306 lines
7.6 KiB
C#
306 lines
7.6 KiB
C#
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// -----------------------------------------------------------------------
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// <copyright file="TrianglePool.cs" company="">
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// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
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// </copyright>
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// -----------------------------------------------------------------------
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namespace TriangleNet
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{
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using System;
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using System.Collections.Generic;
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using TriangleNet.Geometry;
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using TriangleNet.Topology;
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public class TrianglePool : ICollection<Triangle>
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{
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// Determines the size of each block in the pool.
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private const int BLOCKSIZE = 1024;
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// The total number of currently allocated triangles.
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int size;
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// The number of triangles currently used.
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int count;
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// The pool.
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Triangle[][] pool;
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// A stack of free triangles.
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Stack<Triangle> stack;
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public TrianglePool()
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{
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size = 0;
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// On startup, the pool should be able to hold 2^16 triangles.
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int n = Math.Max(1, 65536 / BLOCKSIZE);
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pool = new Triangle[n][];
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pool[0] = new Triangle[BLOCKSIZE];
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stack = new Stack<Triangle>(BLOCKSIZE);
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}
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/// <summary>
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/// Gets a triangle from the pool.
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/// </summary>
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/// <returns></returns>
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public Triangle Get()
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{
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Triangle triangle;
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if (stack.Count > 0)
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{
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triangle = stack.Pop();
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triangle.hash = -triangle.hash - 1;
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Cleanup(triangle);
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}
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else if (count < size)
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{
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triangle = pool[count / BLOCKSIZE][count % BLOCKSIZE];
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triangle.id = triangle.hash;
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Cleanup(triangle);
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count++;
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}
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else
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{
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triangle = new Triangle();
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triangle.hash = size;
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triangle.id = triangle.hash;
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int block = size / BLOCKSIZE;
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if (pool[block] == null)
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{
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pool[block] = new Triangle[BLOCKSIZE];
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// Check if the pool has to be resized.
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if (block + 1 == pool.Length)
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{
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Array.Resize(ref pool, 2 * pool.Length);
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}
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}
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// Add triangle to pool.
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pool[block][size % BLOCKSIZE] = triangle;
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count = ++size;
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}
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return triangle;
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}
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public void Release(Triangle triangle)
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{
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stack.Push(triangle);
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// Mark the triangle as free (used by enumerator).
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triangle.hash = -triangle.hash - 1;
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}
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/// <summary>
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/// Restart the triangle pool.
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/// </summary>
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public TrianglePool Restart()
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{
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foreach (var triangle in stack)
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{
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// Reset hash to original value.
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triangle.hash = -triangle.hash - 1;
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}
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stack.Clear();
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count = 0;
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return this;
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}
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/// <summary>
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/// Samples a number of triangles from the pool.
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/// </summary>
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/// <param name="k">The number of triangles to sample.</param>
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/// <param name="random"></param>
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/// <returns></returns>
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internal IEnumerable<Triangle> Sample(int k, Random random)
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{
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int i, count = this.Count;
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if (k > count)
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{
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// TODO: handle Sample special case.
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k = count;
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}
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Triangle t;
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// TODO: improve sampling code (to ensure no duplicates).
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while (k > 0)
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{
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i = random.Next(0, count);
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t = pool[i / BLOCKSIZE][i % BLOCKSIZE];
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if (t.hash >= 0)
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{
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k--;
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yield return t;
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}
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}
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}
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private void Cleanup(Triangle triangle)
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{
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triangle.label = 0;
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triangle.area = 0.0;
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triangle.infected = false;
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for (int i = 0; i < 3; i++)
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{
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triangle.vertices[i] = null;
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triangle.subsegs[i] = default(Osub);
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triangle.neighbors[i] = default(Otri);
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}
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}
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public void Add(Triangle item)
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{
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throw new NotImplementedException();
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}
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public void Clear()
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{
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stack.Clear();
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int blocks = (size / BLOCKSIZE) + 1;
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for (int i = 0; i < blocks; i++)
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{
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var block = pool[i];
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// Number of triangles in current block:
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int length = (size - i * BLOCKSIZE) % BLOCKSIZE;
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for (int j = 0; j < length; j++)
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{
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block[j] = null;
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}
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}
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size = count = 0;
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}
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public bool Contains(Triangle item)
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{
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int i = item.hash;
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if (i < 0 || i > size)
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{
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return false;
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}
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return pool[i / BLOCKSIZE][i % BLOCKSIZE].hash >= 0;
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}
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public void CopyTo(Triangle[] array, int index)
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{
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var enumerator = GetEnumerator();
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while (enumerator.MoveNext())
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{
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array[index] = enumerator.Current;
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index++;
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}
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}
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public int Count
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{
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get { return count - stack.Count; }
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}
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public bool IsReadOnly
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{
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get { return true; }
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}
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public bool Remove(Triangle item)
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{
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throw new NotImplementedException();
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}
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public IEnumerator<Triangle> GetEnumerator()
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{
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return new Enumerator(this);
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}
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System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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class Enumerator : IEnumerator<Triangle>
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{
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// TODO: enumerator should be able to tell if collection changed.
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int count;
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Triangle[][] pool;
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Triangle current;
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int index, offset;
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public Enumerator(TrianglePool pool)
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{
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this.count = pool.Count;
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this.pool = pool.pool;
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index = 0;
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offset = 0;
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}
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public Triangle Current
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{
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get { return current; }
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}
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public void Dispose()
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{
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}
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object System.Collections.IEnumerator.Current
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{
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get { return current; }
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}
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public bool MoveNext()
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{
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while (index < count)
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{
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current = pool[offset / BLOCKSIZE][offset % BLOCKSIZE];
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offset++;
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if (current.hash >= 0)
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{
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index++;
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return true;
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}
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}
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return false;
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}
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public void Reset()
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{
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index = offset = 0;
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}
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}
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}
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}
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