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