private HashMap(int capacity) { this.count = 0; this.capacity = capacity; this.m_Hashes = MemoryUtility.Malloc <int>(this.capacity); this.m_Elements = MemoryUtility.Malloc <T>(this.capacity); MemoryUtility.MemSet(this.m_Hashes, 0, sizeof(int) * this.capacity); }
public static void InitializeComponentData(Chunk *chunk, int index, int count) { var sizes = chunk->archetype->componentSizes; var offset = chunk->archetype->componentOffsets; var componentCount = chunk->archetype->componentCount; for (int i = 0; i < componentCount; ++i) { var offsetInBuffer = chunk->buffer + offset[i]; // ZeroMemory would possibly be the better call, but it's internal. MemoryUtility.MemSet(offsetInBuffer + (sizes[i] * index), 0, sizes[i] * count); } }