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272 lines
8.3 KiB
272 lines
8.3 KiB
2 years ago
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using System;
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using System.Collections.Generic;
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namespace UnityEngine.Timeline
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{
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interface IInterval
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{
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Int64 intervalStart { get; }
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Int64 intervalEnd { get; }
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}
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struct IntervalTreeNode // interval node,
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{
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public Int64 center; // midpoint for this node
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public int first; // index of first element of this node in m_Entries
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public int last; // index of the last element of this node in m_Entries
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public int left; // index in m_Nodes of the left subnode
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public int right; // index in m_Nodes of the right subnode
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}
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class IntervalTree<T> where T : IInterval
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{
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internal struct Entry
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{
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public Int64 intervalStart;
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public Int64 intervalEnd;
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public T item;
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}
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const int kMinNodeSize = 10; // the minimum number of entries to have subnodes
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const int kInvalidNode = -1;
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const Int64 kCenterUnknown = Int64.MaxValue; // center hasn't been calculated. indicates no children
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readonly List<Entry> m_Entries = new List<Entry>();
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readonly List<IntervalTreeNode> m_Nodes = new List<IntervalTreeNode>();
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/// <summary>
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/// Whether the tree will be rebuilt on the next query
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/// </summary>
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public bool dirty { get; internal set; }
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/// <summary>
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/// Add an IInterval to the tree
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/// </summary>
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public void Add(T item)
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{
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if (item == null)
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return;
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m_Entries.Add(
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new Entry()
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{
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intervalStart = item.intervalStart,
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intervalEnd = item.intervalEnd,
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item = item
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}
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);
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dirty = true;
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}
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/// <summary>
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/// Query the tree at a particular time
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/// </summary>
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/// <param name="value"></param>
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/// <param name="results"></param>
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public void IntersectsWith(Int64 value, List<T> results)
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{
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if (m_Entries.Count == 0)
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return;
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if (dirty)
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{
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Rebuild();
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dirty = false;
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}
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if (m_Nodes.Count > 0)
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Query(m_Nodes[0], value, results);
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}
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/// <summary>
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/// Query the tree at a particular range of time
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/// </summary>
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/// <param name="start"></param>
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/// <param name="end"></param>
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/// <param name="results"></param>
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public void IntersectsWithRange(Int64 start, Int64 end, List<T> results)
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{
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if (start > end)
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return;
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if (m_Entries.Count == 0)
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return;
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if (dirty)
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{
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Rebuild();
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dirty = false;
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}
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if (m_Nodes.Count > 0)
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QueryRange(m_Nodes[0], start, end, results);
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}
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/// <summary>
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/// Updates the intervals from their source. Use this to detect if the data in the tree
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/// has changed.
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/// </summary>
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public void UpdateIntervals()
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{
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bool isDirty = false;
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for (int i = 0; i < m_Entries.Count; i++)
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{
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var n = m_Entries[i];
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var s = n.item.intervalStart;
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var e = n.item.intervalEnd;
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isDirty |= n.intervalStart != s;
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isDirty |= n.intervalEnd != e;
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m_Entries[i] = new Entry()
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{
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intervalStart = s,
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intervalEnd = e,
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item = n.item
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};
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}
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dirty |= isDirty;
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}
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private void Query(IntervalTreeNode intervalTreeNode, Int64 value, List<T> results)
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{
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for (int i = intervalTreeNode.first; i <= intervalTreeNode.last; i++)
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{
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var entry = m_Entries[i];
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if (value >= entry.intervalStart && value < entry.intervalEnd)
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{
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results.Add(entry.item);
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}
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}
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if (intervalTreeNode.center == kCenterUnknown)
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return;
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if (intervalTreeNode.left != kInvalidNode && value < intervalTreeNode.center)
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Query(m_Nodes[intervalTreeNode.left], value, results);
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if (intervalTreeNode.right != kInvalidNode && value > intervalTreeNode.center)
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Query(m_Nodes[intervalTreeNode.right], value, results);
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}
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private void QueryRange(IntervalTreeNode intervalTreeNode, Int64 start, Int64 end, List<T> results)
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{
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for (int i = intervalTreeNode.first; i <= intervalTreeNode.last; i++)
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{
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var entry = m_Entries[i];
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if (end >= entry.intervalStart && start < entry.intervalEnd)
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{
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results.Add(entry.item);
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}
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}
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if (intervalTreeNode.center == kCenterUnknown)
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return;
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if (intervalTreeNode.left != kInvalidNode && start < intervalTreeNode.center)
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QueryRange(m_Nodes[intervalTreeNode.left], start, end, results);
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if (intervalTreeNode.right != kInvalidNode && end > intervalTreeNode.center)
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QueryRange(m_Nodes[intervalTreeNode.right], start, end, results);
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}
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private void Rebuild()
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{
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m_Nodes.Clear();
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m_Nodes.Capacity = m_Entries.Capacity;
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Rebuild(0, m_Entries.Count - 1);
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}
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private int Rebuild(int start, int end)
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{
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IntervalTreeNode intervalTreeNode = new IntervalTreeNode();
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// minimum size, don't subdivide
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int count = end - start + 1;
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if (count < kMinNodeSize)
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{
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intervalTreeNode = new IntervalTreeNode() {center = kCenterUnknown, first = start, last = end, left = kInvalidNode, right = kInvalidNode};
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m_Nodes.Add(intervalTreeNode);
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return m_Nodes.Count - 1;
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}
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var min = Int64.MaxValue;
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var max = Int64.MinValue;
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for (int i = start; i <= end; i++)
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{
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var o = m_Entries[i];
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min = Math.Min(min, o.intervalStart);
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max = Math.Max(max, o.intervalEnd);
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}
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var center = (max + min) / 2;
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intervalTreeNode.center = center;
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// first pass, put every thing left of center, left
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int x = start;
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int y = end;
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while (true)
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{
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while (x <= end && m_Entries[x].intervalEnd < center)
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x++;
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while (y >= start && m_Entries[y].intervalEnd >= center)
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y--;
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if (x > y)
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break;
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var nodeX = m_Entries[x];
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var nodeY = m_Entries[y];
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m_Entries[y] = nodeX;
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m_Entries[x] = nodeY;
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}
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intervalTreeNode.first = x;
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// second pass, put every start passed the center right
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y = end;
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while (true)
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{
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while (x <= end && m_Entries[x].intervalStart <= center)
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x++;
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while (y >= start && m_Entries[y].intervalStart > center)
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y--;
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if (x > y)
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break;
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var nodeX = m_Entries[x];
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var nodeY = m_Entries[y];
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m_Entries[y] = nodeX;
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m_Entries[x] = nodeY;
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}
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intervalTreeNode.last = y;
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// reserve a place
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m_Nodes.Add(new IntervalTreeNode());
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int index = m_Nodes.Count - 1;
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intervalTreeNode.left = kInvalidNode;
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intervalTreeNode.right = kInvalidNode;
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if (start < intervalTreeNode.first)
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intervalTreeNode.left = Rebuild(start, intervalTreeNode.first - 1);
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if (end > intervalTreeNode.last)
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intervalTreeNode.right = Rebuild(intervalTreeNode.last + 1, end);
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m_Nodes[index] = intervalTreeNode;
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return index;
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}
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public void Clear()
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{
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m_Entries.Clear();
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m_Nodes.Clear();
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}
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}
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}
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