231 lines
7.0 KiB
C#
231 lines
7.0 KiB
C#
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/*
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** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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** Copyright (C) 2011 Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** Permission is hereby granted, free of charge, to any person obtaining a copy
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** of this software and associated documentation files (the "Software"), to deal
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** in the Software without restriction, including without limitation the rights
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** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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** of the Software, and to permit persons to whom the Software is furnished to do so,
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** subject to the following conditions:
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**
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** The above copyright notice including the dates of first publication and either this
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** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
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** included in all copies or substantial portions of the Software.
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**
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** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
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** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
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** OR OTHER DEALINGS IN THE SOFTWARE.
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**
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** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
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** be used in advertising or otherwise to promote the sale, use or other dealings in
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** this Software without prior written authorization from Silicon Graphics, Inc.
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*/
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/*
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** Original Author: Eric Veach, July 1994.
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** libtess2: Mikko Mononen, http://code.google.com/p/libtess2/.
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** LibTessDotNet: Remi Gillig, https://github.com/speps/LibTessDotNet
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*/
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace Unity.SpriteShape.External
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{
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namespace LibTessDotNet
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{
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internal class PriorityQueue<TValue> where TValue : class
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{
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private PriorityHeap<TValue>.LessOrEqual _leq;
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private PriorityHeap<TValue> _heap;
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private TValue[] _keys;
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private int[] _order;
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private int _size, _max;
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private bool _initialized;
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public bool Empty { get { return _size == 0 && _heap.Empty; } }
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public PriorityQueue(int initialSize, PriorityHeap<TValue>.LessOrEqual leq)
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{
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_leq = leq;
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_heap = new PriorityHeap<TValue>(initialSize, leq);
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_keys = new TValue[initialSize];
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_size = 0;
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_max = initialSize;
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_initialized = false;
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}
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class StackItem
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{
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internal int p, r;
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};
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static void Swap(ref int a, ref int b)
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{
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int tmp = a;
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a = b;
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b = tmp;
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}
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public void Init()
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{
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var stack = new Stack<StackItem>();
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int p, r, i, j, piv;
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uint seed = 2016473283;
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p = 0;
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r = _size - 1;
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_order = new int[_size + 1];
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for (piv = 0, i = p; i <= r; ++piv, ++i)
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{
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_order[i] = piv;
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}
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stack.Push(new StackItem { p = p, r = r });
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while (stack.Count > 0)
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{
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var top = stack.Pop();
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p = top.p;
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r = top.r;
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while (r > p + 10)
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{
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seed = seed * 1539415821 + 1;
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i = p + (int)(seed % (r - p + 1));
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piv = _order[i];
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_order[i] = _order[p];
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_order[p] = piv;
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i = p - 1;
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j = r + 1;
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do {
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do { ++i; } while (!_leq(_keys[_order[i]], _keys[piv]));
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do { --j; } while (!_leq(_keys[piv], _keys[_order[j]]));
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Swap(ref _order[i], ref _order[j]);
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} while (i < j);
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Swap(ref _order[i], ref _order[j]);
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if (i - p < r - j)
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{
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stack.Push(new StackItem { p = j + 1, r = r });
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r = i - 1;
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}
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else
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{
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stack.Push(new StackItem { p = p, r = i - 1 });
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p = j + 1;
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}
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}
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for (i = p + 1; i <= r; ++i)
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{
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piv = _order[i];
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for (j = i; j > p && !_leq(_keys[piv], _keys[_order[j - 1]]); --j)
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{
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_order[j] = _order[j - 1];
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}
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_order[j] = piv;
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}
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}
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#if DEBUG
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p = 0;
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r = _size - 1;
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for (i = p; i < r; ++i)
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{
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Debug.Assert(_leq(_keys[_order[i + 1]], _keys[_order[i]]), "Wrong sort");
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}
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#endif
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_max = _size;
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_initialized = true;
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_heap.Init();
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}
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public PQHandle Insert(TValue value)
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{
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if (_initialized)
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{
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return _heap.Insert(value);
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}
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int curr = _size;
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if (++_size >= _max)
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{
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_max <<= 1;
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Array.Resize(ref _keys, _max);
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}
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_keys[curr] = value;
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return new PQHandle { _handle = -(curr + 1) };
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}
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public TValue ExtractMin()
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{
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Debug.Assert(_initialized);
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if (_size == 0)
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{
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return _heap.ExtractMin();
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}
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TValue sortMin = _keys[_order[_size - 1]];
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if (!_heap.Empty)
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{
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TValue heapMin = _heap.Minimum();
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if (_leq(heapMin, sortMin))
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return _heap.ExtractMin();
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}
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do {
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--_size;
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} while (_size > 0 && _keys[_order[_size - 1]] == null);
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return sortMin;
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}
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public TValue Minimum()
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{
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Debug.Assert(_initialized);
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if (_size == 0)
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{
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return _heap.Minimum();
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}
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TValue sortMin = _keys[_order[_size - 1]];
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if (!_heap.Empty)
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{
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TValue heapMin = _heap.Minimum();
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if (_leq(heapMin, sortMin))
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return heapMin;
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}
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return sortMin;
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}
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public void Remove(PQHandle handle)
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{
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Debug.Assert(_initialized);
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int curr = handle._handle;
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if (curr >= 0)
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{
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_heap.Remove(handle);
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return;
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}
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curr = -(curr + 1);
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Debug.Assert(curr < _max && _keys[curr] != null);
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_keys[curr] = null;
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while (_size > 0 && _keys[_order[_size - 1]] == null)
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{
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--_size;
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}
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}
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}
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}
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} // namespace Unity.VectorGraphics.External
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