Singularity/Library/PackageCache/com.unity.2d.spriteshape@7.0.7/Runtime/External/LibTessDotNet/PriorityQueue.cs

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/*
** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
** Copyright (C) 2011 Silicon Graphics, Inc.
** All Rights Reserved.
**
** Permission is hereby granted, free of charge, to any person obtaining a copy
** of this software and associated documentation files (the "Software"), to deal
** in the Software without restriction, including without limitation the rights
** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
** of the Software, and to permit persons to whom the Software is furnished to do so,
** subject to the following conditions:
**
** The above copyright notice including the dates of first publication and either this
** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
** included in all copies or substantial portions of the Software.
**
** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
** OR OTHER DEALINGS IN THE SOFTWARE.
**
** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
** be used in advertising or otherwise to promote the sale, use or other dealings in
** this Software without prior written authorization from Silicon Graphics, Inc.
*/
/*
** Original Author: Eric Veach, July 1994.
** libtess2: Mikko Mononen, http://code.google.com/p/libtess2/.
** LibTessDotNet: Remi Gillig, https://github.com/speps/LibTessDotNet
*/
using System;
using System.Collections.Generic;
using System.Diagnostics;
namespace Unity.SpriteShape.External
{
namespace LibTessDotNet
{
internal class PriorityQueue<TValue> where TValue : class
{
private PriorityHeap<TValue>.LessOrEqual _leq;
private PriorityHeap<TValue> _heap;
private TValue[] _keys;
private int[] _order;
private int _size, _max;
private bool _initialized;
public bool Empty { get { return _size == 0 && _heap.Empty; } }
public PriorityQueue(int initialSize, PriorityHeap<TValue>.LessOrEqual leq)
{
_leq = leq;
_heap = new PriorityHeap<TValue>(initialSize, leq);
_keys = new TValue[initialSize];
_size = 0;
_max = initialSize;
_initialized = false;
}
class StackItem
{
internal int p, r;
};
static void Swap(ref int a, ref int b)
{
int tmp = a;
a = b;
b = tmp;
}
public void Init()
{
var stack = new Stack<StackItem>();
int p, r, i, j, piv;
uint seed = 2016473283;
p = 0;
r = _size - 1;
_order = new int[_size + 1];
for (piv = 0, i = p; i <= r; ++piv, ++i)
{
_order[i] = piv;
}
stack.Push(new StackItem { p = p, r = r });
while (stack.Count > 0)
{
var top = stack.Pop();
p = top.p;
r = top.r;
while (r > p + 10)
{
seed = seed * 1539415821 + 1;
i = p + (int)(seed % (r - p + 1));
piv = _order[i];
_order[i] = _order[p];
_order[p] = piv;
i = p - 1;
j = r + 1;
do {
do { ++i; } while (!_leq(_keys[_order[i]], _keys[piv]));
do { --j; } while (!_leq(_keys[piv], _keys[_order[j]]));
Swap(ref _order[i], ref _order[j]);
} while (i < j);
Swap(ref _order[i], ref _order[j]);
if (i - p < r - j)
{
stack.Push(new StackItem { p = j + 1, r = r });
r = i - 1;
}
else
{
stack.Push(new StackItem { p = p, r = i - 1 });
p = j + 1;
}
}
for (i = p + 1; i <= r; ++i)
{
piv = _order[i];
for (j = i; j > p && !_leq(_keys[piv], _keys[_order[j - 1]]); --j)
{
_order[j] = _order[j - 1];
}
_order[j] = piv;
}
}
#if DEBUG
p = 0;
r = _size - 1;
for (i = p; i < r; ++i)
{
Debug.Assert(_leq(_keys[_order[i + 1]], _keys[_order[i]]), "Wrong sort");
}
#endif
_max = _size;
_initialized = true;
_heap.Init();
}
public PQHandle Insert(TValue value)
{
if (_initialized)
{
return _heap.Insert(value);
}
int curr = _size;
if (++_size >= _max)
{
_max <<= 1;
Array.Resize(ref _keys, _max);
}
_keys[curr] = value;
return new PQHandle { _handle = -(curr + 1) };
}
public TValue ExtractMin()
{
Debug.Assert(_initialized);
if (_size == 0)
{
return _heap.ExtractMin();
}
TValue sortMin = _keys[_order[_size - 1]];
if (!_heap.Empty)
{
TValue heapMin = _heap.Minimum();
if (_leq(heapMin, sortMin))
return _heap.ExtractMin();
}
do {
--_size;
} while (_size > 0 && _keys[_order[_size - 1]] == null);
return sortMin;
}
public TValue Minimum()
{
Debug.Assert(_initialized);
if (_size == 0)
{
return _heap.Minimum();
}
TValue sortMin = _keys[_order[_size - 1]];
if (!_heap.Empty)
{
TValue heapMin = _heap.Minimum();
if (_leq(heapMin, sortMin))
return heapMin;
}
return sortMin;
}
public void Remove(PQHandle handle)
{
Debug.Assert(_initialized);
int curr = handle._handle;
if (curr >= 0)
{
_heap.Remove(handle);
return;
}
curr = -(curr + 1);
Debug.Assert(curr < _max && _keys[curr] != null);
_keys[curr] = null;
while (_size > 0 && _keys[_order[_size - 1]] == null)
{
--_size;
}
}
}
}
} // namespace Unity.VectorGraphics.External