123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051 |
- namespace UnityEngine.Timeline
- {
- static class HashUtility
- {
- // Note. We could have used "params int[] hashes" but we want to avoid allocating.
- public static int CombineHash(this int h1, int h2)
- {
- return h1 ^ (int)(h2 + 0x9e3779b9 + (h1 << 6) + (h1 >> 2)); // Similar to c++ boost::hash_combine
- }
- public static int CombineHash(int h1, int h2, int h3)
- {
- return CombineHash(h1, h2).CombineHash(h3);
- }
- public static int CombineHash(int h1, int h2, int h3, int h4)
- {
- return CombineHash(h1, h2, h3).CombineHash(h4);
- }
- public static int CombineHash(int h1, int h2, int h3, int h4, int h5)
- {
- return CombineHash(h1, h2, h3, h4).CombineHash(h5);
- }
- public static int CombineHash(int h1, int h2, int h3, int h4, int h5, int h6)
- {
- return CombineHash(h1, h2, h3, h4, h5).CombineHash(h6);
- }
- public static int CombineHash(int h1, int h2, int h3, int h4, int h5, int h6, int h7)
- {
- return CombineHash(h1, h2, h3, h4, h5, h6).CombineHash(h7);
- }
- public static int CombineHash(int[] hashes)
- {
- if (hashes == null || hashes.Length == 0)
- return 0;
- var h = hashes[0];
- for (int i = 1; i < hashes.Length; ++i)
- {
- h = CombineHash(h, hashes[i]);
- }
- return h;
- }
- }
- }
|