768 lines
31 KiB
C#
768 lines
31 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// Generic growable array.
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/// </summary>
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/// <typeparam name="T">Type of the array.</typeparam>
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[DebuggerDisplay("Size = {size} Capacity = {capacity}")]
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public class DynamicArray<T> where T : new()
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{
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/// <summary>
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/// The C# array memory used to store the DynamicArray values in. This array's Length may be longer than the DynamicArrayLength. Objects beyond the length should not be referenced.
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/// </summary>
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protected T[] m_Array = null;
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/// <summary>
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/// Number of elements in the array. There may be more elements allocated. Use `capacity` to query the number of allocated items.
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/// </summary>
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public int size { get; protected set; }
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/// <summary>
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/// Allocated size of the array.
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/// </summary>
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public int capacity { get { return m_Array.Length; } }
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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/// <summary>
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/// This keeps track of structural modifications to this array and allows us to raise exceptions when modifying during enumeration
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/// </summary>
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protected internal int version { get; protected set; }
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#endif
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/// <summary>
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/// Constructor.
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/// Defaults to a capacity of 32 elements. The size will be 0.
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/// </summary>
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public DynamicArray()
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{
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m_Array = new T[32];
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size = 0;
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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version = 0;
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#endif
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}
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/// <summary>
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/// Constructor. This constructor allocates memory and sets the size of the array to the specified number of elements.
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/// </summary>
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/// <param name="size">Number of elements. The elements are initialized to the default value of the element type, 0 for integers.</param>
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public DynamicArray(int size)
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{
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m_Array = new T[size];
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this.size = size;
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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version = 0;
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#endif
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}
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/// <summary>
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/// Constructor. This overload allows you to only allocate memory without setting the size.
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/// </summary>
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/// <param name="capacity">The number of elements to allocate.</param>
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/// <param name="resize">If true, also set the size of the array to the passed in capacity. If false, only allocate data but keep the size at 0.</param>
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public DynamicArray(int capacity, bool resize)
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{
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m_Array = new T[capacity];
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this.size = (resize) ? capacity : 0;
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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version = 0;
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#endif
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}
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/// <summary>
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/// Constructor. This constructor allocates memory and does a deep copy of the provided array.
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/// </summary>
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/// <param name="deepCopy">Array to be copied</param>
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public DynamicArray(DynamicArray<T> deepCopy)
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{
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m_Array = new T[deepCopy.size];
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size = deepCopy.size;
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Array.Copy(deepCopy.m_Array, m_Array, size);
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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version = 0;
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#endif
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}
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/// <summary>
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/// Clear the array of all elements.
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/// </summary>
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public void Clear()
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{
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size = 0;
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}
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/// <summary>
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/// Determines whether the DynamicArray contains a specific value.
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/// </summary>
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/// <param name="item">The object to locate in the DynamicArray.</param>
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/// <returns>true if item is found in the DynamicArray; otherwise, false.</returns>
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public bool Contains(T item)
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{
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return IndexOf(item) != -1;
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}
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/// <summary>
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/// Add an element to the array.
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/// </summary>
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/// <param name="value">Element to add to the array.</param>
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/// <returns>The index of the element.</returns>
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public int Add(in T value)
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{
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int index = size;
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// Grow array if needed;
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if (index >= m_Array.Length)
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{
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var newArray = new T[Math.Max(m_Array.Length * 2,1)];
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Array.Copy(m_Array, newArray, m_Array.Length);
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m_Array = newArray;
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}
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m_Array[index] = value;
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size++;
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BumpVersion();
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return index;
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}
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/// <summary>
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/// Adds the elements of the specified collection to the end of the DynamicArray.
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/// </summary>
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/// <param name="array">The array whose elements should be added to the end of the DynamicArray. The array itself cannot be null, but it can contain elements that are null, if type T is a reference type.</param>
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public void AddRange(DynamicArray<T> array)
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{
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// Save the size before reserve. Otherwise things break when self-appending i.e. `a.AddRange(a)`
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var addedSize = array.size;
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Reserve(size + addedSize, true);
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for (int i = 0; i < addedSize; ++i)
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m_Array[size++] = array[i];
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BumpVersion();
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}
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/// <summary>
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/// Insert an item in the DynamicArray.
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/// </summary>
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/// <param name="index">Index where the item should be inserted.</param>
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/// <param name="item">Item to be inserted in the DynamicArray.</param>
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public void Insert(int index, T item)
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (index < 0 || index > size)
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throw new IndexOutOfRangeException();
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#endif
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if (index == size)
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Add(item);
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else
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{
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Resize(size + 1, true);
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Array.Copy(m_Array, index, m_Array, index + 1, size - index);
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m_Array[index] = item;
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}
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}
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/// <summary>
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/// Removes the first occurrence of a specific object from the DynamicArray.
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/// </summary>
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/// <param name="item">The object to remove from the DynamicArray. The value can be null for reference types.</param>
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/// <returns>true if item is successfully removed; otherwise, false. This method also returns false if item was not found in the DynamicArray.</returns>
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public bool Remove(T item)
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{
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int index = IndexOf(item);
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if (index != -1)
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{
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RemoveAt(index);
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return true;
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}
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return false;
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}
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/// <summary>
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/// Removes the element at the specified index of the DynamicArray.
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/// </summary>
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/// <param name="index">The zero-based index of the element to remove.</param>
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public void RemoveAt(int index)
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (index < 0 || index >= size)
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throw new IndexOutOfRangeException();
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#endif
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if (index != size - 1)
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Array.Copy(m_Array, index + 1, m_Array, index, size - index - 1);
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size--;
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BumpVersion();
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}
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/// <summary>
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/// Removes a range of elements from the DynamicArray.
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/// </summary>
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/// <param name="index">The zero-based starting index of the range of elements to remove.</param>
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/// <param name="count">The number of elements to remove.</param>
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public void RemoveRange(int index, int count)
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{
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if (count == 0)
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return;
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (index < 0 || index >= size || count < 0 || index + count > size)
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throw new ArgumentOutOfRangeException();
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#endif
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Array.Copy(m_Array, index + count, m_Array, index, size - index - count);
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size -= count;
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BumpVersion();
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}
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/// <summary>
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/// Searches for an element that matches the conditions defined by the specified predicate, and returns the zero-based index of the first occurrence within the range of elements in the DynamicArray that starts at the specified index and contains the specified number of elements.
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/// </summary>
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/// <param name="startIndex">The zero-based starting index of the search.</param>
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/// <param name="count">The number of elements in the section to search.</param>
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/// <param name="match">The Predicate delegate that defines the conditions of the element to search for.</param>
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/// <returns>The zero-based index of the first occurrence of an element that matches the conditions defined by match, if found; otherwise, -1.</returns>
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public int FindIndex(int startIndex, int count, Predicate<T> match)
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{
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for (int i = startIndex; i < size; ++i)
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{
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if (match(m_Array[i]))
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{
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return i;
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}
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}
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return -1;
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}
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/// <summary>
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/// Searches for the specified object and returns the zero-based index of the first occurrence within the range of elements in the DynamicArray that starts at the specified index and contains the specified number of elements.
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/// </summary>
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/// <param name="item">The object to locate in the DynamicArray. The value can be null for reference types.</param>
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/// <param name="index">The zero-based starting index of the search. 0 (zero) is valid in an empty list.</param>
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/// <param name="count">The number of elements in the section to search.</param>
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/// <returns>The index of the first occurrence of the object within the range of elements, or -1 if not found.</returns>
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public int IndexOf(T item, int index, int count)
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{
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for (int i = index; i < size && count > 0; ++i, --count)
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{
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if (m_Array[i].Equals(item))
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{
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return i;
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}
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}
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return -1;
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}
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/// <summary>
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/// Searches for the specified object and returns the zero-based index of the first occurrence within the range of elements in the DynamicArray that extends from the specified index to the last element.
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/// </summary>
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/// <param name="item">The object to locate in the DynamicArray. The value can be null for reference types.</param>
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/// <param name="index">The zero-based starting index of the search. 0 (zero) is valid in an empty list.</param>
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/// <returns>The zero-based index of the first occurrence of item within the range of elements in the DynamicArray that extends from index to the last element, if found; otherwise, -1.</returns>
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public int IndexOf(T item, int index)
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{
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for (int i = index; i < size; ++i)
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{
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if (m_Array[i].Equals(item))
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{
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return i;
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}
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}
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return -1;
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}
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/// <summary>
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/// Searches for the specified object and returns the zero-based index of the first occurrence within the entire DynamicArray.
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/// </summary>
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/// <param name="item">The object to locate in the DynamicArray. The value can be null for reference types.</param>
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/// <returns>he zero-based index of the first occurrence of item within the entire DynamicArray, if found; otherwise, -1.</returns>
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public int IndexOf(T item)
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{
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return IndexOf(item, 0);
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}
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/// <summary>
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/// Resize the Dynamic Array.
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/// This will reallocate memory if necessary and set the current size of the array to the provided size.
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/// Note: The memory is not cleared so the elements may contain invalid data.
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/// </summary>
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/// <param name="newSize">New size for the array.</param>
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/// <param name="keepContent">Set to true if you want the current content of the array to be kept.</param>
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public void Resize(int newSize, bool keepContent = false)
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{
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Reserve(newSize, keepContent);
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size = newSize;
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BumpVersion();
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}
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/// <summary>
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/// Resize the Dynamic Array.
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/// This will reallocate memory if necessary and set the current size of the array to the provided size.
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/// The elements are initialized to the default value of the element type, e.g. 0 for integers.
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/// </summary>
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/// <param name="newSize">New size for the array.</param>
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public void ResizeAndClear(int newSize)
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{
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if (newSize > m_Array.Length)
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{
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// Reserve will allocate a whole new array that is cleared as part of the allocation
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Reserve(newSize, false);
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}
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else
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{
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// We're not reallocating anything we need to clear the old values to the default.
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Array.Clear(m_Array, 0, newSize);
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}
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size = newSize;
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BumpVersion();
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}
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/// <summary>
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/// Sets the total number of elements the internal data structure can hold without resizing.
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/// </summary>
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/// <param name="newCapacity">New capacity for the array.</param>
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/// <param name="keepContent">Set to true if you want the current content of the array to be kept.</param>
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public void Reserve(int newCapacity, bool keepContent = false)
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{
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if (newCapacity > m_Array.Length)
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{
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if (keepContent)
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{
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var newArray = new T[newCapacity];
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Array.Copy(m_Array, newArray, m_Array.Length);
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m_Array = newArray;
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}
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else
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{
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m_Array = new T[newCapacity];
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}
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}
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}
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/// <summary>
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/// ref access to an element.
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/// </summary>
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/// <param name="index">Element index</param>
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/// <value>The requested element.</value>
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public ref T this[int index]
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{
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get
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (index < 0 || index >= size)
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throw new IndexOutOfRangeException();
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#endif
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return ref m_Array[index];
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}
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}
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/// <summary>
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/// Implicit conversion to regular array.
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/// </summary>
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/// <param name="array">Input DynamicArray.</param>
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/// <returns>The internal array.</returns>
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[Obsolete("This is deprecated because it returns an incorrect value. It may returns an array with elements beyond the size. Please use Span/ReadOnly if you want safe raw access to the DynamicArray memory.",false)]
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public static implicit operator T[](DynamicArray<T> array) => array.m_Array;
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/// <summary>
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/// Implicit conversion to ReadOnlySpan.
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/// </summary>
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/// <param name="array">Input DynamicArray.</param>
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/// <returns>The internal array.</returns>
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public static implicit operator ReadOnlySpan<T>(DynamicArray<T> array) => new ReadOnlySpan<T>(array.m_Array, 0, array.size);
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/// <summary>
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/// Implicit conversion to Span.
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/// </summary>
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/// <param name="array">Input DynamicArray.</param>
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/// <returns>The internal array.</returns>
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public static implicit operator Span<T>(DynamicArray<T> array) => new Span<T>(array.m_Array, 0, array.size);
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/// <summary>
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/// IEnumerator-like struct used to loop over this entire array. See the IEnumerator docs for more info:
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/// <a href="https://docs.microsoft.com/en-us/dotnet/api/system.collections.ienumerator">IEnumerator</a>
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/// </summary>
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/// <remarks>
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/// This struct intentionally does not explicitly implement the IEnumarable/IEnumerator interfaces it just follows
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/// the same function signatures. This means the duck typing used by <c>foreach</c> on the compiler level will
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/// pick it up as IEnumerable but at the same time avoids generating Garbage.
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/// For more info, see the C# language specification of the <c>foreach</c> statement.
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/// </remarks>
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/// <seealso cref="RangeIterator"/>
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public struct Iterator
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{
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private readonly DynamicArray<T> owner;
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private int index;
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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private int localVersion;
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#endif
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/// <summary>
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/// Creates an iterator to iterate over an array.
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/// </summary>
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/// <param name="setOwner">The array to iterate over.</param>
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/// <exception cref="ArgumentNullException">Thrown if the array is null.</exception>
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public Iterator(DynamicArray<T> setOwner)
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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if (setOwner == null)
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throw new ArgumentNullException();
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#endif
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owner = setOwner;
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index = -1;
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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localVersion = owner.version;
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#endif
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}
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/// <summary>
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/// Gets the element in the DynamicArray at the current position of the iterator.
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/// </summary>
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public ref T Current
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{
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get
|
||
|
{
|
||
|
return ref owner[index];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Advances the iterator to the next element of the DynamicArray.
|
||
|
/// </summary>
|
||
|
/// <returns>Returns <c>true</c> if the iterator has successfully advanced to the next element; <c>false</c> if the iterator has passed the end of the DynamicArray.</returns>
|
||
|
/// <exception cref="InvalidOperationException">An operation changed the DynamicArray after the creation of this iterator.</exception>
|
||
|
public bool MoveNext()
|
||
|
{
|
||
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||
|
if (owner.version != localVersion)
|
||
|
{
|
||
|
throw new InvalidOperationException("DynamicArray was modified during enumeration");
|
||
|
}
|
||
|
#endif
|
||
|
index++;
|
||
|
return index < owner.size;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Sets the iterator to its initial position, which is before the first element in the DynamicArray.
|
||
|
/// </summary>
|
||
|
public void Reset()
|
||
|
{
|
||
|
index = -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns an enumerator that iterates through of this array.
|
||
|
/// See the IEnumerable docs for more info: <a href="https://docs.microsoft.com/en-us/dotnet/api/system.collections.ienumerable" >IEnumerable</a>
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// The returned struct intentionally does not explicitly implement the IEnumarable/IEnumerator interfaces it just follows
|
||
|
/// the same function signatures. This means the duck typing used by <c>foreach</c> on the compiler level will
|
||
|
/// pick it up as IEnumerable but at the same time avoids generating Garbage.
|
||
|
/// For more info, see the C# language specification of the <c>foreach</c> statement.
|
||
|
/// </remarks>
|
||
|
/// <returns>Iterator pointing before the first element in the array.</returns>
|
||
|
public Iterator GetEnumerator()
|
||
|
{
|
||
|
return new Iterator(this);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// IEnumerable-like struct used to iterate through a subsection of this array.
|
||
|
/// See the IEnumerable docs for more info: <a href="https://docs.microsoft.com/en-us/dotnet/api/system.collections.ienumerable">IEnumerable</a>
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// This struct intentionally does not explicitly implement the IEnumarable/IEnumerator interfaces it just follows
|
||
|
/// the same function signatures. This means the duck typing used by <c>foreach</c> on the compiler level will
|
||
|
/// pick it up as IEnumerable but at the same time avoids generating Garbage.
|
||
|
/// For more info, see the C# language specification of the <c>foreach</c> statement.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="SubRange"/>
|
||
|
public struct RangeEnumerable
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// IEnumerator-like struct used to iterate through a subsection of this array.
|
||
|
/// See the IEnumerator docs for more info: <a href="https://docs.microsoft.com/en-us/dotnet/api/system.collections.ienumerator">IEnumerator</a>
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// This struct intentionally does not explicitly implement the IEnumarable/IEnumerator interfaces it just follows
|
||
|
/// the same function signatures. This means the duck typing used by <c>foreach</c> on the compiler level will
|
||
|
/// pick it up as <c>IEnumarable</c> but at the same time avoids generating Garbage.
|
||
|
/// For more info, see the C# language specification of the <c>foreach</c> statement.
|
||
|
/// </remarks>
|
||
|
/// <seealso cref="SubRange"/>
|
||
|
public struct RangeIterator
|
||
|
{
|
||
|
private readonly DynamicArray<T> owner;
|
||
|
private int index;
|
||
|
private int first;
|
||
|
private int last;
|
||
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||
|
private int localVersion;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
/// <summary>
|
||
|
/// Create an iterator to iterate over the given range in the array.
|
||
|
/// </summary>
|
||
|
/// <param name="setOwner">The array to iterate over.</param>
|
||
|
/// <param name="first">The index of the first item in the array.</param>
|
||
|
/// <param name="numItems">The number of array members to iterate through.</param>
|
||
|
/// <exception cref="ArgumentNullException">Thrown if the array is null.</exception>
|
||
|
public RangeIterator(DynamicArray<T> setOwner, int first, int numItems)
|
||
|
{
|
||
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||
|
if (setOwner == null)
|
||
|
throw new ArgumentNullException();
|
||
|
if (first < 0 || first > setOwner.size || (first + numItems) > setOwner.size)
|
||
|
throw new IndexOutOfRangeException();
|
||
|
#endif
|
||
|
owner = setOwner;
|
||
|
this.first = first;
|
||
|
index = first-1;
|
||
|
last = first + numItems;
|
||
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||
|
localVersion = owner.version;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Gets the element in the DynamicArray at the current position of the iterator.
|
||
|
/// </summary>
|
||
|
public ref T Current
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
return ref owner[index];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Advances the iterator to the next element of the DynamicArray.
|
||
|
/// </summary>
|
||
|
/// <returns>Returs <c>true</c> if the iterator successfully advanced to the next element; returns <c>false</c> if the iterator has passed the end of the range.</returns>
|
||
|
/// <exception cref="InvalidOperationException">The DynamicArray was modified after the iterator was created.</exception>
|
||
|
public bool MoveNext()
|
||
|
{
|
||
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||
|
if (owner.version != localVersion)
|
||
|
{
|
||
|
throw new InvalidOperationException("DynamicArray was modified during enumeration");
|
||
|
}
|
||
|
#endif
|
||
|
index++;
|
||
|
return index < last;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Sets the iterator to its initial position, which is before the first element in the range.
|
||
|
/// </summary>
|
||
|
public void Reset()
|
||
|
{
|
||
|
index = first-1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// The iterator associated with this Enumerable.
|
||
|
/// </summary>
|
||
|
public RangeIterator iterator;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns an enumerator that iterates through this array.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// The returned struct intentionally does not explicitly implement the IEnumarable/IEnumerator interfaces it just follows
|
||
|
/// the same function signatures. This means the duck typing used by <c>foreach</c> on the compiler level will
|
||
|
/// pick it up as IEnumerable but at the same time avoids generating Garbage.
|
||
|
/// For more info, see the C# language specification of the <c>foreach</c> statement.
|
||
|
/// </remarks>
|
||
|
/// <returns>Iterator pointing before the first element in the range.</returns>
|
||
|
public RangeIterator GetEnumerator()
|
||
|
{
|
||
|
return iterator;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns an IEnumeralbe-Like object that iterates through a subsection of this array.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// The returned struct intentionally does not explicitly implement the IEnumarable/IEnumerator interfaces it just follows
|
||
|
/// the same function signatures. This means the duck typing used by <c>foreach</c> on the compiler level will
|
||
|
/// pick it up as IEnumerable but at the same time avoids generating Garbage.
|
||
|
/// For more info, see the C# language specification of the <c>foreach</c> statement.
|
||
|
/// </remarks>
|
||
|
/// <param name="first">The index of the first item</param>
|
||
|
/// <param name="numItems">The number of items to iterate</param>
|
||
|
/// <returns><c>RangeEnumerable</c> that can be used to enumerate the given range.</returns>
|
||
|
/// <seealso cref="RangeIterator"/>
|
||
|
public RangeEnumerable SubRange(int first, int numItems)
|
||
|
{
|
||
|
RangeEnumerable r = new RangeEnumerable { iterator = new RangeEnumerable.RangeIterator(this, first, numItems) };
|
||
|
return r;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Increments the internal version counter.
|
||
|
/// </summary>
|
||
|
protected internal void BumpVersion()
|
||
|
{
|
||
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||
|
version++;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Delegate for custom sorting comparison.
|
||
|
/// </summary>
|
||
|
/// <param name="x">First object.</param>
|
||
|
/// <param name="y">Second object.</param>
|
||
|
/// <returns>-1 if x smaller than y, 1 if x bigger than y and 0 otherwise.</returns>
|
||
|
public delegate int SortComparer(T x, T y);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Extension class for DynamicArray
|
||
|
/// </summary>
|
||
|
public static class DynamicArrayExtensions
|
||
|
{
|
||
|
static int Partition<T>(Span<T> data, int left, int right) where T : IComparable<T>, new()
|
||
|
{
|
||
|
var pivot = data[left];
|
||
|
|
||
|
--left;
|
||
|
++right;
|
||
|
while (true)
|
||
|
{
|
||
|
var c = 0;
|
||
|
var lvalue = default(T);
|
||
|
do
|
||
|
{
|
||
|
++left;
|
||
|
lvalue = data[left];
|
||
|
c = lvalue.CompareTo(pivot);
|
||
|
}
|
||
|
while (c < 0);
|
||
|
|
||
|
var rvalue = default(T);
|
||
|
do
|
||
|
{
|
||
|
--right;
|
||
|
rvalue = data[right];
|
||
|
c = rvalue.CompareTo(pivot);
|
||
|
}
|
||
|
while (c > 0);
|
||
|
|
||
|
if (left < right)
|
||
|
{
|
||
|
data[right] = lvalue;
|
||
|
data[left] = rvalue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return right;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void QuickSort<T>(Span<T> data, int left, int right) where T : IComparable<T>, new()
|
||
|
{
|
||
|
if (left < right)
|
||
|
{
|
||
|
int pivot = Partition(data, left, right);
|
||
|
|
||
|
if (pivot >= 1)
|
||
|
QuickSort(data, left, pivot);
|
||
|
|
||
|
if (pivot + 1 < right)
|
||
|
QuickSort(data, pivot + 1, right);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// C# SUCKS
|
||
|
// Had to copy paste because it's apparently impossible to pass a sort delegate where T is Comparable<T>, otherwise some boxing happens and allocates...
|
||
|
// So two identical versions of the function, one with delegate but no Comparable and the other with just the comparable.
|
||
|
static int Partition<T>(Span<T> data, int left, int right, DynamicArray<T>.SortComparer comparer) where T : new()
|
||
|
{
|
||
|
var pivot = data[left];
|
||
|
|
||
|
--left;
|
||
|
++right;
|
||
|
while (true)
|
||
|
{
|
||
|
var c = 0;
|
||
|
var lvalue = default(T);
|
||
|
do
|
||
|
{
|
||
|
++left;
|
||
|
lvalue = data[left];
|
||
|
c = comparer(lvalue, pivot);
|
||
|
}
|
||
|
while (c < 0);
|
||
|
|
||
|
var rvalue = default(T);
|
||
|
do
|
||
|
{
|
||
|
--right;
|
||
|
rvalue = data[right];
|
||
|
c = comparer(rvalue, pivot);
|
||
|
}
|
||
|
while (c > 0);
|
||
|
|
||
|
if (left < right)
|
||
|
{
|
||
|
data[right] = lvalue;
|
||
|
data[left] = rvalue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return right;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void QuickSort<T>(Span<T> data, int left, int right, DynamicArray<T>.SortComparer comparer) where T : new()
|
||
|
{
|
||
|
if (left < right)
|
||
|
{
|
||
|
int pivot = Partition(data, left, right, comparer);
|
||
|
|
||
|
if (pivot >= 1)
|
||
|
QuickSort(data, left, pivot, comparer);
|
||
|
|
||
|
if (pivot + 1 < right)
|
||
|
QuickSort(data, pivot + 1, right, comparer);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Perform a quick sort on the DynamicArray
|
||
|
/// </summary>
|
||
|
/// <typeparam name="T">Type of the array.</typeparam>
|
||
|
/// <param name="array">Array on which to perform the quick sort.</param>
|
||
|
public static void QuickSort<T>(this DynamicArray<T> array) where T : IComparable<T>, new()
|
||
|
{
|
||
|
QuickSort<T>(array, 0, array.size - 1);
|
||
|
array.BumpVersion();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Perform a quick sort on the DynamicArray
|
||
|
/// </summary>
|
||
|
/// <typeparam name="T">Type of the array.</typeparam>
|
||
|
/// <param name="array">Array on which to perform the quick sort.</param>
|
||
|
/// <param name="comparer">Comparer used for sorting.</param>
|
||
|
public static void QuickSort<T>(this DynamicArray<T> array, DynamicArray<T>.SortComparer comparer) where T : new()
|
||
|
{
|
||
|
QuickSort<T>(array, 0, array.size - 1, comparer);
|
||
|
array.BumpVersion();
|
||
|
}
|
||
|
}
|
||
|
}
|