// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef APEX_BINARY_HEAP_H #define APEX_BINARY_HEAP_H #include "ApexDefs.h" namespace nvidia { namespace apex { template class ApexBinaryHeap { public: explicit ApexBinaryHeap(int capacity = 100) : mCurrentSize(0) { if (capacity > 0) { mArray.reserve((uint32_t)capacity + 1); } mArray.insert(); } bool isEmpty() const { return mCurrentSize == 0; } const Comparable& peek() const { PX_ASSERT(mArray.size() > 1); return mArray[1]; } void push(const Comparable& x) { mArray.insert(); // Percolate up mCurrentSize++; uint32_t hole = mCurrentSize; while (hole > 1) { uint32_t parent = hole >> 1; if (!(x < mArray[parent])) { break; } mArray[hole] = mArray[parent]; hole = parent; } mArray[hole] = x; } void pop() { if (mArray.size() > 1) { mArray[1] = mArray[mCurrentSize--]; percolateDown(1); mArray.popBack(); } } void pop(Comparable& minItem) { if (mArray.size() > 1) { minItem = mArray[1]; mArray[1] = mArray[mCurrentSize--]; percolateDown(1); mArray.popBack(); } } private: uint32_t mCurrentSize; // Number of elements in heap physx::Array mArray; void buildHeap() { for (uint32_t i = mCurrentSize / 2; i > 0; i--) { percolateDown(i); } } void percolateDown(uint32_t hole) { Comparable tmp = mArray[hole]; while (hole * 2 <= mCurrentSize) { uint32_t child = hole * 2; if (child != mCurrentSize && mArray[child + 1] < mArray[child]) { child++; } if (mArray[child] < tmp) { mArray[hole] = mArray[child]; } else { break; } hole = child; } mArray[hole] = tmp; } }; } } // end namespace nvidia::apex #endif // APEX_BINARY_HEAP_H