godot/core/pooled_list.h
lawnjelly 115f4dce55 Sphere occluders (portals and general use)
Add framework for supporting geometrical occluders within rooms, and add support for sphere occluders.
Includes gizmos for editing.

They also work outside the portal system.
2021-08-17 09:02:06 +01:00

169 lines
5.8 KiB
C++

/*************************************************************************/
/* pooled_list.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
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/* 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.*/
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/*************************************************************************/
#pragma once
// Simple template to provide a pool with O(1) allocate and free.
// The freelist could alternatively be a linked list placed within the unused elements
// to use less memory, however a separate freelist is probably more cache friendly.
// NOTE : Take great care when using this with non POD types. The construction and destruction
// is done in the LocalVector, NOT as part of the pool. So requesting a new item does not guarantee
// a constructor is run, and free does not guarantee a destructor.
// You should generally handle clearing
// an item explicitly after a request, as it may contain 'leftovers'.
// This is by design for fastest use in the BVH. If you want a more general pool
// that does call constructors / destructors on request / free, this should probably be
// a separate template.
#include "core/local_vector.h"
template <class T, bool force_trivial = false>
class PooledList {
LocalVector<T, uint32_t, force_trivial> list;
LocalVector<uint32_t, uint32_t, true> freelist;
// not all list members are necessarily used
int _used_size;
public:
PooledList() {
_used_size = 0;
}
int estimate_memory_use() const {
return (list.size() * sizeof(T)) + (freelist.size() * sizeof(uint32_t));
}
const T &operator[](uint32_t p_index) const {
return list[p_index];
}
T &operator[](uint32_t p_index) {
return list[p_index];
}
int size() const { return _used_size; }
T *request(uint32_t &r_id) {
_used_size++;
if (freelist.size()) {
// pop from freelist
int new_size = freelist.size() - 1;
r_id = freelist[new_size];
freelist.resize(new_size);
return &list[r_id];
}
r_id = list.size();
list.resize(r_id + 1);
return &list[r_id];
}
void free(const uint32_t &p_id) {
// should not be on free list already
CRASH_COND(p_id >= list.size());
freelist.push_back(p_id);
_used_size--;
}
};
// a pooled list which automatically keeps a list of the active members
template <class T, bool force_trivial = false>
class TrackedPooledList {
public:
int pool_size() const { return _pool.size(); }
int active_size() const { return _active_list.size(); }
uint32_t get_active_id(uint32_t p_index) const {
return _active_list[p_index];
}
const T &get_active(uint32_t p_index) const {
return _pool[get_active_id(p_index)];
}
T &get_active(uint32_t p_index) {
return _pool[get_active_id(p_index)];
}
const T &operator[](uint32_t p_index) const {
return _pool[p_index];
}
T &operator[](uint32_t p_index) {
return _pool[p_index];
}
T *request(uint32_t &r_id) {
T *item = _pool.request(r_id);
// add to the active list
uint32_t active_list_id = _active_list.size();
_active_list.push_back(r_id);
// expand the active map (this should be in sync with the pool list
if (_pool.size() > (int)_active_map.size()) {
_active_map.resize(_pool.size());
}
// store in the active map
_active_map[r_id] = active_list_id;
return item;
}
void free(const uint32_t &p_id) {
_pool.free(p_id);
// remove from the active list.
uint32_t list_id = _active_map[p_id];
// zero the _active map to detect bugs (only in debug?)
_active_map[p_id] = -1;
_active_list.remove_unordered(list_id);
// keep the replacement in sync with the correct list Id
if (list_id < (uint32_t)_active_list.size()) {
// which pool id has been replaced in the active list
uint32_t replacement_id = _active_list[list_id];
// keep that replacements map up to date with the new position
_active_map[replacement_id] = list_id;
}
}
const LocalVector<uint32_t, uint32_t> &get_active_list() const { return _active_list; }
private:
PooledList<T, force_trivial> _pool;
LocalVector<uint32_t, uint32_t> _active_map;
LocalVector<uint32_t, uint32_t> _active_list;
};