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o3de/Gems/EMotionFX/Code/MCore/Source/Array2D.h

265 lines
13 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/std/containers/vector.h>
namespace MCore
{
/**
* A dynamic 2D array template.
* This would be a better solution than "Array< Array< T > >", because the Array inside Array will perform many allocations,
* while this specialized 2D array will only perform two similar allocations.
* What it does is keep one big array of data elements, and maintain a table that indices inside this big array.
* We advise you to call the Shrink function after you performed a number of operations on the array, to maximize its memory usage efficiency.
*
* The layout of the array is as following:
*
* <pre>
*
* [ROW0]: [E0][E1][E2]
* [ROW1]: [E0][E1]
* [ROW2]: [E0][E1][E2][E3]
* [ROW3]: [E0]
*
* </pre>
*
* Where E0, E1, E2, etc are elements of the specified type T.
* Each row can have a different amount of elements that can be added or removed dynamically. Also rows can be deleted
* or added when desired.
*/
template <class T>
class Array2D
{
public:
/**
* An index table entry.
* Each row in the 2D array will get a table entry, which tells us where in the data array
* the element data starts for the given row, and how many elements will follow for the given row.
*/
struct TableEntry
{
size_t m_startIndex; /**< The index offset where the data for this row starts. */
size_t m_numElements; /**< The number of elements to follow. */
};
/**
* The default constructor.
* The number of pre-cached/allocated elements per row is set to a value of 2 on default.
* You can use the SetNumPreCachedElements(...) method to adjust this value. Make sure you adjust this value
* before you call the Resize method though, otherwise it will have no immediate effect.
*/
Array2D() = default;
/**
* Extended constructor which will automatically initialize the array dimensions.
* Basically this will initialize the array dimensions at (numRows x numPreAllocatedElemsPerRow) elements.
* Please note though, that this will NOT add actual elements. So you can't get values from the elements yet.
* This would just pre-allocate data. You have to use the Add method to actually fill the items.
* @param numRows The number of rows the array should have.
* @param numPreAllocatedElemsPerRow The number of pre-cached/allocated elements per row.
*
*/
Array2D(size_t numRows, size_t numPreAllocatedElemsPerRow = 2)
: m_numPreCachedElements(numPreAllocatedElemsPerRow) { Resize(numRows); }
/**
* Resize the array in one dimension (the number of rows).
* Rows that will be added willl automatically get [n] number of elements pre-allocated.
* The number of [n] can be set with the SetNumPreCachedElements(...) method.
* Please note that the pre-allocated/cached elements are not valid to be used yet. You have to use the Add method first.
* @param numRows The number of rows you wish to init for.
* @param autoShrink When set to true, after execution of this method the Shrink method will automatically be called in order
* to optimize the memory usage. This only happens when resizing to a lower amount of rows, so when making the array smaller.
*/
void Resize(size_t numRows, bool autoShrink = false);
/**
* Add an element to the list of elements in a given row.
* @param rowIndex The row number to add the element to.
* @param element The value of the element to add.
*/
void Add(size_t rowIndex, const T& element);
/**
* Remove an element from the array.
* @param rowIndex The row number where the element is stored.
* @param elementIndex The element number inside this row to remove.
*/
void Remove(size_t rowIndex, size_t elementIndex);
/**
* Remove a given row, including all its elements.
* This will decrease the number of rows.
* @param rowIndex The row number to remove.
* @param autoShrink When set to true, the array's memory usage will be optimized and minimized as much as possible.
*/
void RemoveRow(size_t rowIndex, bool autoShrink = false);
/**
* Remove a given range of rows and all their elements.
* All rows from the specified start row until the end row will be removed, with the start and end rows included.
* @param startRow The start row number to start removing from (so this one will also be removed).
* @param endRow The end row number (which will also be removed).
* @param autoShrink When set to true, the array's memory usage will be optimized and minimized as much as possible.
*/
void RemoveRows(size_t startRow, size_t endRow, bool autoShrink = false);
/**
* Optimize (minimize) the memory usage of the array.
* This will move all elements around, removing all gaps and unused pre-cached/allocated items.
* It is advised to call this method after you applied some heavy modifications to the array, such as
* removing rows or many elements. When your array data is fairly static, and you won't be adding or removing
* data from it very frequently, you should definitely call this method after you have filled the array with data.
*/
void Shrink();
/**
* Set the number of elements per row that should be pre-allocated/cached when creating / adding new rows.
* This doesn't actually increase the number of elements for a given row, but just reserves memory for the elements, which can
* speedup adding of new elements and prevent memory reallocs. The default value is set to 2 when creating an array, unless specified differently.
* @param numElemsPerRow The number of elements per row that should be pre-allocated.
*/
void SetNumPreCachedElements(size_t numElemsPerRow) { m_numPreCachedElements = numElemsPerRow; }
/**
* Get the number of pre-cached/allocated elements per row, when creating new rows.
* See the SetNumPreCachedElements for more information.
* @result The number of elements per row that will be pre-allocated/cached when adding a new row.
* @see SetNumPreCachedElements.
*/
size_t GetNumPreCachedElements() const { return m_numPreCachedElements; }
/**
* Get the number of stored elements inside a given row.
* @param rowIndex The row number.
* @result The number of elements stored inside this row.
*/
size_t GetNumElements(size_t rowIndex) const { return m_indexTable[rowIndex].m_numElements; }
/**
* Get a pointer to the element data stored in a given row.
* Use this method with care as it can easily overwrite data from other elements.
* All element data for a given row is stored sequential, so right after eachother in one continuous piece of memory.
* The next row's element data however might not be connected to the memory of row before that!
* Also only use this method when the GetNumElements(...) method for this row returns a value greater than zero.
* @param rowIndex the row number.
* @result A pointer to the element data for the given row.
*/
T* GetElements(size_t rowIndex) { return &m_data[ m_indexTable[rowIndex].m_startIndex ]; }
/**
* Get the data of a given element.
* @param rowIndex The row number where the element is stored.
* @param elementNr The element number inside this row to retrieve.
* @result A reference to the element data.
*/
T& GetElement(size_t rowIndex, size_t elementNr) { return m_data[ m_indexTable[rowIndex].m_startIndex + elementNr ]; }
/**
* Get the data of a given element.
* @param rowIndex The row number where the element is stored.
* @param elementNr The element number inside this row to retrieve.
* @result A const reference to the element data.
*/
const T& GetElement(size_t rowIndex, size_t elementNr) const { return m_data[ m_indexTable[rowIndex].m_startIndex + elementNr ]; }
/**
* Set the value for a given element in the array.
* @param rowIndex The row where the element is stored in.
* @param elementNr The element number to set the value for.
* @param value The value to set the element to.
*/
void SetElement(size_t rowIndex, size_t elementNr, const T& value) { MCORE_ASSERT(rowIndex < m_indexTable.GetLength()); MCORE_ASSERT(elementNr < m_indexTable[rowIndex].m_numElements); m_data[ m_indexTable[rowIndex].m_startIndex + elementNr ] = value; }
/**
* Get the number of rows in the 2D array.
* @result The number of rows.
*/
size_t GetNumRows() const { return m_indexTable.size(); }
/**
* Calculate the percentage of memory that is filled with element data.
* When this is 100%, then all allocated element data is filled and used.
* When it would be 25% then only 25% of all allocated element data is used. This is an indication that
* you should most likely use the Shrink method, which will ensure that the memory usage will become 100% again, which
* would be most optimal.
* @result The percentage (in range of 0..100) of used element memory.
*/
float CalcUsedElementMemoryPercentage() const { return (m_data.GetLength() ? (CalcTotalNumElements() / (float)m_data.GetLength()) * 100.0f : 0); }
/**
* Swap the element data of two rows.
* Beware, this is pretty slow!
* @param rowA The first row.
* @param rowB The second row.
*/
void Swap(size_t rowA, size_t rowB);
/**
* Calculate the total number of used elements.
* A used element is an element that has been added and that has a valid value stored.
* This excludes pre-allocated/cached elements.
* @result The total number of elements stored in the array.
*/
size_t CalcTotalNumElements() const;
/**
* Clear all contents.
* This deletes all rows and clears all their their elements as well.
* Please keep in mind though, that when you have an array of pointers to objects you allocated, that
* you still have to delete those objects by hand! The Clear function will not delete those.
* @param freeMem When set to true, all memory used by the array internally will be deleted. If set to false, the memory
* will not be deleted and can be reused later on again without doing any memory realloc when possible.
*/
void Clear(bool freeMem = true)
{
m_indexTable.clear();
m_data.clear();
if (freeMem)
{
m_indexTable.shrink_to_fit();
m_data.shrink_to_fit();
}
}
/**
* Log all array contents.
* This will log the number of rows, number of elements, used element memory percentage, as well
* as some details about each row.
*/
void LogContents();
/**
* Get the index table.
* This table describes for each row the start index and number of elements for the row.
* The length of the array equals the value returned by GetNumRows().
* @result The array of index table entries, which specify the start indices and number of entries per row.
*/
AZStd::vector<TableEntry>& GetIndexTable() { return m_indexTable; }
/**
* Get the data array.
* This contains the data array in which the index table points.
* Normally you shouldn't be using this method. However it is useful in some specific cases.
* @result The data array that contains all elements.
*/
AZStd::vector<T>& GetData() { return m_data; }
private:
AZStd::vector<T> m_data; /**< The element data. */
AZStd::vector<TableEntry> m_indexTable; /**< The index table that let's us know where what data is inside the element data array. */
size_t m_numPreCachedElements = 2; /**< The number of elements per row to pre-allocate when resizing this array. This prevents some re-allocs. */
};
// include inline code
#include "Array2D.inl"
} // namespace MCore