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/*=========================================================================
Program: Visualization Toolkit
Module: vtkPriorityQueue.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkPriorityQueue
* @brief a list of ids arranged in priority order
*
* vtkPriorityQueue is a general object for creating and manipulating lists
* of object ids (e.g., point or cell ids). Object ids are sorted according
* to a user-specified priority, where entries at the top of the queue have
* the smallest values.
*
* This implementation provides a feature beyond the usual ability to insert
* and retrieve (or pop) values from the queue. It is also possible to
* pop any item in the queue given its id number. This allows you to delete
* entries in the queue which can useful for reinserting an item into the
* queue.
*
* @warning
* This implementation is a variation of the priority queue described in
* "Data Structures & Algorithms" by Aho, Hopcroft, Ullman. It creates
* a balanced, partially ordered binary tree implemented as an ordered
* array. This avoids the overhead associated with parent/child pointers,
* and frequent memory allocation and deallocation.
*/
#ifndef vtkPriorityQueue_h
#define vtkPriorityQueue_h
#include "vtkCommonCoreModule.h" // For export macro
#include "vtkObject.h"
#include "vtkIdTypeArray.h" // Needed for inline methods
class VTKCOMMONCORE_EXPORT vtkPriorityQueue : public vtkObject
{
public:
class Item
{
public:
double priority;
vtkIdType id;
};
/**
* Instantiate priority queue with default size and extension size of 1000.
*/
static vtkPriorityQueue* New();
vtkTypeMacro(vtkPriorityQueue, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent) override;
/**
* Allocate initial space for priority queue.
*/
void Allocate(vtkIdType sz, vtkIdType ext = 1000);
/**
* Insert id with priority specified. The id is generally an
* index like a point id or cell id.
*/
void Insert(double priority, vtkIdType id);
/**
* Removes item at specified location from tree; then reorders and
* balances tree. The location == 0 is the root of the tree. If queue
* is exhausted, then a value < 0 is returned. (Note: the location
* is not the same as deleting an id; id is mapped to location.)
*/
vtkIdType Pop(vtkIdType location, double& priority);
/**
* Same as above but simplified for easier wrapping into interpreted
* languages.
*/
vtkIdType Pop(vtkIdType location = 0);
/**
* Peek into the queue without actually removing anything. Returns the
* id and the priority.
*/
vtkIdType Peek(vtkIdType location, double& priority);
/**
* Peek into the queue without actually removing anything. Returns the
* id.
*/
vtkIdType Peek(vtkIdType location = 0);
/**
* Delete entry in queue with specified id. Returns priority value
* associated with that id; or VTK_DOUBLE_MAX if not in queue.
*/
double DeleteId(vtkIdType id);
/**
* Get the priority of an entry in the queue with specified id. Returns
* priority value of that id or VTK_DOUBLE_MAX if not in queue.
*/
double GetPriority(vtkIdType id);
/**
* Return the number of items in this queue.
*/
vtkIdType GetNumberOfItems() { return this->MaxId + 1; }
/**
* Empty the queue but without releasing memory. This avoids the
* overhead of memory allocation/deletion.
*/
void Reset();
protected:
vtkPriorityQueue();
~vtkPriorityQueue() override;
Item* Resize(const vtkIdType sz);
vtkIdTypeArray* ItemLocation;
Item* Array;
vtkIdType Size;
vtkIdType MaxId;
vtkIdType Extend;
private:
vtkPriorityQueue(const vtkPriorityQueue&) = delete;
void operator=(const vtkPriorityQueue&) = delete;
};
inline double vtkPriorityQueue::DeleteId(vtkIdType id)
{
double priority = VTK_DOUBLE_MAX;
vtkIdType loc;
if (id <= this->ItemLocation->GetMaxId() && (loc = this->ItemLocation->GetValue(id)) != -1)
{
this->Pop(loc, priority);
}
return priority;
}
inline double vtkPriorityQueue::GetPriority(vtkIdType id)
{
vtkIdType loc;
if (id <= this->ItemLocation->GetMaxId() && (loc = this->ItemLocation->GetValue(id)) != -1)
{
return this->Array[loc].priority;
}
return VTK_DOUBLE_MAX;
}
inline vtkIdType vtkPriorityQueue::Peek(vtkIdType location, double& priority)
{
if (this->MaxId < 0)
{
return -1;
}
else
{
priority = this->Array[location].priority;
return this->Array[location].id;
}
}
inline vtkIdType vtkPriorityQueue::Peek(vtkIdType location)
{
if (this->MaxId < 0)
{
return -1;
}
else
{
return this->Array[location].id;
}
}
#endif