This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
188 lines
3.6 KiB
C++
188 lines
3.6 KiB
C++
#include "stdafx.h"
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#include "Node.h"
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#include "System.h"
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#include "BasicTypeContainers.h"
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#include "BinaryHeap.h"
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// 4J Jev, add common ctor code.
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void BinaryHeap::_init()
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{
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heap = NodeArray(1024);
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sizeVar = 0;
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}
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BinaryHeap::BinaryHeap()
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{
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_init();
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}
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BinaryHeap::~BinaryHeap()
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{
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delete[] heap.data;
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}
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Node *BinaryHeap::insert(Node *node)
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{
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/* if (node->heapIdx >=0) throw new IllegalStateException("OW KNOWS!"); 4J Jev, removed try/catch */
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// Expand if necessary.
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if (sizeVar == heap.length)
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{
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NodeArray newHeap = NodeArray(sizeVar << 1);
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System::arraycopy(heap, 0, &newHeap, 0, sizeVar);
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delete[] heap.data;
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heap = newHeap;
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}
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// Insert at end and bubble up.
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heap[sizeVar] = node;
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node->heapIdx = sizeVar;
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upHeap(sizeVar++);
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return node;
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}
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void BinaryHeap::clear()
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{
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sizeVar = 0;
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}
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Node *BinaryHeap::peek()
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{
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return heap[0];
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}
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Node *BinaryHeap::pop()
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{
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Node *popped = heap[0];
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heap[0] = heap[--sizeVar];
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heap[sizeVar] = NULL;
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if (sizeVar > 0) downHeap(0);
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popped->heapIdx=-1;
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return popped;
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}
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void BinaryHeap::remove(Node *node)
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{
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// This is what node.heapIdx is for.
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heap[node->heapIdx] = heap[--sizeVar];
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heap[sizeVar] = NULL;
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if (sizeVar > node->heapIdx)
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{
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if (heap[node->heapIdx]->f < node->f)
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{
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upHeap(node->heapIdx);
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}
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else
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{
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downHeap(node->heapIdx);
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}
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}
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// Just as a precaution: should make stuff blow up if the node is abused.
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node->heapIdx = -1;
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}
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void BinaryHeap::changeCost(Node *node, float newCost)
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{
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float oldCost = node->f;
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node->f = newCost;
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if (newCost < oldCost)
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{
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upHeap(node->heapIdx);
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}
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else
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{
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downHeap(node->heapIdx);
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}
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}
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int BinaryHeap::size()
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{
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return sizeVar;
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}
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void BinaryHeap::upHeap(int idx)
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{
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Node *node = heap[idx];
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float cost = node->f;
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while (idx > 0)
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{
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int parentIdx = (idx - 1) >> 1;
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Node *parent = heap[parentIdx];
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if (cost < parent->f)
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{
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heap[idx] = parent;
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parent->heapIdx = idx;
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idx = parentIdx;
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}
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else break;
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}
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heap[idx] = node;
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node->heapIdx = idx;
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}
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void BinaryHeap::downHeap(int idx)
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{
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Node *node = heap[idx];
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float cost = node->f;
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while (true)
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{
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int leftIdx = 1 + (idx << 1);
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int rightIdx = leftIdx + 1;
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if (leftIdx >= sizeVar) break;
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// We definitely have a left child.
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Node *leftNode = heap[leftIdx];
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float leftCost = leftNode->f;
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// We may have a right child.
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Node *rightNode;
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float rightCost;
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if (rightIdx >= sizeVar)
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{
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// Only need to compare with left.
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rightNode = NULL;
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rightCost = Float::POSITIVE_INFINITY;
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}
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else
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{
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rightNode = heap[rightIdx];
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rightCost = rightNode->f;
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}
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// Find the smallest of the three costs: the corresponding node
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// should be the parent.
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if (leftCost < rightCost)
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{
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if (leftCost < cost)
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{
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heap[idx] = leftNode;
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leftNode->heapIdx = idx;
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idx = leftIdx;
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}
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else break;
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}
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else
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{
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if (rightCost < cost)
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{
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heap[idx] = rightNode;
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rightNode->heapIdx = idx;
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idx = rightIdx;
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}
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else break;
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}
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}
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heap[idx] = node;
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node->heapIdx = idx;
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}
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bool BinaryHeap::isEmpty()
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{
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return sizeVar==0;
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} |