using System; using Unity.Collections; namespace Unity.DemoTeam.DigitalHuman { public unsafe struct UnsafeBFS : IDisposable { public int position; public int depth; private UnsafeArrayULong pending;// pending[i] == (depth << 32) | position private int pendingHead; private int pendingTail; private UnsafeArrayBool visited; public UnsafeBFS(int nodeCount, Allocator allocator = Allocator.Temp) { this.position = -1; this.depth = -1; this.pending = new UnsafeArrayULong(nodeCount, allocator); this.pendingHead = 0; this.pendingTail = 0; this.visited = new UnsafeArrayBool(nodeCount, allocator); this.visited.Clear(false); } public void Dispose() { pending.Dispose(); visited.Dispose(); } public void Clear() { visited.Clear(false); } public void Ignore(int node) { visited.val[node] = true; } public void Insert(int node) { if (visited.val[node]) return; ulong pack_position = (ulong)node; ulong pack_depth = (ulong)(depth + 1) << 32; pending.val[pendingTail++] = pack_depth | pack_position; visited.val[node] = true; } public bool MoveNext() { if (pendingHead != pendingTail) { ulong packed = pending.val[pendingHead++]; position = (int)(packed & 0xffffffffuL); depth = (int)(packed >> 32); return true; } else { position = -1; depth = -1; return false; } } } }