Files
Misaki.HighPerformance/Misaki.HighPerformance.LowLevel/Collections/UnsafeSlotMap.cs
Misaki ac73e28f26 Refactor and enhance math, memory, and utilities
Refactored `sincos` usage in `quaternion` to use tuple-based
returns for improved readability. Introduced a `random` struct
with methods for generating random values of various types
and dimensions, including ranges and directions. Added a
`DynamicArray` class for dynamic resizing and manipulation
of collections. Enhanced `SlotMap` with new methods for
safe access and updates.

Updated `uint` vector types with `NumericConvertable`
attributes for better type interoperability. Removed the
`MathUtilities` class and refactored `adj` and `adjInverse`
methods for encapsulation. Improved memory management
with `StackAllocator` and `UnsafeArray` enhancements.

Added geometry utilities like `AABB`, `OBB`, `Plane`, and
`SphereBounds` for 3D operations. Updated project
configuration for versioning and NuGet packaging.
Performed general code cleanup, improved validation, and
aligned with modern C# practices.
2025-09-23 22:57:12 +09:00

308 lines
11 KiB
C#

using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections.Contracts;
using Misaki.HighPerformance.LowLevel.Contracts;
using Misaki.HighPerformance.LowLevel.Utilities;
using System.Collections;
using System.Runtime.CompilerServices;
namespace Misaki.HighPerformance.LowLevel.Collections;
/// <summary>
/// Provides an unsafe, high-performance slot map for storing and managing unmanaged values, supporting fast insertion,
/// removal, and lookup by slot index and generation.
/// </summary>
/// <typeparam name="T">The type of value to store in the slot map. Must be unmanaged.</typeparam>
public unsafe struct UnsafeSlotMap<T> : IUnsafeCollection<T>
where T : unmanaged
{
public struct Enumerator : IEnumerator<T>
{
private readonly UnsafeSlotMap<T>* _collection;
private int _currentIndex;
public Enumerator(UnsafeSlotMap<T>* collection)
{
_collection = collection;
_currentIndex = -1;
}
public readonly T Current => _collection->_data[_currentIndex].value;
readonly object? IEnumerator.Current => Current;
public bool MoveNext()
{
while (++_currentIndex < _collection->_capacity)
{
if (_collection->_data[_currentIndex].isValid)
{
return true;
}
}
return false;
}
public void Reset() => _currentIndex = -1;
public void Dispose()
{
}
}
private struct SlotData
{
public T value;
public int generation;
public bool isValid;
}
private UnsafeArray<SlotData> _data;
private UnsafeQueue<int> _freeSlots;
private int _count;
private int _capacity;
public readonly int Count => _count;
public readonly int Capacity => _capacity;
public readonly bool IsCreated => _data.IsCreated && _freeSlots.IsCreated;
public IEnumerator<T> GetEnumerator() => new Enumerator((UnsafeSlotMap<T>*)UnsafeUtilities.AddressOf(ref this));
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
/// <summary>
/// Invalid constructor. Use <see cref="UnsafeSlotMap(int, Allocator, AllocationOption)"/> or <see cref="UnsafeSlotMap(int, ref AllocationHandle, AllocationOption)"/> instead."/>
/// </summary>
public UnsafeSlotMap()
: this(0, Allocator.Invalid)
{
}
/// <summary>
/// Initializes a new instance of the UnsafeSlotMap class with the specified capacity, allocation handle, and
/// allocation options.
/// </summary>
/// <param name="capacity">The number of slots to allocate for the map. Must be greater than zero.</param>
/// <param name="handle">A reference to the allocation handle used to manage memory for the slot map.</param>
/// <param name="allocationOption">The allocation options to use when creating internal data structures. The default is AllocationOption.None.</param>
/// <exception cref="ArgumentOutOfRangeException">Thrown when capacity is less than or equal to zero.</exception>
public UnsafeSlotMap(int capacity, ref AllocationHandle handle, AllocationOption allocationOption = AllocationOption.None)
{
if (capacity <= 0)
{
throw new ArgumentOutOfRangeException(nameof(capacity), "Capacity must be greater than zero.");
}
_data = new UnsafeArray<SlotData>(capacity, ref handle, allocationOption);
_freeSlots = new UnsafeQueue<int>(capacity, ref handle, allocationOption);
_count = 0;
}
/// <summary>
/// Initializes a new instance of the UnsafeSlotMap class with the specified capacity, allocator, and allocation
/// options.
/// </summary>
/// <param name="capacity">The initial number of slots to allocate for the map. Must be greater than zero.</param>
/// <param name="allocator">The allocator to use for memory management of the slot map.</param>
/// <param name="allocationOption">The allocation option that determines how memory is allocated. The default is AllocationOption.None.</param>
public UnsafeSlotMap(int capacity, Allocator allocator, AllocationOption allocationOption = AllocationOption.None)
: this(capacity, ref AllocationManager.GetAllocationHandle(allocator), allocationOption)
{
}
/// <summary>
/// Adds the specified item to the collection and returns the index of the slot where it was stored.
/// </summary>
/// <param name="item">The item to add to the collection.</param>
/// <param name="generation">When this method returns, contains the generation number associated with the slot where the item was stored.</param>
/// <returns>The index of the slot in which the item was stored.</returns>
public int Add(T item, out int generation)
{
if (_count >= _capacity)
{
Resize(_capacity * 2);
}
int slotIndex;
if (_freeSlots.Count == 0)
{
slotIndex = _count;
}
else
{
slotIndex = _freeSlots.Dequeue();
}
ref var slot = ref _data[slotIndex];
slot.value = item;
slot.isValid = true;
generation = slot.generation;
_count++;
return slotIndex;
}
/// <summary>
/// Attempts to remove the item at the specified slot index and generation from the collection.
/// </summary>
/// <param name="slotIndex">The zero-based index of the slot to remove. Must be within the valid range of slot indices.</param>
/// <param name="generation">The generation value associated with the slot. Removal succeeds only if this matches the current generation of
/// the slot.</param>
/// <returns>true if the item was successfully removed; otherwise, false.</returns>
public bool Remove(int slotIndex, int generation)
{
if (slotIndex < 0 || slotIndex >= _capacity)
{
return false;
}
ref var slot = ref _data[slotIndex];
if (slot.generation != generation)
{
return false;
}
slot.generation++;
slot.isValid = false;
_freeSlots.Enqueue(slotIndex);
_count--;
return true;
}
/// <summary>
/// Determines whether the specified slot index contains a valid entry with the given generation.
/// </summary>
/// <param name="slotIndex">The zero-based index of the slot to check. Must be greater than or equal to 0 and less than the current capacity.</param>
/// <param name="generation">The generation value to compare against the slot's generation.</param>
/// <returns>true if the slot at the specified index is valid and its generation matches the specified value; otherwise, false.</returns>
public bool Contain(int slotIndex, int generation)
{
if (slotIndex < 0 || slotIndex >= Volatile.Read(ref _capacity))
{
return false;
}
ref var slot = ref _data[slotIndex];
if (slot.isValid && slot.generation == generation)
{
return true;
}
return false;
}
/// <summary>
/// Attempts to retrieve the element at the specified slot index and generation.
/// </summary>
/// <param name="slotIndex">The zero-based index of the slot to retrieve. Must be within the valid range of slots.</param>
/// <param name="generation">The generation identifier associated with the slot. Used to verify that the slot has not been replaced or
/// invalidated.</param>
/// <param name="value">When this method returns, contains the element at the specified slot and generation if found; otherwise, the
/// default value for type <typeparamref name="T"/>.</param>
/// <returns>true if the element at the specified slot index and generation is found; otherwise, false.</returns>
public bool TryGetElementAt(int slotIndex, int generation, out T value)
{
if (slotIndex < 0 || slotIndex >= _capacity)
{
value = default;
return false;
}
ref var slot = ref _data[slotIndex];
if (slot.generation != generation)
{
value = default;
return false;
}
value = slot.value;
return true;
}
/// <summary>
/// Retrieves the element stored at the specified slot index and generation.
/// </summary>
/// <param name="slotIndex">The zero-based index of the slot from which to retrieve the element. Must be within the valid range of allocated slots.</param>
/// <param name="generation">The generation identifier associated with the slot. Used to ensure the element has not been replaced or removed since allocation.</param>
/// <returns>The element of type <see cref="T"/> stored at the specified slot and generation.</returns>
/// <exception cref="ArgumentOutOfRangeException">Thrown when <paramref name="slotIndex"/> is less than zero or greater than or equal to the capacity.</exception>
/// <exception cref="InvalidOperationException">Thrown when the specified slot is not occupied or the generation does not match.</exception>
public T GetElementAt(int slotIndex, int generation)
{
if (slotIndex < 0 || slotIndex >= _capacity)
{
throw new ArgumentOutOfRangeException(nameof(slotIndex), "Slot index is out of range.");
}
ref var slot = ref _data[slotIndex];
if (!slot.isValid || slot.generation != generation)
{
throw new InvalidOperationException($"Slot {slotIndex} is not occupied.");
}
return slot.value;
}
/// <summary>
/// Returns a reference to the element at the specified slot index and generation, if it exists; otherwise, returns
/// a null reference.
/// </summary>
/// <param name="slotIndex">The zero-based index of the slot to retrieve. Must be within the valid range of allocated slots.</param>
/// <param name="generation">The expected generation value for the slot. Used to verify that the slot has not been recycled or replaced.</param>
/// <param name="exist">When this method returns, contains <see langword="true"/> if a valid element exists at the specified slot and generation; otherwise, <see langword="false"/>.</param>
/// <returns>A reference to the element of type <typeparamref name="T"/> at the specified slot and generation if it exists; otherwise, a null reference.</returns>
public ref T GetElementReferenceAt(int slotIndex, int generation, out bool exist)
{
if (slotIndex < 0 || slotIndex >= _capacity)
{
exist = false;
return ref Unsafe.NullRef<T>();
}
ref var slot = ref _data[slotIndex];
if (!slot.isValid|| slot.generation != generation)
{
exist = false;
return ref Unsafe.NullRef<T>();
}
exist = true;
return ref slot.value;
}
public void Resize(int newSize)
{
_data.Resize(newSize);
_freeSlots.Resize(newSize);
_capacity = newSize;
}
public void Clear()
{
_data.Clear();
_freeSlots.Clear();
_count = 0;
}
public unsafe readonly void* GetUnsafePtr()
{
return _data.GetUnsafePtr();
}
public void Dispose()
{
_data.Dispose();
_freeSlots.Dispose();
_count = 0;
_capacity = 0;
}
}