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October 9, 2018 23:17
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NativeBitArray for Unity2018.2.8f1
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using Unity.Collections; | |
using UnityEngine; | |
namespace TSKT | |
{ | |
public struct NativeBitArray : IDisposable, IEnumerable<bool> | |
{ | |
NativeArray<int> array; | |
public int Length { get; } | |
public NativeBitArray(int length, Allocator allocator) | |
{ | |
Length = length; | |
if (Length == 0) | |
{ | |
array = new NativeArray<int>( | |
0, | |
allocator, NativeArrayOptions.ClearMemory); | |
} | |
else | |
{ | |
array = new NativeArray<int>( | |
(length - 1) / 32 + 1, | |
allocator, NativeArrayOptions.ClearMemory); | |
} | |
} | |
public bool this[int index] | |
{ | |
get | |
{ | |
var i = index / 32; | |
var j = index % 32; | |
return (array[i] & (1 << j)) != 0; | |
} | |
set | |
{ | |
if (index < 0 || index >= Length) | |
{ | |
throw new ArgumentOutOfRangeException(); | |
} | |
var i = index / 32; | |
var j = index % 32; | |
var item = array[i]; | |
if (value) | |
{ | |
item = (item | (1 << j)); | |
} | |
else | |
{ | |
item = (item & ~(1 << j)); | |
} | |
array[i] = item; | |
} | |
} | |
public void Dispose() | |
{ | |
array.Dispose(); | |
} | |
public void SetAll(bool value) | |
{ | |
var fillValue = value ? unchecked(((int)0xffffffff)) : 0; | |
for (int i=0; i<array.Length; ++i) | |
{ | |
array[i] = fillValue; | |
} | |
} | |
public void And(NativeBitArray source) | |
{ | |
for(int i=0; i<array.Length; ++i) | |
{ | |
var v = array[i] & source.array[i]; | |
array[i] = v; | |
} | |
} | |
public void Or(NativeBitArray source) | |
{ | |
for (int i = 0; i < array.Length; ++i) | |
{ | |
var v = array[i] | source.array[i]; | |
array[i] = v; | |
} | |
} | |
public void Xor(NativeBitArray source) | |
{ | |
for (int i = 0; i < array.Length; ++i) | |
{ | |
var v = array[i] ^ source.array[i]; | |
array[i] = v; | |
} | |
} | |
public IEnumerator<bool> GetEnumerator() | |
{ | |
for (int i = 0; i < Length; ++i) | |
{ | |
yield return this[i]; | |
} | |
} | |
IEnumerator IEnumerable.GetEnumerator() | |
{ | |
for (int i = 0; i < Length; ++i) | |
{ | |
yield return this[i]; | |
} | |
} | |
} | |
} |
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