doom3-bfg/neo/idlib/containers/VectorSet.h

313 lines
8.5 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __VECTORSET_H__
#define __VECTORSET_H__
/*
===============================================================================
Vector Set
Creates a set of vectors without duplicates.
===============================================================================
*/
template< class type, int dimension >
class idVectorSet : public idList<type>
{
public:
idVectorSet();
idVectorSet( const type& mins, const type& maxs, const int boxHashSize, const int initialSize );
// returns total size of allocated memory
size_t Allocated() const
{
return idList<type>::Allocated() + hash.Allocated();
}
// returns total size of allocated memory including size of type
size_t Size() const
{
return sizeof( *this ) + Allocated();
}
void Init( const type& mins, const type& maxs, const int boxHashSize, const int initialSize );
void ResizeIndex( const int newSize );
void Clear();
int FindVector( const type& v, const float epsilon );
private:
idHashIndex hash;
type mins;
type maxs;
int boxHashSize;
float boxInvSize[dimension];
float boxHalfSize[dimension];
};
template< class type, int dimension >
ID_INLINE idVectorSet<type, dimension>::idVectorSet()
{
hash.Clear( idMath::IPow( boxHashSize, dimension ), 128 );
boxHashSize = 16;
memset( boxInvSize, 0, dimension * sizeof( boxInvSize[0] ) );
memset( boxHalfSize, 0, dimension * sizeof( boxHalfSize[0] ) );
}
template< class type, int dimension >
ID_INLINE idVectorSet<type, dimension>::idVectorSet( const type& mins, const type& maxs, const int boxHashSize, const int initialSize )
{
Init( mins, maxs, boxHashSize, initialSize );
}
template< class type, int dimension >
ID_INLINE void idVectorSet<type, dimension>::Init( const type& mins, const type& maxs, const int boxHashSize, const int initialSize )
{
int i;
float boxSize;
idList<type>::AssureSize( initialSize );
idList<type>::SetNum( 0, false );
hash.Clear( idMath::IPow( boxHashSize, dimension ), initialSize );
this->mins = mins;
this->maxs = maxs;
this->boxHashSize = boxHashSize;
for( i = 0; i < dimension; i++ )
{
boxSize = ( maxs[i] - mins[i] ) / ( float ) boxHashSize;
boxInvSize[i] = 1.0f / boxSize;
boxHalfSize[i] = boxSize * 0.5f;
}
}
template< class type, int dimension >
ID_INLINE void idVectorSet<type, dimension>::ResizeIndex( const int newSize )
{
idList<type>::Resize( newSize );
hash.ResizeIndex( newSize );
}
template< class type, int dimension >
ID_INLINE void idVectorSet<type, dimension>::Clear()
{
idList<type>::Clear();
hash.Clear();
}
template< class type, int dimension >
ID_INLINE int idVectorSet<type, dimension>::FindVector( const type& v, const float epsilon )
{
int i, j, k, hashKey, partialHashKey[dimension];
for( i = 0; i < dimension; i++ )
{
assert( epsilon <= boxHalfSize[i] );
partialHashKey[i] = ( int )( ( v[i] - mins[i] - boxHalfSize[i] ) * boxInvSize[i] );
}
for( i = 0; i < ( 1 << dimension ); i++ )
{
hashKey = 0;
for( j = 0; j < dimension; j++ )
{
hashKey *= boxHashSize;
hashKey += partialHashKey[j] + ( ( i >> j ) & 1 );
}
for( j = hash.First( hashKey ); j >= 0; j = hash.Next( j ) )
{
const type& lv = ( *this )[j];
for( k = 0; k < dimension; k++ )
{
if( idMath::Fabs( lv[k] - v[k] ) > epsilon )
{
break;
}
}
if( k >= dimension )
{
return j;
}
}
}
hashKey = 0;
for( i = 0; i < dimension; i++ )
{
hashKey *= boxHashSize;
hashKey += ( int )( ( v[i] - mins[i] ) * boxInvSize[i] );
}
hash.Add( hashKey, idList<type>::Num() );
Append( v );
return idList<type>::Num() - 1;
}
/*
===============================================================================
Vector Subset
Creates a subset without duplicates from an existing list with vectors.
===============================================================================
*/
template< class type, int dimension >
class idVectorSubset
{
public:
idVectorSubset();
idVectorSubset( const type& mins, const type& maxs, const int boxHashSize, const int initialSize );
// returns total size of allocated memory
size_t Allocated() const
{
return idList<type>::Allocated() + hash.Allocated();
}
// returns total size of allocated memory including size of type
size_t Size() const
{
return sizeof( *this ) + Allocated();
}
void Init( const type& mins, const type& maxs, const int boxHashSize, const int initialSize );
void Clear();
// returns either vectorNum or an index to a previously found vector
int FindVector( const type* vectorList, const int vectorNum, const float epsilon );
private:
idHashIndex hash;
type mins;
type maxs;
int boxHashSize;
float boxInvSize[dimension];
float boxHalfSize[dimension];
};
template< class type, int dimension >
ID_INLINE idVectorSubset<type, dimension>::idVectorSubset()
{
hash.Clear( idMath::IPow( boxHashSize, dimension ), 128 );
boxHashSize = 16;
memset( boxInvSize, 0, dimension * sizeof( boxInvSize[0] ) );
memset( boxHalfSize, 0, dimension * sizeof( boxHalfSize[0] ) );
}
template< class type, int dimension >
ID_INLINE idVectorSubset<type, dimension>::idVectorSubset( const type& mins, const type& maxs, const int boxHashSize, const int initialSize )
{
Init( mins, maxs, boxHashSize, initialSize );
}
template< class type, int dimension >
ID_INLINE void idVectorSubset<type, dimension>::Init( const type& mins, const type& maxs, const int boxHashSize, const int initialSize )
{
int i;
float boxSize;
hash.Clear( idMath::IPow( boxHashSize, dimension ), initialSize );
this->mins = mins;
this->maxs = maxs;
this->boxHashSize = boxHashSize;
for( i = 0; i < dimension; i++ )
{
boxSize = ( maxs[i] - mins[i] ) / ( float ) boxHashSize;
boxInvSize[i] = 1.0f / boxSize;
boxHalfSize[i] = boxSize * 0.5f;
}
}
template< class type, int dimension >
ID_INLINE void idVectorSubset<type, dimension>::Clear()
{
idList<type>::Clear();
hash.Clear();
}
template< class type, int dimension >
ID_INLINE int idVectorSubset<type, dimension>::FindVector( const type* vectorList, const int vectorNum, const float epsilon )
{
int i, j, k, hashKey, partialHashKey[dimension];
const type& v = vectorList[vectorNum];
for( i = 0; i < dimension; i++ )
{
assert( epsilon <= boxHalfSize[i] );
partialHashKey[i] = ( int )( ( v[i] - mins[i] - boxHalfSize[i] ) * boxInvSize[i] );
}
for( i = 0; i < ( 1 << dimension ); i++ )
{
hashKey = 0;
for( j = 0; j < dimension; j++ )
{
hashKey *= boxHashSize;
hashKey += partialHashKey[j] + ( ( i >> j ) & 1 );
}
for( j = hash.First( hashKey ); j >= 0; j = hash.Next( j ) )
{
const type& lv = vectorList[j];
for( k = 0; k < dimension; k++ )
{
if( idMath::Fabs( lv[k] - v[k] ) > epsilon )
{
break;
}
}
if( k >= dimension )
{
return j;
}
}
}
hashKey = 0;
for( i = 0; i < dimension; i++ )
{
hashKey *= boxHashSize;
hashKey += ( int )( ( v[i] - mins[i] ) * boxInvSize[i] );
}
hash.Add( hashKey, vectorNum );
return vectorNum;
}
#endif /* !__VECTORSET_H__ */