godot-lportal/lplanes_pool.cpp

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#include "lplanes_pool.h"
LPlanesPool::LPlanesPool()
{
Reset();
// preallocate the vectors to a reasonable size
for (int n=0; n<POOL_MAX; n++)
{
m_Planes[n].reserve(32);
}
}
void LPlanesPool::Reset()
{
memset(m_ucTaken, 0, sizeof ( m_ucTaken));
m_uiCount = 0;
}
unsigned int LPlanesPool::Request()
{
// can't do, pool run out
if (m_uiCount >= POOL_MAX)
return -1;
// could be done more efficiently .. NYI
for (unsigned int n=0; n<POOL_MAX; n++)
{
if (m_ucTaken[n] == 0)
{
m_ucTaken[n] = 255;
m_uiCount++;
return n;
}
}
assert (0);
}
void LPlanesPool::Free(unsigned int ui)
{
assert (ui <= POOL_MAX);
assert (m_ucTaken[ui]);
assert (m_uiCount);
m_ucTaken[ui] = 0;
m_uiCount--;
}