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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
/*****************************************************************************
*
* $/Plasma20/Sources/Plasma/NucleusLib/pnUtils/Private/pnUtSort.h
*
***/
#ifndef PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNUTILS_PRIVATE_PNUTSORT_H
#define PLASMA20_SOURCES_PLASMA_NUCLEUSLIB_PNUTILS_PRIVATE_PNUTSORT_H
/****************************************************************************
*
* QSORT
*
* This version of QuickSort is similar to the one in the C runtime library,
* but is implemented as a macro to allow more flexible usage.
*
* With the C runtime library version, when data external to the sort array
* is needed to make sorting decisions, that data must be stored in file- or
* global-scope variables. This creates thread safety problems which can
* only be resolved through the use of synchronization objects. The version
* of QuickSort provided here does not require function calls to make
* sorting decisions, so all data can be kept in stack variables.
*
* The expression used for making comparisons allows the same return values
* as the comparison function used by the C runtime library, and can in fact
* be a function call to a comparison function that was originally designed
* for use by the C runtime library.
* > 0 if elem1 greater than elem2
* = 0 if elem1 equivalent to elem2
* < 0 if elem1 less than elem2
*
* However, this implementation of QuickSort never requires a distinction
* between the case where elem1 is less than elem2 and the case where elem1
* is equivalent to elem2, so it is possible to use the following more
* efficient return values:
* > 0 if elem1 is greater than elem2
* <= 0 if elem1 is less than or equivalent to elem2
*
***/
//===========================================================================
#define QSORT(T, ptr, count, expr) { \
\
/* Largest possible stack count required is 1 + log2(size) */ \
T * loStack[32]; \
T * hiStack[32]; \
unsigned stackPos = 0; \
\
if ((count) >= 2) { \
T * lo = (ptr); \
T * hi = lo + (count); \
for (;;) { \
\
/* Pick a partitioning element */ \
T * mid = lo + (hi - lo) / 2; \
\
/* Swap it to the beginning of the array */ \
11 years ago
std::swap(*mid, *lo); \
\
/* Partition the array into three pieces, one consisting of */ \
/* elements <= the partitioning element, one of elements */ \
/* equal to it, and one of elements >= to it. */ \
T * loPart = lo; \
T * hiPart = hi; \
for (;;) { \
/* val(i) <= val(lo) for lo <= i <= loPart */ \
/* val(i) >= val(lo) for hiPart <= i <= hi */ \
\
for (;;) { \
if (++loPart == hi) \
break; \
T const & elem1 = *loPart; \
T const & elem2 = *lo; \
int result = (expr); \
if (result > 0) \
break; \
} \
\
for (;;) { \
if (--hiPart == lo) \
break; \
T const & elem1 = *lo; \
T const & elem2 = *hiPart; \
int result = (expr); \
if (result > 0) \
break; \
} \
\
if (hiPart < loPart) \
break; \
\
/* val(loPart) > val(lo) */ \
/* val(hiPart) < val(lo) */ \
\
11 years ago
std::swap(*loPart, *hiPart); \
\
/* val(loPart) < val(lo) */ \
/* val(hiPart) > val(lo) */ \
} \
\
/* val(i) <= val(lo) for lo <= i <= hiPart */ \
/* val(i) == val(lo) for hiPart < i < loPart */ \
/* val(i) >= val(lo) for loPart <= i <= hi */ \
\
/* Put the partitioning element in place */ \
11 years ago
std::swap(*lo, *hiPart); \
\
/* val(i) <= val(hiPart) for lo <= i < hiPart */ \
/* val(i) == val(lo) for hiPart <= i < loPart */ \
/* val(i) >= val(hiPart) for loPart <= i < hi */ \
\
/* Sort the subarrays [lo, hiPart-1] and [loPart, hi]. */ \
/* We sort the smaller one first to minimize stack usage. */ \
if (hiPart - lo >= hi - loPart) { \
if (lo + 1 < hiPart) { \
/* Store the bigger subarray */ \
loStack[stackPos] = lo; \
hiStack[stackPos] = hiPart; \
++stackPos; \
} \
if (loPart + 1 < hi) { \
/* Sort the smaller subarray */ \
lo = loPart; \
continue; \
} \
} \
else { \
if (loPart + 1 < hi) { \
/* Store the bigger subarray */ \
loStack[stackPos] = loPart; \
hiStack[stackPos] = hi; \
++stackPos; \
} \
if (lo + 1 < hiPart) { \
/* Sort the smaller subarray */ \
hi = hiPart; \
continue; \
} \
} \
\
/* Pop the next subarray off the stack */ \
if (stackPos--) { \
lo = loStack[stackPos]; \
hi = hiStack[stackPos]; \
continue; \
} \
\
break; \
} \
} \
}
#endif