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BitMatrix
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/** | |
* @module BitMatrix | |
*/ | |
function toUint32(uint32: number): number { | |
// 防止溢出 0-0xffffffff | |
return uint32 >>> 0; | |
} | |
export class BitMatrix { | |
#width: number; | |
#height: number; | |
#rowSize: number; | |
#bits: Int32Array; | |
constructor(dimension: number); | |
constructor(width: number, height: number); | |
constructor(width: number, height: number, rowSize: number, bits: Int32Array); | |
constructor( | |
width: number, | |
height: number = width, | |
rowSize: number = toUint32((width + 31) / 32), | |
bits: Int32Array = new Int32Array(rowSize * height) | |
) { | |
this.#bits = bits; | |
this.#width = width; | |
this.#height = height; | |
this.#rowSize = rowSize; | |
} | |
#offset(x: number, y: number): number { | |
if (x >= this.#width) { | |
throw new Error('x overflow width'); | |
} | |
if (y >= this.height) { | |
throw new Error('y overflow height'); | |
} | |
return toUint32(y * this.#rowSize + x / 32); | |
} | |
#patchRegion( | |
left: number, | |
top: number, | |
width: number, | |
height: number, | |
patch: (value: number, offset: number) => number | |
): void { | |
if (top < 0 || left < 0) { | |
throw new Error('left and top must be nonnegative'); | |
} | |
if (height < 1 || width < 1) { | |
throw new Error('height and width must be at least 1'); | |
} | |
const right = left + width; | |
const bottom = top + height; | |
if (bottom > this.#height || right > this.#width) { | |
throw new Error('the region must fit inside the matrix'); | |
} | |
const bits = this.#bits; | |
const rowSize = this.#rowSize; | |
for (let y = top; y < bottom; y++) { | |
const offset = y * rowSize; | |
for (let x = left; x < right; x++) { | |
const index = toUint32(offset + x / 32); | |
bits[index] = patch(bits[index], 1 << (x & 0x1f)); | |
} | |
} | |
} | |
public get width(): number { | |
return this.#width; | |
} | |
public get height(): number { | |
return this.#height; | |
} | |
public get rowSize(): number { | |
return this.#rowSize; | |
} | |
public set(x: number, y: number): void { | |
const offset = this.#offset(x, y); | |
this.#bits[offset] |= 1 << (x & 0x1f); | |
} | |
public unset(x: number, y: number): void { | |
const offset = this.#offset(x, y); | |
this.#bits[offset] &= ~(1 << (x & 0x1f)); | |
} | |
public get(x: number, y: number): number { | |
const offset = this.#offset(x, y); | |
return (this.#bits[offset] >>> (x & 0x1f)) & 1; | |
} | |
public flip(x: number, y: number): void { | |
const offset = this.#offset(x, y); | |
this.#bits[offset] ^= 1 << (x & 0x1f); | |
} | |
public setRegion(left: number, top: number, width: number, height: number): void { | |
this.#patchRegion(left, top, width, height, (value, offset) => { | |
return (value |= offset); | |
}); | |
} | |
public unsetRegion(left: number, top: number, width: number, height: number): void { | |
this.#patchRegion(left, top, width, height, (value, offset) => { | |
return (value &= ~offset); | |
}); | |
} | |
public flipRegion(left: number, top: number, width: number, height: number): void { | |
this.#patchRegion(left, top, width, height, (value, offset) => { | |
return (value ^= offset); | |
}); | |
} | |
public clear(): void { | |
this.#bits.fill(0); | |
} | |
} |
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