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