godot/core/set.h
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
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!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

667 lines
14 KiB
C++

/*************************************************************************/
/* set.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SET_H
#define SET_H
#include "typedefs.h"
#include "os/memory.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
// based on the very nice implementation of rb-trees by:
// http://web.mit.edu/~emin/www/source_code/red_black_tree/index.html
template <class T,class C=Comparator<T>,class A=DefaultAllocator >
class Set {
enum Color {
RED,
BLACK
};
struct _Data;
public:
class Element {
private:
friend class Set<T,C,A>;
int color;
Element* right;
Element* left;
Element* parent;
Element* _next;
Element* _prev;
T value;
//_Data *data;
public:
const Element *next() const {
return _next;
}
Element *next() {
return _next;
}
const Element *prev() const {
return _prev;
}
Element *prev() {
return _prev;
}
const T& get() const {
return value;
};
Element() {
color=RED;
right=NULL;
left=NULL;
parent=NULL;
_next=NULL;
_prev=NULL;
};
};
private:
struct _Data {
Element* _root;
Element* _nil;
int size_cache;
_Data() {
#ifdef GLOBALNIL_DISABLED
_nil = memnew_allocator( Element,A );
_nil->parent=_nil->left=_nil->right=_nil;
_nil->color=BLACK;
#else
_nil=(Element*)&_GlobalNilClass::_nil;
#endif
_root = NULL;
size_cache=0;
}
void _create_root() {
_root = memnew_allocator( Element,A );
_root->parent=_root->left=_root->right=_nil;
_root->color=BLACK;
}
void _free_root() {
if (_root) {
memdelete_allocator<Element,A>(_root);
_root=NULL;
}
}
~_Data() {
_free_root();
#ifdef GLOBALNIL_DISABLED
memdelete_allocator<Element,A>(_nil);
#endif
// memdelete_allocator<Element,A>(_root);
}
};
_Data _data;
inline void _set_color(Element *p_node, int p_color) {
ERR_FAIL_COND( p_node == _data._nil && p_color == RED );
p_node->color=p_color;
}
inline void _rotate_left(Element *p_node) {
Element *r=p_node->right;
p_node->right=r->left;
if (r->left != _data._nil )
r->left->parent=p_node;
r->parent=p_node->parent;
if (p_node==p_node->parent->left)
p_node->parent->left=r;
else
p_node->parent->right=r;
r->left=p_node;
p_node->parent=r;
}
inline void _rotate_right(Element *p_node) {
Element *l=p_node->left;
p_node->left=l->right;
if (l->right != _data._nil)
l->right->parent=p_node;
l->parent=p_node->parent;
if (p_node==p_node->parent->right)
p_node->parent->right=l;
else
p_node->parent->left=l;
l->right=p_node;
p_node->parent=l;
}
inline Element* _successor(Element *p_node) const {
Element *node=p_node;
if (node->right != _data._nil) {
node=node->right;
while(node->left != _data._nil) { /* returns the minium of the right subtree of node */
node=node->left;
}
return node;
} else {
while(node == node->parent->right) {
node=node->parent;
}
if (node->parent == _data._root)
return NULL;
return node->parent;
}
}
inline Element* _predecessor(Element *p_node) const {
Element *node=p_node;
if (node->left != _data._nil) {
node=node->left;
while(node->right != _data._nil) { /* returns the minium of the left subtree of node */
node=node->right;
}
return node;
} else {
while(node == node->parent->left) {
if (node->parent == _data._root)
return NULL;
node=node->parent;
}
return node->parent;
}
}
Element *_find(const T& p_value) const {
Element *node = _data._root->left;
C less;
while(node!=_data._nil) {
if (less(p_value,node->value))
node=node->left;
else if (less(node->value,p_value))
node=node->right;
else
break; // found
}
return (node!=_data._nil)?node:NULL;
}
Element *_lower_bound(const T& p_value) const {
Element *node = _data._root->left;
Element *prev = NULL;
C less;
while(node!=_data._nil) {
prev=node;
if (less(p_value,node->value))
node=node->left;
else if (less(node->value,p_value))
node=node->right;
else
break; // found
}
if (node==_data._nil) {
if (prev==NULL)
return NULL;
if (less(prev->value,p_value)) {
prev=prev->_next;
}
return prev;
} else
return node;
}
Element *_insert(const T& p_value, bool& r_exists) {
Element *new_parent=_data._root;
Element *node = _data._root->left;
C less;
while (node!=_data._nil) {
new_parent=node;
if (less(p_value,node->value))
node=node->left;
else if (less(node->value,p_value))
node=node->right;
else {
r_exists=true;
return node;
}
}
Element *new_node = memnew_allocator( Element,A );
new_node->parent=new_parent;
new_node->right=_data._nil;
new_node->left=_data._nil;
new_node->value=p_value;
// new_node->data=_data;
if (new_parent==_data._root || less(p_value,new_parent->value)) {
new_parent->left=new_node;
} else {
new_parent->right=new_node;
}
r_exists=false;
new_node->_next=_successor(new_node);
new_node->_prev=_predecessor(new_node);
if (new_node->_next)
new_node->_next->_prev=new_node;
if (new_node->_prev)
new_node->_prev->_next=new_node;
return new_node;
}
Element * _insert_rb(const T& p_value) {
bool exists=false;
Element *new_node = _insert(p_value,exists);
if (exists)
return new_node;
Element *node=new_node;
_data.size_cache++;
while(node->parent->color==RED) {
if (node->parent == node->parent->parent->left) {
Element *aux=node->parent->parent->right;
if (aux->color==RED) {
_set_color(node->parent,BLACK);
_set_color(aux,BLACK);
_set_color(node->parent->parent,RED);
node=node->parent->parent;
} else {
if (node == node->parent->right) {
node=node->parent;
_rotate_left(node);
}
_set_color(node->parent,BLACK);
_set_color(node->parent->parent,RED);
_rotate_right(node->parent->parent);
}
} else {
Element *aux=node->parent->parent->left;
if (aux->color==RED) {
_set_color(node->parent,BLACK);
_set_color(aux,BLACK);
_set_color(node->parent->parent,RED);
node=node->parent->parent;
} else {
if (node == node->parent->left) {
node=node->parent;
_rotate_right(node);
}
_set_color(node->parent,BLACK);
_set_color(node->parent->parent,RED);
_rotate_left(node->parent->parent);
}
}
}
_set_color(_data._root->left,BLACK);
return new_node;
}
void _erase_fix(Element *p_node) {
Element *root = _data._root->left;
Element *node=p_node;
while( (node->color==BLACK) && (root != node)) {
if (node == node->parent->left) {
Element *aux=node->parent->right;
if (aux->color==RED) {
_set_color(aux,BLACK);
_set_color(node->parent,RED);
_rotate_left(node->parent);
aux=node->parent->right;
}
if ( (aux->right->color==BLACK) && (aux->left->color==BLACK) ) {
_set_color(aux,RED);
node=node->parent;
} else {
if (aux->right->color==BLACK) {
_set_color(aux->left,BLACK);
_set_color(aux,RED);
_rotate_right(aux);
aux=node->parent->right;
}
_set_color(aux,node->parent->color);
_set_color(node->parent,BLACK);
_set_color(aux->right,BLACK);
_rotate_left(node->parent);
node=root; /* this is to exit while loop */
}
} else { /* the code below is has left and right switched from above */
Element *aux=node->parent->left;
if (aux->color==RED) {
_set_color(aux,BLACK);
_set_color(node->parent,RED);;
_rotate_right(node->parent);
aux=node->parent->left;
}
if ( (aux->right->color==BLACK) && (aux->left->color==BLACK) ) {
_set_color(aux,RED);
node=node->parent;
} else {
if (aux->left->color==BLACK) {
_set_color(aux->right,BLACK);
_set_color(aux,RED);
_rotate_left(aux);
aux=node->parent->left;
}
_set_color(aux,node->parent->color);
_set_color(node->parent,BLACK);
_set_color(aux->left,BLACK);
_rotate_right(node->parent);
node=root;
}
}
}
_set_color(node,BLACK);
ERR_FAIL_COND(_data._nil->color!=BLACK);
}
void _erase(Element *p_node) {
Element *rp= ((p_node->left == _data._nil) || (p_node->right == _data._nil)) ? p_node : _successor(p_node);
if (!rp)
rp=_data._nil;
Element *node= (rp->left == _data._nil) ? rp->right : rp->left;
if (_data._root == (node->parent=rp->parent) ) {
_data._root->left=node;
} else {
if (rp == rp->parent->left) {
rp->parent->left=node;
} else {
rp->parent->right=node;
}
}
if (rp != p_node) {
ERR_FAIL_COND( rp == _data._nil );
if (rp->color==BLACK)
_erase_fix(node);
rp->left=p_node->left;
rp->right=p_node->right;
rp->parent=p_node->parent;
rp->color=p_node->color;
p_node->left->parent=rp;
p_node->right->parent=rp;
if (p_node == p_node->parent->left) {
p_node->parent->left=rp;
} else {
p_node->parent->right=rp;
}
} else {
if (p_node->color==BLACK)
_erase_fix(node);
}
if (p_node->_next)
p_node->_next->_prev=p_node->_prev;
if (p_node->_prev)
p_node->_prev->_next=p_node->_next;
memdelete_allocator<Element,A>(p_node);
_data.size_cache--;
ERR_FAIL_COND( _data._nil->color==RED );
}
void _calculate_depth(Element *p_element,int &max_d,int d) const {
if (p_element==_data._nil) {
return;
}
_calculate_depth(p_element->left,max_d,d+1);
_calculate_depth(p_element->right,max_d,d+1);
if (d>max_d)
max_d=d;
}
void _cleanup_tree(Element *p_element) {
if (p_element==_data._nil)
return;
_cleanup_tree(p_element->left);
_cleanup_tree(p_element->right);
memdelete_allocator<Element,A>( p_element );
}
void _copy_from( const Set& p_set) {
clear();
// not the fastest way, but safeset to write.
for(Element *I=p_set.front();I;I=I->next()) {
insert(I->get());
}
}
public:
const Element *find(const T& p_value) const {
if (!_data._root)
return NULL;
const Element *res=_find(p_value);
return res;
}
Element *find(const T& p_value) {
if (!_data._root)
return NULL;
Element *res=_find(p_value);
return res;
}
bool has(const T& p_value) const {
if (!_data._root)
return false;
return find(p_value)!=NULL;
}
Element *insert(const T& p_value) {
if (!_data._root)
_data._create_root();
return _insert_rb(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 T& p_value) {
if (!_data._root)
return false;
Element *e=find(p_value);
if (!e)
return false;
_erase(e);
if (_data.size_cache==0 && _data._root)
_data._free_root();
return true;
}
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;
}
Element *lower_bound(const T& p_value) const {
return _lower_bound(p_value);
}
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 Set& p_set) {
_copy_from( p_set );
}
Set(const Set& p_set) {
_copy_from( p_set );
}
_FORCE_INLINE_ Set() {
}
~Set() {
clear();
}
};
#endif