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hl2sdk/public/tier1/utlbidirectionalset.h

351 lines
13 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Bi-directional set. A Bucket knows about the elements that lie
// in it, and the elements know about the buckets they lie in.
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef UTLBIDIRECTIONALSET_H
#define UTLBIDIRECTIONALSET_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/dbg.h"
#include "utllinkedlist.h"
//-----------------------------------------------------------------------------
// Templatized helper class to deal with the kinds of things that spatial
// partition code always seems to have; buckets with lists of lots of elements
// and elements that live in lots of buckets. This makes it really quick to
// add and remove elements, and to iterate over all elements in a bucket.
//
// For this to work, you must initialize the set with two functions one that
// maps from bucket to the index of the first element in that bucket, and one
// that maps from element to the index of the first bucket that element lies in.
// The set will completely manage the index, it's just expected that those
// indices will be stored outside the set.
//-----------------------------------------------------------------------------
template< class CBucketHandle, class CElementHandle, class I >
class CBidirectionalSet
{
public:
// Install methods to get at the first bucket given a element
// and vice versa...
typedef I& (*FirstElementFunc_t)(CBucketHandle);
typedef I& (*FirstBucketFunc_t)(CElementHandle);
// Constructor
CBidirectionalSet();
// Call this before using the set
void Init( FirstElementFunc_t elemFunc, FirstBucketFunc_t bucketFunc );
// Add an element to a particular bucket
void AddElementToBucket( CBucketHandle bucket, CElementHandle element );
// Test if an element is in a particular bucket.
// NOTE: EXPENSIVE!!!
bool IsElementInBucket( CBucketHandle bucket, CElementHandle element );
// Remove an element from a particular bucket
void RemoveElementFromBucket( CBucketHandle bucket, CElementHandle element );
// Remove an element from all buckets
void RemoveElement( CElementHandle element );
void RemoveBucket( CBucketHandle element );
// Used to iterate elements in a bucket; I is the iterator
I FirstElement( CBucketHandle bucket ) const;
I NextElement( I idx ) const;
CElementHandle Element( I idx ) const;
// Used to iterate buckets associated with an element; I is the iterator
I FirstBucket( CElementHandle bucket ) const;
I NextBucket( I idx ) const;
CBucketHandle Bucket( I idx ) const;
static I InvalidIndex();
// Ensure capacity
void EnsureCapacity( int count );
// Deallocate....
void Purge();
private:
struct BucketListInfo_t
{
CElementHandle m_Element;
I m_BucketListIndex; // what's the m_BucketsUsedByElement index of the entry?
};
struct ElementListInfo_t
{
CBucketHandle m_Bucket;
I m_ElementListIndex; // what's the m_ElementsInBucket index of the entry?
};
// Maintains a list of all elements in a particular bucket
CUtlLinkedList< BucketListInfo_t, I > m_ElementsInBucket;
// Maintains a list of all buckets a particular element lives in
CUtlLinkedList< ElementListInfo_t, I > m_BucketsUsedByElement;
FirstBucketFunc_t m_FirstBucket;
FirstElementFunc_t m_FirstElement;
};
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
template< class CBucketHandle, class CElementHandle, class I >
CBidirectionalSet<CBucketHandle,CElementHandle,I>::CBidirectionalSet( )
{
m_FirstBucket = NULL;
m_FirstElement = NULL;
}
//-----------------------------------------------------------------------------
// Call this before using the set
//-----------------------------------------------------------------------------
template< class CBucketHandle, class CElementHandle, class I >
void CBidirectionalSet<CBucketHandle,CElementHandle,I>::Init( FirstElementFunc_t elemFunc, FirstBucketFunc_t bucketFunc )
{
m_FirstBucket = bucketFunc;
m_FirstElement = elemFunc;
}
//-----------------------------------------------------------------------------
// Adds an element to the bucket
//-----------------------------------------------------------------------------
template< class CBucketHandle, class CElementHandle, class I >
void CBidirectionalSet<CBucketHandle,CElementHandle,I>::AddElementToBucket( CBucketHandle bucket, CElementHandle element )
{
Assert( m_FirstBucket && m_FirstElement );
#ifdef _DEBUG
// Make sure that this element doesn't already exist in the list of elements in the bucket
I elementInBucket = m_FirstElement( bucket );
while( elementInBucket != m_ElementsInBucket.InvalidIndex() )
{
// If you hit an Assert here, fix the calling code. It's too expensive to ensure
// that each item only shows up once here. Hopefully you can do something better
// outside of here.
Assert( m_ElementsInBucket[elementInBucket].m_Element != element );
elementInBucket = m_ElementsInBucket.Next( elementInBucket );
}
#endif
#ifdef _DEBUG
// Make sure that this bucket doesn't already exist in the element's list of buckets.
I bucketInElement = m_FirstBucket( element );
while( bucketInElement != m_BucketsUsedByElement.InvalidIndex() )
{
// If you hit an Assert here, fix the calling code. It's too expensive to ensure
// that each item only shows up once here. Hopefully you can do something better
// outside of here.
Assert( m_BucketsUsedByElement[bucketInElement].m_Bucket != bucket );
bucketInElement = m_BucketsUsedByElement.Next( bucketInElement );
}
#endif
// Allocate new element + bucket entries
I idx = m_ElementsInBucket.Alloc(true);
I list = m_BucketsUsedByElement.Alloc( true );
// Store off the element data
m_ElementsInBucket[idx].m_Element = element;
m_ElementsInBucket[idx].m_BucketListIndex = list;
// Here's the bucket data
m_BucketsUsedByElement[list].m_Bucket = bucket;
m_BucketsUsedByElement[list].m_ElementListIndex = idx;
// Insert the element into the list of elements in the bucket
I& firstElementInBucket = m_FirstElement( bucket );
if ( firstElementInBucket != m_ElementsInBucket.InvalidIndex() )
m_ElementsInBucket.LinkBefore( firstElementInBucket, idx );
firstElementInBucket = idx;
// Insert the bucket into the element's list of buckets
I& firstBucketInElement = m_FirstBucket( element );
if ( firstBucketInElement != m_BucketsUsedByElement.InvalidIndex() )
m_BucketsUsedByElement.LinkBefore( firstBucketInElement, list );
firstBucketInElement = list;
}
//-----------------------------------------------------------------------------
// Test if an element is in a particular bucket.
// NOTE: EXPENSIVE!!!
//-----------------------------------------------------------------------------
template< class CBucketHandle, class CElementHandle, class I >
bool CBidirectionalSet<CBucketHandle,CElementHandle,I>::IsElementInBucket( CBucketHandle bucket, CElementHandle element )
{
// Search through all elements in this bucket to see if element is in there.
I elementInBucket = m_FirstElement( bucket );
while( elementInBucket != m_ElementsInBucket.InvalidIndex() )
{
if( m_ElementsInBucket[elementInBucket].m_Element == element )
{
return true;
}
elementInBucket = m_ElementsInBucket.Next( elementInBucket );
}
return false;
}
//-----------------------------------------------------------------------------
// Remove an element from a particular bucket
//-----------------------------------------------------------------------------
template< class CBucketHandle, class CElementHandle, class I >
void CBidirectionalSet<CBucketHandle,CElementHandle,I>::RemoveElementFromBucket( CBucketHandle bucket, CElementHandle element )
{
// FIXME: Implement me!
Assert(0);
}
//-----------------------------------------------------------------------------
// Removes an element from all buckets
//-----------------------------------------------------------------------------
template< class CBucketHandle, class CElementHandle, class I >
void CBidirectionalSet<CBucketHandle,CElementHandle,I>::RemoveElement( CElementHandle element )
{
Assert( m_FirstBucket && m_FirstElement );
// Iterate over the list of all buckets the element is in
I i = m_FirstBucket( element );
while (i != m_BucketsUsedByElement.InvalidIndex())
{
CBucketHandle bucket = m_BucketsUsedByElement[i].m_Bucket;
I elementListIndex = m_BucketsUsedByElement[i].m_ElementListIndex;
// Unhook the element from the bucket's list of elements
if (elementListIndex == m_FirstElement(bucket))
m_FirstElement(bucket) = m_ElementsInBucket.Next(elementListIndex);
m_ElementsInBucket.Free(elementListIndex);
unsigned short prevNode = i;
i = m_BucketsUsedByElement.Next(i);
m_BucketsUsedByElement.Free(prevNode);
}
// Mark the list as empty
m_FirstBucket( element ) = m_BucketsUsedByElement.InvalidIndex();
}
//-----------------------------------------------------------------------------
// Removes a bucket from all elements
//-----------------------------------------------------------------------------
template< class CBucketHandle, class CElementHandle, class I >
void CBidirectionalSet<CBucketHandle,CElementHandle,I>::RemoveBucket( CBucketHandle bucket )
{
// Iterate over the list of all elements in the bucket
I i = m_FirstElement( bucket );
while (i != m_ElementsInBucket.InvalidIndex())
{
CElementHandle element = m_ElementsInBucket[i].m_Element;
I bucketListIndex = m_ElementsInBucket[i].m_BucketListIndex;
// Unhook the bucket from the element's list of buckets
if (bucketListIndex == m_FirstBucket(element))
m_FirstBucket(element) = m_BucketsUsedByElement.Next(bucketListIndex);
m_BucketsUsedByElement.Free(bucketListIndex);
// Remove the list element
unsigned short prevNode = i;
i = m_ElementsInBucket.Next(i);
m_ElementsInBucket.Free(prevNode);
}
// Mark the bucket list as empty
m_FirstElement( bucket ) = m_ElementsInBucket.InvalidIndex();
}
//-----------------------------------------------------------------------------
// Ensure capacity
//-----------------------------------------------------------------------------
template< class CBucketHandle, class CElementHandle, class I >
void CBidirectionalSet<CBucketHandle,CElementHandle,I>::EnsureCapacity( int count )
{
m_ElementsInBucket.EnsureCapacity( count );
m_BucketsUsedByElement.EnsureCapacity( count );
}
//-----------------------------------------------------------------------------
// Deallocate....
//-----------------------------------------------------------------------------
template< class CBucketHandle, class CElementHandle, class I >
void CBidirectionalSet<CBucketHandle,CElementHandle,I>::Purge()
{
m_ElementsInBucket.Purge( );
m_BucketsUsedByElement.Purge( );
}
//-----------------------------------------------------------------------------
// Invalid index for iteration..
//-----------------------------------------------------------------------------
template< class CBucketHandle, class CElementHandle, class I >
inline I CBidirectionalSet<CBucketHandle,CElementHandle,I>::InvalidIndex()
{
return CUtlLinkedList< CElementHandle, I >::InvalidIndex();
}
//-----------------------------------------------------------------------------
// Used to iterate elements in a bucket; I is the iterator
//-----------------------------------------------------------------------------
template< class CBucketHandle, class CElementHandle, class I >
inline I CBidirectionalSet<CBucketHandle,CElementHandle,I>::FirstElement( CBucketHandle bucket ) const
{
Assert( m_FirstElement );
return m_FirstElement(bucket);
}
template< class CBucketHandle, class CElementHandle, class I >
inline I CBidirectionalSet<CBucketHandle,CElementHandle,I>::NextElement( I idx ) const
{
return m_ElementsInBucket.Next(idx);
}
template< class CBucketHandle, class CElementHandle, class I >
inline CElementHandle CBidirectionalSet<CBucketHandle,CElementHandle,I>::Element( I idx ) const
{
return m_ElementsInBucket[idx].m_Element;
}
//-----------------------------------------------------------------------------
// Used to iterate buckets an element lies in; I is the iterator
//-----------------------------------------------------------------------------
template< class CBucketHandle, class CElementHandle, class I >
inline I CBidirectionalSet<CBucketHandle,CElementHandle,I>::FirstBucket( CElementHandle element ) const
{
Assert( m_FirstBucket );
return m_FirstBucket(element);
}
template< class CBucketHandle, class CElementHandle, class I >
inline I CBidirectionalSet<CBucketHandle,CElementHandle,I>::NextBucket( I idx ) const
{
return m_BucketsUsedByElement.Next(idx);
}
template< class CBucketHandle, class CElementHandle, class I >
inline CBucketHandle CBidirectionalSet<CBucketHandle,CElementHandle,I>::Bucket( I idx ) const
{
return m_BucketsUsedByElement[idx].m_Bucket;
}
#endif // UTLBIDIRECTIONALSET_H