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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;
}
}
}
}