Use linear search to find keys.

Linear consistently outperforms binary using a wide sampling of real world data.
This commit is contained in:
NathanSweet 2019-11-16 18:08:22 +01:00
parent 62e17f7a65
commit 34ad58febe

View File

@ -114,8 +114,36 @@ public class Animation {
}
/** Binary search using a stride of 1.
* @return The index of the first value <= to the target, else the first value if none. */
static int binarySearch (float[] values, float target) {
* @param target >= the first value.
* @return The index of the first value <= to the target. */
static int search (float[] values, float target) {
int n = values.length;
for (int i = 1; i < n; i++)
if (values[i] > target) return i - 1;
return n - 1;
}
/** Binary search using a stride of 2.
* @param target >= the first value and < the last value.
* @return The index / 2 of the first value <= to the target. */
static int search2 (float[] values, float target) {
int last = values.length - 4;
for (int i = 2; i <= last; i += 2)
if (values[i] > target) return (i >> 1) - 1;
return last >> 1;
}
/** Binary search using the specified stride.
* @param target >= the first and < the last value.
* @return The index / step of the first value <= to the target. */
static int searchN (float[] values, float target, int step) {
int last = values.length - (step << 1);
for (int i = step; i <= last; i += step)
if (values[i] > target) return i / step - 1;
return last / step;
}
static int search_binary (float[] values, float target) {
int low = 0, high = values.length - 1, current;
while (true) {
if (low == high) return low;
@ -127,10 +155,7 @@ public class Animation {
}
}
/** Binary search using a stride of 2.
* @param target >= the first and < the last value.
* @return The index / 2 of the first value <= to the target. */
static int binarySearch2 (float[] values, float target) {
static int search2_binary (float[] values, float target) {
int low = 0, high = (values.length >> 1) - 2, current;
while (true) {
if (low == high) return low;
@ -142,13 +167,10 @@ public class Animation {
}
}
/** Binary search using the specified stride.
* @param target >= the first and < the last value.
* @return The index / 2 of the first value <= to the target. */
static int binarySearch (float[] values, float target, int step) {
static int searchN_binary (float[] values, float target, int step) {
int low = 0, high = values.length / step - 2, current;
while (true) {
if (low == high) return low;
if (low >= high) return low;
current = ((low + high) >>> 1) + 1;
if (values[current * step] <= target)
low = current;
@ -157,15 +179,6 @@ public class Animation {
}
}
/** Linear search using the specified stride. Not used, but for comparison with binary searches.
* @param target >= the first and < the last value.
* @return The index / 2 of the first value <= to the target. */
static int linearSearch (float[] values, float target, int step) {
for (int i = 0, last = values.length - 1; i < last; i += step)
if (values[i] > target) return i / step - 1;
return step;
}
/** Controls how a timeline value is mixed with the setup pose value or current pose value when a timeline's <code>alpha</code>
* < 1.
* <p>
@ -202,7 +215,7 @@ public class Animation {
in, out
}
static private enum Property {
static enum Property {
rotate, translateX, translateY, scaleX, scaleY, shearX, shearY, //
rgb, a, rgb2, //
attachment, deform, //
@ -466,7 +479,7 @@ public class Animation {
public float getCurveValue (float time) {
float[] frames = this.frames;
if (time >= frames[frames.length - ENTRIES]) return frames[frames.length - 1];
int frameIndex = binarySearch2(frames, time);
int frameIndex = search2(frames, time);
float[] curves = this.curves;
int i = (int)curves[frameIndex];
if (i < BEZIER) {
@ -578,7 +591,7 @@ public class Animation {
x = frames[frames.length - ENTRIES + VALUE1];
y = frames[frames.length - ENTRIES + VALUE2];
} else {
int frameIndex = binarySearch(frames, time, ENTRIES), frame = frameIndex * ENTRIES;
int frameIndex = searchN(frames, time, ENTRIES), frame = frameIndex * ENTRIES;
float percent = getCurvePercent(frameIndex, time, frame, ENTRIES);
x = frames[frame + VALUE1];
y = frames[frame + VALUE2];
@ -641,7 +654,7 @@ public class Animation {
x = frames[frames.length - ENTRIES + VALUE1] * bone.data.scaleX;
y = frames[frames.length - ENTRIES + VALUE2] * bone.data.scaleY;
} else {
int frameIndex = binarySearch(frames, time, ENTRIES), frame = frameIndex * ENTRIES;
int frameIndex = searchN(frames, time, ENTRIES), frame = frameIndex * ENTRIES;
float percent = getCurvePercent(frameIndex, time, frame, ENTRIES);
x = frames[frame + VALUE1];
y = frames[frame + VALUE2];
@ -745,7 +758,7 @@ public class Animation {
x = frames[frames.length - ENTRIES + VALUE1] * bone.data.scaleX;
y = frames[frames.length - ENTRIES + VALUE2] * bone.data.scaleY;
} else {
int frameIndex = binarySearch(frames, time, ENTRIES), frame = frameIndex * ENTRIES;
int frameIndex = searchN(frames, time, ENTRIES), frame = frameIndex * ENTRIES;
float percent = getCurvePercent(frameIndex, time, frame, ENTRIES);
x = frames[frame + VALUE1];
y = frames[frame + VALUE2];
@ -829,7 +842,7 @@ public class Animation {
b = frames[i + B];
a = frames[i + A];
} else {
int frameIndex = binarySearch(frames, time, ENTRIES), frame = frameIndex * ENTRIES;
int frameIndex = searchN(frames, time, ENTRIES), frame = frameIndex * ENTRIES;
float percent = getCurvePercent(frameIndex, time, frame, ENTRIES);
r = frames[frame + R];
g = frames[frame + G];
@ -921,7 +934,7 @@ public class Animation {
g2 = frames[i + G2];
b2 = frames[i + B2];
} else {
int frameIndex = binarySearch(frames, time, ENTRIES), frame = frameIndex * ENTRIES;
int frameIndex = searchN(frames, time, ENTRIES), frame = frameIndex * ENTRIES;
float percent = getCurvePercent(frameIndex, time, frame, ENTRIES);
r = frames[frame + R];
g = frames[frame + G];
@ -1003,7 +1016,7 @@ public class Animation {
return;
}
String attachmentName = attachmentNames[binarySearch(frames, time)];
String attachmentName = attachmentNames[search(frames, time)];
slot.setAttachment(attachmentName == null ? null : skeleton.getAttachment(slotIndex, attachmentName));
}
}
@ -1151,7 +1164,7 @@ public class Animation {
return;
}
int frame = binarySearch(frames, time);
int frame = search(frames, time);
float percent = getCurvePercent(frame, time, frame, 1);
float[] prevVertices = frameVertices[frame];
float[] nextVertices = frameVertices[frame + 1];
@ -1272,7 +1285,7 @@ public class Animation {
if (lastTime < frames[0])
frame = 0;
else {
frame = binarySearch(frames, lastTime) + 1;
frame = search(frames, lastTime) + 1;
float frameTime = frames[frame];
while (frame > 0) { // Fire multiple events with the same frame.
if (frames[frame - 1] != frameTime) break;
@ -1326,7 +1339,7 @@ public class Animation {
return;
}
int[] drawOrderToSetupIndex = drawOrders[binarySearch(frames, time)];
int[] drawOrderToSetupIndex = drawOrders[search(frames, time)];
if (drawOrderToSetupIndex == null)
arraycopy(slots.items, 0, drawOrder.items, 0, slots.size);
else {
@ -1422,7 +1435,7 @@ public class Animation {
return;
}
int frameIndex = binarySearch(frames, time, ENTRIES), frame = frameIndex * ENTRIES;
int frameIndex = searchN(frames, time, ENTRIES), frame = frameIndex * ENTRIES;
float percent = getCurvePercent(frameIndex, time, frame, ENTRIES);
float mix = frames[frame + MIX];
float softness = frames[frame + SOFTNESS];
@ -1519,7 +1532,7 @@ public class Animation {
scale = frames[i + SCALE];
shear = frames[i + SHEAR];
} else {
int frameIndex = binarySearch(frames, time, ENTRIES), frame = frameIndex * ENTRIES;
int frameIndex = searchN(frames, time, ENTRIES), frame = frameIndex * ENTRIES;
float percent = getCurvePercent(frameIndex, time, frame, ENTRIES);
rotate = frames[frame + ROTATE];
translate = frames[frame + TRANSLATE];
@ -1662,7 +1675,7 @@ public class Animation {
rotate = frames[frames.length - ENTRIES + VALUE1];
translate = frames[frames.length - ENTRIES + VALUE2];
} else {
int frameIndex = binarySearch(frames, time, ENTRIES), frame = frameIndex * ENTRIES;
int frameIndex = searchN(frames, time, ENTRIES), frame = frameIndex * ENTRIES;
float percent = getCurvePercent(frameIndex, time, frame, ENTRIES);
rotate = frames[frame + VALUE1];
translate = frames[frame + VALUE2];