/**************************************************************************** ** ** Copyright (C) 1993-2009 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #pragma once #include "Qt3DSConfig.h" //============================================================================== // Namespace //============================================================================== namespace Q3DStudio { //============================================================================== /** * Utility class transforming a string into a hash value. */ class CHash { //============================================================================== // Methods //============================================================================== public: // Static utility //============================================================================== /** * We use the hashing algorithm called "sdbm". * * This algorithm was created from sdbm (a public-domain reimplementation * of ndbm) database library. It was found to do well in scrambling bits, * causing better distribution of the keys and fewer splits. it also happens * to be a good general hashing function with good distribution. the actual * function is hash(i) = hash(i - 1) * 65599 + str[i]; what is included below * is the faster version used in gawk. [there is even a faster, duff-device * version] the magic constant 65599 was picked out of thin air while * experimenting with different constants, and turns out to be a prime. this * is one of the algorithms used in berkeley db (see sleepycat) and elsewhere. * * @param inString the string to hash * @return the hash value */ static TStringHash HashString(const CHAR *inString) { TStringHash theHash = 0; INT32 theChar = *inString; INT32 theCount = 0; while (theChar && (theCount < HASH_LIMIT)) { theChar = *inString++; theHash = theChar + (theHash << 6) + (theHash << 16) - theHash; ++theCount; } return theHash; } //============================================================================== /** * 31-bit hash with MSB set to 0 * * @param inString the string to hash * @return the 31-bit hash value */ static TEventCommandHash HashEventCommand(const CHAR *inString) { return HashString(inString) & 0x7fffffff; } //============================================================================== /** * 26-bit hash with MSBs all set to 0 * * @param inString the string to hash * @return the 26-bit hash value */ static TAttributeHash HashAttribute(const CHAR *inString) { return HashString(inString) & 0x03ffffff; } }; } // namespace Q3DStudio