/* ** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) ** Copyright (C) 2011 Silicon Graphics, Inc. ** All Rights Reserved. ** ** Permission is hereby granted, free of charge, to any person obtaining a copy ** of this software and associated documentation files (the "Software"), to deal ** in the Software without restriction, including without limitation the rights ** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies ** of the Software, and to permit persons to whom the Software is furnished to do so, ** subject to the following conditions: ** ** The above copyright notice including the dates of first publication and either this ** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be ** included in all copies or substantial portions of the Software. ** ** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, ** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A ** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC. ** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE ** OR OTHER DEALINGS IN THE SOFTWARE. ** ** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not ** be used in advertising or otherwise to promote the sale, use or other dealings in ** this Software without prior written authorization from Silicon Graphics, Inc. */ /* ** Original Author: Eric Veach, July 1994. ** libtess2: Mikko Mononen, http://code.google.com/p/libtess2/. ** LibTessDotNet: Remi Gillig, https://github.com/speps/LibTessDotNet */ using System; using System.Collections.Generic; using System.Diagnostics; namespace Unity.SpriteShape.External { namespace LibTessDotNet { internal class PriorityQueue where TValue : class { private PriorityHeap.LessOrEqual _leq; private PriorityHeap _heap; private TValue[] _keys; private int[] _order; private int _size, _max; private bool _initialized; public bool Empty { get { return _size == 0 && _heap.Empty; } } public PriorityQueue(int initialSize, PriorityHeap.LessOrEqual leq) { _leq = leq; _heap = new PriorityHeap(initialSize, leq); _keys = new TValue[initialSize]; _size = 0; _max = initialSize; _initialized = false; } class StackItem { internal int p, r; }; static void Swap(ref int a, ref int b) { int tmp = a; a = b; b = tmp; } public void Init() { var stack = new Stack(); int p, r, i, j, piv; uint seed = 2016473283; p = 0; r = _size - 1; _order = new int[_size + 1]; for (piv = 0, i = p; i <= r; ++piv, ++i) { _order[i] = piv; } stack.Push(new StackItem { p = p, r = r }); while (stack.Count > 0) { var top = stack.Pop(); p = top.p; r = top.r; while (r > p + 10) { seed = seed * 1539415821 + 1; i = p + (int)(seed % (r - p + 1)); piv = _order[i]; _order[i] = _order[p]; _order[p] = piv; i = p - 1; j = r + 1; do { do { ++i; } while (!_leq(_keys[_order[i]], _keys[piv])); do { --j; } while (!_leq(_keys[piv], _keys[_order[j]])); Swap(ref _order[i], ref _order[j]); } while (i < j); Swap(ref _order[i], ref _order[j]); if (i - p < r - j) { stack.Push(new StackItem { p = j + 1, r = r }); r = i - 1; } else { stack.Push(new StackItem { p = p, r = i - 1 }); p = j + 1; } } for (i = p + 1; i <= r; ++i) { piv = _order[i]; for (j = i; j > p && !_leq(_keys[piv], _keys[_order[j - 1]]); --j) { _order[j] = _order[j - 1]; } _order[j] = piv; } } #if DEBUG p = 0; r = _size - 1; for (i = p; i < r; ++i) { Debug.Assert(_leq(_keys[_order[i + 1]], _keys[_order[i]]), "Wrong sort"); } #endif _max = _size; _initialized = true; _heap.Init(); } public PQHandle Insert(TValue value) { if (_initialized) { return _heap.Insert(value); } int curr = _size; if (++_size >= _max) { _max <<= 1; Array.Resize(ref _keys, _max); } _keys[curr] = value; return new PQHandle { _handle = -(curr + 1) }; } public TValue ExtractMin() { Debug.Assert(_initialized); if (_size == 0) { return _heap.ExtractMin(); } TValue sortMin = _keys[_order[_size - 1]]; if (!_heap.Empty) { TValue heapMin = _heap.Minimum(); if (_leq(heapMin, sortMin)) return _heap.ExtractMin(); } do { --_size; } while (_size > 0 && _keys[_order[_size - 1]] == null); return sortMin; } public TValue Minimum() { Debug.Assert(_initialized); if (_size == 0) { return _heap.Minimum(); } TValue sortMin = _keys[_order[_size - 1]]; if (!_heap.Empty) { TValue heapMin = _heap.Minimum(); if (_leq(heapMin, sortMin)) return heapMin; } return sortMin; } public void Remove(PQHandle handle) { Debug.Assert(_initialized); int curr = handle._handle; if (curr >= 0) { _heap.Remove(handle); return; } curr = -(curr + 1); Debug.Assert(curr < _max && _keys[curr] != null); _keys[curr] = null; while (_size > 0 && _keys[_order[_size - 1]] == null) { --_size; } } } } } // namespace Unity.VectorGraphics.External