/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2016 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ #ifndef REACTPHYSICS3D_STACK_H #define REACTPHYSICS3D_STACK_H // Libraries #include "configuration.h" namespace reactphysics3d { // Class Stack /** * This class represents a simple generic stack with an initial capacity. If the number * of elements exceeds the capacity, the heap will be used to allocated more memory. */ template class Stack { private: // -------------------- Attributes -------------------- // /// Initial array that contains the elements of the stack T mInitArray[capacity]; /// Pointer to the first element of the stack T* mElements; /// Number of elements in the stack uint mNbElements; /// Number of allocated elements in the stack uint mNbAllocatedElements; public: // -------------------- Methods -------------------- // /// Constructor Stack() : mElements(mInitArray), mNbElements(0), mNbAllocatedElements(capacity) { } /// Destructor ~Stack() { // If elements have been allocated on the heap if (mInitArray != mElements) { // Release the memory allocated on the heap free(mElements); } } /// Push an element into the stack void push(const T& element); /// Pop an element from the stack (remove it from the stack and return it) T pop(); /// Return the number of elments in the stack uint getNbElements() const; }; // Push an element into the stack template inline void Stack::push(const T& element) { // If we need to allocate more elements if (mNbElements == mNbAllocatedElements) { T* oldElements = mElements; mNbAllocatedElements *= 2; mElements = (T*) malloc(mNbAllocatedElements * sizeof(T)); assert(mElements); memcpy(mElements, oldElements, mNbElements * sizeof(T)); if (oldElements != mInitArray) { free(oldElements); } } mElements[mNbElements] = element; mNbElements++; } // Pop an element from the stack (remove it from the stack and return it) template inline T Stack::pop() { assert(mNbElements > 0); mNbElements--; return mElements[mNbElements]; } // Return the number of elments in the stack template inline uint Stack::getNbElements() const { return mNbElements; } } #endif