Files
TrinityCore/dep/include/g3dlite/G3D/SmallArray.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

156 lines
3.4 KiB
C++

/**
@file SmallArray.h
@created 2009-04-26
@edited 2009-04-26
Copyright 2000-2009, Morgan McGuire, http://graphics.cs.williams.edu
All rights reserved.
*/
#ifndef G3D_SmallArray_h
#define G3D_SmallArray_h
#include "G3D/platform.h"
#include "G3D/Array.h"
namespace G3D {
/** Embeds \a N elements to reduce allocation time and increase
memory coherence when working with arrays of arrays.
Offers a limited subset of the functionality of G3D::Array.*/
template<class T, int N>
class SmallArray {
private:
int m_size;
/** First N elements */
T m_embedded[N];
/** Remaining elements */
Array<T> m_rest;
public:
SmallArray() : m_size(0) {}
inline int size() const {
return m_size;
}
void resize(int n, bool shrinkIfNecessary = true) {
m_rest.resize(std::max(0, n - N), shrinkIfNecessary);
m_size = n;
}
void clear(bool shrinkIfNecessary = true) {
resize(0, shrinkIfNecessary);
}
inline T& operator[](int i) {
debugAssert(i < m_size && i >= 0);
if (i < N) {
return m_embedded[i];
} else {
return m_rest[i - N];
}
}
inline const T& operator[](int i) const {
debugAssert(i < m_size && i >= 0);
if (i < N) {
return m_embedded[i];
} else {
return m_rest[i - N];
}
}
inline void push(const T& v) {
++m_size;
if (m_size <= N) {
m_embedded[m_size - 1] = v;
} else {
m_rest.append(v);
}
}
inline void append(const T& v) {
push(v);
}
void fastRemove(int i) {
debugAssert(i < m_size && i >= 0);
if (i < N) {
if (m_size <= N) {
// Exclusively embedded
m_embedded[i] = m_embedded[m_size - 1];
} else {
// Move one down from the rest array
m_embedded[i] = m_rest.pop();
}
} else {
// Removing from the rest array
m_rest.fastRemove(i - N);
}
--m_size;
}
T pop() {
debugAssert(m_size > 0);
if (m_size <= N) {
// Popping from embedded, don't need a temporary
--m_size;
return m_embedded[m_size];
} else {
// Popping from rest
--m_size;
return m_rest.pop();
}
}
inline void popDiscard() {
debugAssert(m_size > 0);
if (m_size > N) {
m_rest.popDiscard();
}
--m_size;
}
inline T& next() {
++m_size;
if (m_size <= N) {
return m_embedded[m_size - 1];
} else {
return m_rest.next();
}
}
bool contains(const T& value) const {
for (int i = std::min(m_size, N) - 1; i >= 0; --i) {
if (m_embedded[i] == value) {
return true;
}
}
return m_rest.contains(value);
}
template<int MIN_ELEMENTS, int MIN_BYTES>
SmallArray<T, N>& operator=(const Array<T, MIN_ELEMENTS, MIN_BYTES>& src) {
resize(src.size());
for (int i = 0; i < src.size(); ++i) {
(*this)[i] = src[i];
}
return *this;
}
inline const T& last() const {
return (*this)[size() - 1];
}
inline T& last() {
return (*this)[size() - 1];
}
};
}
#endif