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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;
}
}
}