feat(UnsafeBitSet): refactor iterator to use pointer
Refactored UnsafeBitSet.Iterator to store a pointer to the bitset and accept a start index in its constructor. Updated GetIterator to support an optional start parameter and return an iterator using a pointer to the current instance. Revised Program.cs to demonstrate new usage and removed unrelated code. Bumped assembly version to 1.6.11.
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@@ -36,18 +36,18 @@ public unsafe struct UnsafeBitSet : IDisposable, IEquatable<UnsafeBitSet>
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{
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public ref struct Iterator
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{
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private UnsafeBitSet _bitSet;
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private readonly UnsafeBitSet* _bitSet;
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private int _currentBit;
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public Iterator(UnsafeBitSet bitSet)
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public Iterator(UnsafeBitSet* bitSet, int start)
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{
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_bitSet = bitSet;
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_currentBit = -1;
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_currentBit = start - 1;
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}
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public bool Next(out int bitIndex)
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{
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_currentBit = _bitSet.NextSetBit(_currentBit + 1);
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_currentBit = _bitSet->NextSetBit(_currentBit + 1);
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bitIndex = _currentBit;
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return _currentBit != -1;
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}
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@@ -143,9 +143,9 @@ public unsafe struct UnsafeBitSet : IDisposable, IEquatable<UnsafeBitSet>
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return (id >> _INDEX_SIZE) + int.Sign(id & _BIT_SIZE);
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}
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public readonly Iterator GetIterator()
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public readonly Iterator GetIterator(int start = 0)
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{
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return new Iterator(this);
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return new Iterator((UnsafeBitSet*)Unsafe.AsPointer(in this), start);
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}
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/// <summary>
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@@ -7,7 +7,7 @@
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<GeneratePackageOnBuild>true</GeneratePackageOnBuild>
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<Authors>Misaki</Authors>
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<AssemblyVersion>1.6.10</AssemblyVersion>
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<AssemblyVersion>1.6.11</AssemblyVersion>
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<Version>$(AssemblyVersion)</Version>
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<PackageProjectUrl>https://git.personalnas.com/Misaki/Misaki.HighPerformance.git</PackageProjectUrl>
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<RepositoryUrl>https://git.personalnas.com/Misaki/Misaki.HighPerformance.git</RepositoryUrl>
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@@ -1,14 +1,12 @@
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using BenchmarkDotNet.Running;
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using Misaki.HighPerformance.Mathematics;
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using Misaki.HighPerformance.Test.Benchmark;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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//BenchmarkRunner.Run<SPMDBenchmark>();
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var faceDirection = math.normalize(float3.zero - new float3(0.0f, 0.0f, 5.0f));
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var test = quaternion.LookRotation(faceDirection, math.up());
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var test2 = quaternion.LookRotationSafe(faceDirection, math.up());
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var rotation = quaternion.EulerXYZ(new float3(0, math.radians(180.0f), 0));
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AllocationManager.Initialize(AllocationManagerInitOpts.Default);
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var set = new UnsafeBitSet(100, Allocator.Persistent, AllocationOption.Clear);
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set.SetBit(0);
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Console.WriteLine(set.NextSetBit(0));
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Console.WriteLine(test);
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Console.WriteLine(test2);
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Console.WriteLine(rotation);
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set.Dispose();
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AllocationManager.Dispose();
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