Files
TrinityCore/dep/include/g3dlite/G3D/HashTrait.h
click e777161888 HIGHLY EXPERIMENTAL - USE AT YOUR OWN RISK
Implement the use of the new vmap3-format by Lynx3d (mad props to you for this, and thanks for the talks earlier)
+ reduced Vmap size to less than one third, and improve precision
+ indoor/outdoor check which allows automatic unmounting of players
+ additional area information from WMOAreaTable.dbc, removed existing "hacks"
+ WMO liquid information for swimming and fishing correctly in buildings/cities/caves/instances (lava and slime WILL hurt from now on!)
- buildfiles for windows are not properly done, and will need to be sorted out
NOTE: Do NOT annoy Lynx3d about this, any issues with this "port" is entirely our fault !
THIS REVISION IS CONSIDERED UNSTABLE AND CONTAINS WORK IN PROGRESS - USE AT YOUR OWN RISK!

--HG--
branch : trunk
2010-06-05 00:59:25 +02:00

93 lines
2.6 KiB
C++

/**
@file HashTrait.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2008-10-01
@edited 2009-11-01
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_HashTrait_h
#define G3D_HashTrait_h
#include "G3D/platform.h"
#include "G3D/Crypto.h"
#include "G3D/g3dmath.h"
#include "G3D/uint128.h"
/** Must be specialized for custom types.
@see G3D::Table for specialization requirements.
*/
template <typename T> struct HashTrait{};
template <typename T> struct HashTrait<T*> {
static size_t hashCode(const void* k) { return reinterpret_cast<size_t>(k); }
};
#if 0
template <> struct HashTrait <int> {
static size_t hashCode(int k) { return static_cast<size_t>(k); }
};
#endif
template <> struct HashTrait <G3D::int16> {
static size_t hashCode(G3D::int16 k) { return static_cast<size_t>(k); }
};
template <> struct HashTrait <G3D::uint16> {
static size_t hashCode(G3D::uint16 k) { return static_cast<size_t>(k); }
};
//template <> struct HashTrait <int> {
// static size_t hashCode(int k) { return static_cast<size_t>(k); }
//};
template <> struct HashTrait <G3D::int32> {
static size_t hashCode(G3D::int32 k) { return static_cast<size_t>(k); }
};
template <> struct HashTrait <G3D::uint32> {
static size_t hashCode(G3D::uint32 k) { return static_cast<size_t>(k); }
};
#if 0
template <> struct HashTrait <long unsigned int> {
static size_t hashCode(G3D::uint32 k) { return static_cast<size_t>(k); }
};
#endif
template <> struct HashTrait <G3D::int64> {
static size_t hashCode(G3D::int64 k) { return static_cast<size_t>(k); }
};
template <> struct HashTrait <G3D::uint64> {
static size_t hashCode(G3D::uint64 k) { return static_cast<size_t>(k); }
};
template <> struct HashTrait <std::string> {
static size_t hashCode(const std::string& k) { return static_cast<size_t>(G3D::Crypto::crc32(k.c_str(), k.size())); }
};
template <> struct HashTrait<G3D::uint128> {
// Use the FNV-1 hash (http://isthe.com/chongo/tech/comp/fnv/#FNV-1).
static size_t hashCode(G3D::uint128 key) {
static const G3D::uint128 FNV_PRIME_128(1 << 24, 0x159);
static const G3D::uint128 FNV_OFFSET_128(0xCF470AAC6CB293D2ULL, 0xF52F88BF32307F8FULL);
G3D::uint128 hash = FNV_OFFSET_128;
G3D::uint128 mask(0, 0xFF);
for (int i = 0; i < 16; ++i) {
hash *= FNV_PRIME_128;
hash ^= (mask & key);
key >>= 8;
}
G3D::uint64 foldedHash = hash.hi ^ hash.lo;
return static_cast<size_t>((foldedHash >> 32) ^ (foldedHash & 0xFFFFFFFF));
}
};
#endif