketsUsedByElement.Free(bucketListIndex);
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// Remove the list element
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I prevNode = i;
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i = m_ElementsInBucket.Next(i);
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m_ElementsInBucket.Free(prevNode);
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}
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// Mark the bucket list as empty
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m_FirstElement( bucket ) = m_ElementsInBucket.InvalidIndex();
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}
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//-----------------------------------------------------------------------------
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// Ensure capacity
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//-----------------------------------------------------------------------------
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template< class CBucketHandle, class CElementHandle, class S, class I >
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void CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::EnsureCapacity( int count )
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{
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m_ElementsInBucket.EnsureCapacity( count );
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m_BucketsUsedByElement.EnsureCapacity( count );
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}
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//-----------------------------------------------------------------------------
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// Deallocate....
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//-----------------------------------------------------------------------------
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template< class CBucketHandle, class CElementHandle, class S, class I >
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void CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::Purge()
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{
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m_ElementsInBucket.Purge( );
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m_BucketsUsedByElement.Purge( );
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}
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//-----------------------------------------------------------------------------
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// Number of elements allocated in each linked list (should be the same)
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//-----------------------------------------------------------------------------
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template< class CBucketHandle, class CElementHandle, class S, class I >
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int CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::NumAllocated( void ) const
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{
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Assert( m_ElementsInBucket.NumAllocated() == m_BucketsUsedByElement.NumAllocated() );
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return m_ElementsInBucket.NumAllocated();
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}
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//-----------------------------------------------------------------------------
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// Invalid index for iteration..
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//-----------------------------------------------------------------------------
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template< class CBucketHandle, class CElementHandle, class S, class I >
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inline S CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::InvalidIndex()
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{
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return CUtlLinkedList< CElementHandle, I >::InvalidIndex();
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}
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//-----------------------------------------------------------------------------
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// Used to iterate elements in a bucket; I is the iterator
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//-----------------------------------------------------------------------------
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template< class CBucketHandle, class CElementHandle, class S, class I >
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inline I CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::FirstElement( CBucketHandlePram bucket ) const
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{
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Assert( m_FirstElement );
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return m_FirstElement(bucket);
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}
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template< class CBucketHandle, class CElementHandle, class S, class I >
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inline I CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::NextElement( I idx ) const
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{
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return m_ElementsInBucket.Next(idx);
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}
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template< class CBucketHandle, class CElementHandle, class S, class I >
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inline CElementHandle CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::Element( I idx ) const
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{
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return m_ElementsInBucket[idx].m_Element;
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}
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//-----------------------------------------------------------------------------
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// Used to iterate buckets an element lies in; I is the iterator
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//-----------------------------------------------------------------------------
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template< class CBucketHandle, class CElementHandle, class S, class I >
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inline I CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::FirstBucket( CElementHandlePram element ) const
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{
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Assert( m_FirstBucket );
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return m_FirstBucket(element);
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}
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template< class CBucketHandle, class CElementHandle, class S, class I >
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inline I CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::NextBucket( I idx ) const
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{
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return m_BucketsUsedByElement.Next(idx);
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}
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template< class CBucketHandle, class CElementHandle, class S, class I >
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inline CBucketHandle CBidirectionalSet<CBucketHandle,CElementHandle,S,I>::Bucket( I idx ) const
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{
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return m_BucketsUsedByElement[idx].m_Bucket;
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}
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#endif // UTLBIDIRECTIONALSET_H
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