2022-02-15 10:58:28 +00:00
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/*************************************************************************/
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/* vset.hpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2022-03-15 09:17:53 +00:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2022-02-15 10:58:28 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VSET_HPP
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#define VSET_HPP
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#include <godot_cpp/templates/vector.hpp>
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namespace godot {
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template <class T>
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class VSet {
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Vector<T> _data;
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_FORCE_INLINE_ int _find(const T &p_val, bool &r_exact) const {
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r_exact = false;
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if (_data.is_empty()) {
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return 0;
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}
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int low = 0;
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int high = _data.size() - 1;
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const T *a = &_data[0];
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int middle = 0;
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#ifdef DEBUG_ENABLED
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if (low > high) {
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ERR_PRINT("low > high, this may be a bug");
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}
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#endif
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while (low <= high) {
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middle = (low + high) / 2;
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if (p_val < a[middle]) {
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high = middle - 1; // search low end of array
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} else if (a[middle] < p_val) {
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low = middle + 1; // search high end of array
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} else {
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r_exact = true;
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return middle;
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}
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}
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// return the position where this would be inserted
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if (a[middle] < p_val) {
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middle++;
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}
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return middle;
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}
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_FORCE_INLINE_ int _find_exact(const T &p_val) const {
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if (_data.is_empty()) {
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return -1;
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}
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int low = 0;
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int high = _data.size() - 1;
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int middle;
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const T *a = &_data[0];
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while (low <= high) {
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middle = (low + high) / 2;
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if (p_val < a[middle]) {
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high = middle - 1; // search low end of array
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} else if (a[middle] < p_val) {
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low = middle + 1; // search high end of array
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} else {
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return middle;
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}
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}
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return -1;
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}
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public:
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void insert(const T &p_val) {
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bool exact;
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int pos = _find(p_val, exact);
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if (exact) {
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return;
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}
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_data.insert(pos, p_val);
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}
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bool has(const T &p_val) const {
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return _find_exact(p_val) != -1;
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}
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void erase(const T &p_val) {
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int pos = _find_exact(p_val);
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if (pos < 0) {
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return;
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}
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_data.remove_at(pos);
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}
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int find(const T &p_val) const {
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return _find_exact(p_val);
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}
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_FORCE_INLINE_ bool is_empty() const { return _data.is_empty(); }
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_FORCE_INLINE_ int size() const { return _data.size(); }
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inline T &operator[](int p_index) {
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return _data.write[p_index];
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}
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inline const T &operator[](int p_index) const {
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return _data[p_index];
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}
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};
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} // namespace godot
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#endif // VSET_H
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