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FastBucket.cs
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FastBucket.cs
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using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
namespace FastCollections
{
public class FastBucket<T> : FastEnumerable<T>
{
public T[] innerArray;
public BitArray arrayAllocation { get; private set; }
private int Capacity = 8;
public int Count { get; private set; }
public int PeakCount { get; private set; }
private FastStack<int> OpenSlots = new FastStack<int>();
public FastBucket()
{
Initialize();
}
public FastBucket (int capacity) {
this.Capacity = capacity;
Initialize ();
}
private void Initialize()
{
innerArray = new T[Capacity];
arrayAllocation = new BitArray(Capacity);
Count = 0;
PeakCount = 0;
}
public int Add(T item)
{
int index = OpenSlots.Count > 0 ? OpenSlots.Pop() : PeakCount++;
this._AddAt(item, index);
return index;
}
public void InsertAt(T item, int index)
{
//Public API for adding at a specific index.
//Note: Has linear performance
if (index < arrayAllocation.Length && arrayAllocation.Get(index))
{
//this.innerArray[index] = item; //If something's already there, just replace it
}
else {
CheckCapacity(index + 1);
if (index < PeakCount)
{
int indexIndex = Array.BinarySearch<int>(OpenSlots.innerArray, index);
Shortcuts.Shift(OpenSlots.innerArray,indexIndex, OpenSlots.innerArray.Length, -1);
}
else if (index >= PeakCount)
{
for (; PeakCount < index; PeakCount++)
{
OpenSlots.Add(PeakCount);
}
PeakCount++;
}
Count++;
}
this.innerArray[index] = item;
arrayAllocation[index] = true;
}
public void _AddAt(T item, int index)
{
CheckCapacity(index + 1);
arrayAllocation.Set(index, true);
innerArray[index] = item;
Count++;
}
private void CheckCapacity(int min)
{
if (min >= Capacity)
{
Capacity *= 2;
if (Capacity < min)
Capacity = min;
Array.Resize(ref innerArray, Capacity);
arrayAllocation.Length =
arrayAllocation.Length >= Capacity ?
arrayAllocation.Length : Capacity;
}
}
public bool Remove(T item)
{
int index = Array.IndexOf(innerArray, item);
if (index >= 0 && arrayAllocation[index])
{
RemoveAt(index);
return true;
}
return false;
}
public void RemoveAt(int index)
{
OpenSlots.Add(index);
arrayAllocation.Set(index, false);
this.innerArray[index] = default(T);
Count--;
}
public bool SafeRemoveAt(int index, T item)
{
if (ContainsAt(index, item))
{
this.RemoveAt(index);
return true;
}
return false;
}
public bool ContainsAt(int index, T item)
{
return index >= 0 && index < PeakCount && this.arrayAllocation[index] && innerArray[index].Equals(item);
}
public T this[int index]
{
get
{
if (arrayAllocation[index] == false)
throw new System.IndexOutOfRangeException();
return innerArray[index];
}
set
{
if (arrayAllocation[index] == false)
throw new System.IndexOutOfRangeException();
innerArray[index] = value;
}
}
public void Clear()
{
for (int i = 0; i < Capacity; i++)
{
innerArray[i] = default(T);
}
FastClear();
}
public void FastClear()
{
arrayAllocation.SetAll(false);
OpenSlots.FastClear();
PeakCount = 0;
Count = 0;
}
public void Enumerate(FastList<T> output)
{
output.FastClear();
for (int i = 0; i < PeakCount; i++)
{
if (arrayAllocation[i])
{
output.Add(innerArray[i]);
}
}
}
}
}