Fixed Laser cancelling bug Fixed Turrets not activating Added ability to bind player perspective to orbital entities Added Markov Chain name generator + Australian place name dataset Modified old "galaxy" shader to serve as sector background Implemented Cem Yuksel's Weighted Sample Elimination for Poisson Disk Sample Sets Created sector generator which places sectors using WSE
229 lines
No EOL
6 KiB
C#
229 lines
No EOL
6 KiB
C#
/*MIT License
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Copyright(c) 2018 Vili Volčini / viliwonka
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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using System.Collections.Generic;
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namespace DataStructures.ViliWonka.Heap {
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public class KSmallestHeap : BaseHeap {
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public KSmallestHeap(int maxEntries) : base(maxEntries) {
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}
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public bool Full {
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get {
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return maxSize == nodesCount;
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}
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}
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// in lots of cases, max head gets removed
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public override void PushValue(float h) {
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// if heap full
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if(nodesCount == maxSize) {
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// if Heads priority is smaller than input priority, then ignore that item
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if(HeadValue < h) {
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return;
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}
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else {
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heap[1] = h; // remove top element
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BubbleDownMax(1); // bubble it down
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}
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}
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else {
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nodesCount++;
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heap[nodesCount] = h;
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BubbleUpMax(nodesCount);
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}
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}
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public override float PopValue() {
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if(nodesCount == 0)
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throw new System.ArgumentException("Heap is empty!");
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float result = heap[1];
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heap[1] = heap[nodesCount];
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nodesCount--;
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BubbleDownMax(1);
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return result;
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}
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public void Print() {
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//UnityEngine.Debug.Log("HeapPropertyHolds? " + HeapPropertyHolds(1));
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}
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//should remove
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public bool HeapPropertyHolds(int index, int depth = 0) {
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if (index > nodesCount)
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return true;
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//UnityEngine.Debug.Log(heap[index]);
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int L = Left(index);
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int R = Right(index);
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bool bothHold = true;
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if(L <= nodesCount) {
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//UnityEngine.Debug.Log(heap[index] + " => " + heap[L]);
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if (heap[index] < heap[L])
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bothHold = false;
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}
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// if L <= nodesCount, then R <= nodesCount can also happen
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if (R <= nodesCount) {
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//UnityEngine.Debug.Log(heap[index] + " => " + heap[R]);
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if (bothHold && heap[index] < heap[R])
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bothHold = false;
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}
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return bothHold & HeapPropertyHolds(L, depth + 1) & HeapPropertyHolds(R, depth + 1);
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}
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}
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// array start at index 1
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// generic version
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public class KSmallestHeap<T> : KSmallestHeap {
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T[] objs; //objects
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public KSmallestHeap(int maxEntries) : base(maxEntries) {
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objs = new T[maxEntries + 1];
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}
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public T HeadHeapObject { get { return objs[1]; } }
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T tempObjs;
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protected override void Swap(int A, int B) {
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tempHeap = heap[A];
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tempObjs = objs[A];
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heap[A] = heap[B];
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objs[A] = objs[B];
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heap[B] = tempHeap;
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objs[B] = tempObjs;
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}
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public override void PushValue(float h) {
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throw new System.ArgumentException("Use Push(T, float)!");
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}
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public void PushObj(T obj, float h) {
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// if heap full
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if(nodesCount == maxSize) {
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// if Heads priority is smaller than input priority, then ignore that item
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if(HeadValue < h) {
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return;
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}
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else {
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heap[1] = h; // remove top element
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objs[1] = obj;
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BubbleDownMax(1); // bubble it down
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}
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}
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else {
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nodesCount++;
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heap[nodesCount] = h;
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objs[nodesCount] = obj;
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BubbleUpMax(nodesCount);
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}
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}
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public override float PopValue() {
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throw new System.ArgumentException("Use PopObj()!");
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}
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public T PopObj() {
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if(nodesCount == 0)
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throw new System.ArgumentException("Heap is empty!");
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T result = objs[1];
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heap[1] = heap[nodesCount];
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objs[1] = objs[nodesCount];
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nodesCount--;
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BubbleDownMax(1);
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return result;
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}
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public T PopObj(ref float heapValue) {
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if(nodesCount == 0)
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throw new System.ArgumentException("Heap is empty!");
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heapValue = heap[1];
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T result = PopObj();
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return result;
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}
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//flush internal results, returns ordered data
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public void FlushResult(List<T> resultList, List<float> heapList = null) {
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int count = nodesCount + 1;
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if(heapList == null) {
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for(int i = 1; i < count; i++) {
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resultList.Add(PopObj());
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}
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}
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else {
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float h = 0f;
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for(int i = 1; i < count; i++) {
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resultList.Add(PopObj(ref h));
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heapList.Add(h);
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}
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}
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}
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}
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} |