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Priority queue implementation for Unity that uses Native Containers for data storage. This version relies on the stored type implementing the IComparable<T> interface.
// Copyright 2017-2021 StagPoint Software
namespace StagPoint.Collections
{
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
/// <summary>
/// Priority Queue implementation with item data stored in native containers.
/// </summary>
/// <typeparam name="T"></typeparam>
[NativeContainer]
[DebuggerDisplay( "Length = {Length}" )]
[DebuggerTypeProxy( typeof( NativePriorityQueueDebugView<> ) )]
public unsafe struct NativePriorityQueue<T> : IDisposable
where T : struct, IComparable<T>
{
#region Public properties
/// <summary>
/// Returns the number of values stored in the queue
/// </summary>
public int Length
{
[MethodImpl( MethodImplOptions.AggressiveInlining )]
get { return m_ListData != null ? m_ListData->length : 0; }
}
/// <summary>
/// Returns true if the queue is empty
/// </summary>
public bool IsEmpty
{
[MethodImpl( MethodImplOptions.AggressiveInlining )]
get { return m_ListData == null || m_ListData->length == 0; }
}
#endregion
#region Private fields
private const int DEFAULT_SIZE = 32;
private const int GROWTH_FACTOR = 2;
private Allocator m_AllocatorLabel;
private NativeArray<T> m_Buffer;
[NativeDisableUnsafePtrRestriction]
private UnsafeListData* m_ListData;
#if ENABLE_UNITY_COLLECTIONS_CHECKS
internal AtomicSafetyHandle m_Safety;
[NativeSetClassTypeToNullOnSchedule] internal DisposeSentinel m_DisposeSentinel;
#endif
#endregion
#region Constructor
/// <summary>
/// Initializes a new instance of the BinaryHeap class with a the indicated capacity
/// </summary>
public NativePriorityQueue( int capacity = DEFAULT_SIZE, Allocator allocator = Allocator.TempJob )
{
if( capacity < 1 )
{
throw new ArgumentException( "Capacity must be greater than zero" );
}
m_AllocatorLabel = allocator;
m_ListData = (UnsafeListData*)UnsafeUtility.Malloc( UnsafeUtility.SizeOf<UnsafeListData>(), UnsafeUtility.AlignOf<UnsafeListData>(), allocator );
m_Buffer = new NativeArray<T>( capacity, allocator, NativeArrayOptions.UninitializedMemory );
m_ListData->capacity = capacity;
m_ListData->length = 0;
#if ENABLE_UNITY_COLLECTIONS_CHECKS
DisposeSentinel.Create( out m_Safety, out m_DisposeSentinel, 0, allocator );
#endif
}
#endregion
#region Public methods
/// <summary>
/// Disposes of any native memory held by this instance
/// </summary>
public void Dispose()
{
#if ENABLE_UNITY_COLLECTIONS_CHECKS
DisposeSentinel.Dispose( ref m_Safety, ref m_DisposeSentinel );
# endif
if( !m_Buffer.IsCreated )
{
throw new InvalidOperationException( $"This collection has already been disposed" );
}
UnsafeUtility.Free( m_ListData, m_AllocatorLabel );
m_Buffer.Dispose();
m_ListData = null;
m_AllocatorLabel = Allocator.Invalid;
}
/// <summary>
/// Removes all items from the heap.
/// </summary>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void Clear()
{
m_ListData->length = 0;
m_Buffer.Clear();
}
/// <summary>
/// Returns the first item in the heap without removing it from the heap
/// </summary>
/// <returns></returns>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public T Peek()
{
if( m_ListData->length == 0 )
{
throw new InvalidOperationException( "Cannot peek at first item when the heap is empty." );
}
return m_Buffer[ 0 ];
}
/// <summary>
/// Adds a key and value to the heap.
/// </summary>
/// <param name="item">The item to add to the heap.</param>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void Enqueue( T item )
{
if( m_ListData->length == m_ListData->capacity )
{
EnsureCapacity( m_ListData->length + 1 );
}
m_Buffer[ m_ListData->length ] = item;
heapifyUp( m_ListData->length, item );
m_ListData->length++;
}
/// <summary>
/// Removes and returns the first item in the heap.
/// </summary>
/// <returns>The first value in the heap.</returns>
public T Dequeue()
{
if( m_ListData->length == 0 )
{
throw new InvalidOperationException( "Cannot remove item from an empty heap" );
}
// Stores the key of root node to be returned
var v = m_Buffer[ 0 ];
// Decrease heap size by 1
m_ListData->length -= 1;
// Copy the last node to the root node and clear the last node
m_Buffer[ 0 ] = m_Buffer[ m_ListData->length ];
m_Buffer[ m_ListData->length ] = default( T );
// Restore the heap property of the tree
heapifyDown( 0, m_Buffer[ 0 ] );
return v;
}
/// <summary>
/// Ensures that there is large enough internal capacity to store the indicated number of
/// items without having to re-allocate the internal buffer.
/// </summary>
/// <param name="count"></param>
public void EnsureCapacity( int count )
{
var originalLength = m_ListData->capacity;
while( count > m_ListData->capacity )
{
m_ListData->capacity *= GROWTH_FACTOR;
}
// Create a new array to hold the item data and copy the existing data into it.
var dataSize = UnsafeUtility.SizeOf<T>() * originalLength;
var newArray = new NativeArray<T>( m_ListData->capacity, m_AllocatorLabel );
UnsafeUtility.MemCpy( m_Buffer.GetUnsafePtr(), newArray.GetUnsafePtr(), dataSize );
// Dispose of the existing array
m_Buffer.Dispose();
// The new array is now this instance's items array
m_Buffer = newArray;
}
/// <summary>
/// Returns the raw (not necessarily sorted) contents of the priority queue as a managed array.
/// </summary>
/// <returns></returns>
public T[] ToArray()
{
var length = m_ListData->length;
T[] result = new T[ length ];
for( int i = 0; i < length; i++ )
{
result[ i ] = m_Buffer[ i ];
}
return result;
}
#endregion
#region Private utility methods
private int heapifyUp( int index, T item )
{
var parent = ( index - 1 ) >> 1;
while( parent > -1 && item.CompareTo( m_Buffer[ parent ] ) <= 0 )
{
// Swap nodes
m_Buffer[ index ] = m_Buffer[ parent ];
index = parent;
parent = ( index - 1 ) >> 1;
}
m_Buffer[ index ] = item;
return index;
}
private int heapifyDown( int parent, T item )
{
var index = 0;
while( true )
{
int ch1 = ( parent << 1 ) + 1;
if( ch1 >= m_ListData->length )
break;
int ch2 = ( parent << 1 ) + 2;
if( ch2 >= m_ListData->length )
{
index = ch1;
}
else
{
index = m_Buffer[ ch1 ].CompareTo( m_Buffer[ ch2 ] ) <= 0 ? ch1 : ch2;
}
if( item.CompareTo( m_Buffer[ index ] ) < 0 )
break;
m_Buffer[ parent ] = m_Buffer[ index ]; // Swap nodes
parent = index;
}
m_Buffer[ parent ] = item;
return parent;
}
#endregion
#region Debugging support
public override string ToString()
{
return string.Format( "Length={0}", m_ListData != null ? m_ListData->length : -1 );
}
#endregion
}
#region Related types
public struct UnsafeListData
{
public int length;
public int capacity;
}
internal sealed class NativePriorityQueueDebugView<T>
where T : struct, IComparable<T>
{
private NativePriorityQueue<T> list;
/// <summary>
/// Create the view for a given list
/// </summary>
///
/// <param name="list">
/// List to view
/// </param>
public NativePriorityQueueDebugView( NativePriorityQueue<T> list )
{
this.list = list;
}
/// <summary>
/// Get a managed array version of the list's elements to be viewed in the
/// debugger.
/// </summary>
public T[] Items
{
get
{
return list.ToArray();
}
}
}
#endregion
}
/// <summary>
/// Priority Queue implementation with item data stored in native containers. This version uses an IComparer<T> instead of relying on IComparable<T> being implemented by the stored type.
/// </summary>
/// <typeparam name="T"></typeparam>
[NativeContainer]
[DebuggerDisplay( "Length = {Length}" )]
[DebuggerTypeProxy( typeof( NativePriorityQueueWithComparerDebugView<> ) )]
public unsafe struct NativePriorityQueueWithComparer<T> : IDisposable
where T : struct
{
#region Public properties
/// <summary>
/// Returns the number of values stored in the queue
/// </summary>
public int Length
{
[MethodImpl( MethodImplOptions.AggressiveInlining )]
get { return m_ListData != null ? m_ListData->length : 0; }
}
/// <summary>
/// Returns true if the queue is empty
/// </summary>
public bool IsEmpty
{
[MethodImpl( MethodImplOptions.AggressiveInlining )]
get { return m_ListData == null || m_ListData->length == 0; }
}
#endregion
#region Private fields
private const int DEFAULT_SIZE = 32;
private const int GROWTH_FACTOR = 2;
private IComparer<T> m_Comparer;
private Allocator m_AllocatorLabel;
private NativeArray<T> m_Buffer;
[NativeDisableUnsafePtrRestriction]
private UnsafeListData* m_ListData;
#if ENABLE_UNITY_COLLECTIONS_CHECKS
internal AtomicSafetyHandle m_Safety;
[NativeSetClassTypeToNullOnSchedule] internal DisposeSentinel m_DisposeSentinel;
#endif
#endregion
#region Constructor
/// <summary>
/// Initializes a new instance of the BinaryHeap class with a the indicated capacity
/// </summary>
public NativePriorityQueueWithComparer( IComparer<T> comparer, int capacity = DEFAULT_SIZE, Allocator allocator = Allocator.TempJob )
{
if( capacity < 1 )
{
throw new ArgumentException( "Capacity must be greater than zero" );
}
m_Comparer = comparer;
m_AllocatorLabel = allocator;
m_Buffer = new NativeArray<T>( capacity, allocator, NativeArrayOptions.UninitializedMemory );
m_ListData = (UnsafeListData*)UnsafeUtility.Malloc( UnsafeUtility.SizeOf<UnsafeListData>(), UnsafeUtility.AlignOf<UnsafeListData>(), allocator );
m_ListData->capacity = capacity;
m_ListData->length = 0;
#if ENABLE_UNITY_COLLECTIONS_CHECKS
DisposeSentinel.Create( out m_Safety, out m_DisposeSentinel, 0, allocator );
#endif
}
#endregion
#region Public methods
/// <summary>
/// Disposes of any native memory held by this instance
/// </summary>
public void Dispose()
{
#if ENABLE_UNITY_COLLECTIONS_CHECKS
DisposeSentinel.Dispose( ref m_Safety, ref m_DisposeSentinel );
#endif
if( !m_Buffer.IsCreated )
{
throw new InvalidOperationException( $"This collection has already been disposed" );
}
UnsafeUtility.Free( m_ListData, m_AllocatorLabel );
m_Buffer.Dispose();
m_ListData = null;
m_AllocatorLabel = Allocator.Invalid;
}
/// <summary>
/// Removes all items from the heap.
/// </summary>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void Clear()
{
m_ListData->length = 0;
m_Buffer.Clear();
}
/// <summary>
/// Returns the first item in the heap without removing it from the heap
/// </summary>
/// <returns></returns>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public T Peek()
{
if( m_ListData->length == 0 )
{
throw new InvalidOperationException( "Cannot peek at first item when the heap is empty." );
}
return m_Buffer[ 0 ];
}
/// <summary>
/// Adds a key and value to the heap.
/// </summary>
/// <param name="item">The item to add to the heap.</param>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void Enqueue( T item )
{
if( m_ListData->length == m_ListData->capacity )
{
EnsureCapacity( m_ListData->length + 1 );
}
m_Buffer[ m_ListData->length ] = item;
heapifyUp( m_ListData->length, item );
m_ListData->length++;
}
/// <summary>
/// Removes and returns the first item in the heap.
/// </summary>
/// <returns>The first value in the heap.</returns>
public T Dequeue()
{
if( m_ListData->length == 0 )
{
throw new InvalidOperationException( "Cannot remove item from an empty heap" );
}
// Stores the key of root node to be returned
var v = m_Buffer[ 0 ];
// Decrease heap size by 1
m_ListData->length -= 1;
// Copy the last node to the root node and clear the last node
m_Buffer[ 0 ] = m_Buffer[ m_ListData->length ];
m_Buffer[ m_ListData->length ] = default( T );
// Restore the heap property of the tree
heapifyDown( 0, m_Buffer[ 0 ] );
return v;
}
/// <summary>
/// Ensures that there is large enough internal capacity to store the indicated number of
/// items without having to re-allocate the internal buffer.
/// </summary>
/// <param name="count"></param>
public void EnsureCapacity( int count )
{
var originalLength = m_ListData->capacity;
while( count > m_ListData->capacity )
{
m_ListData->capacity *= GROWTH_FACTOR;
}
// Create a new array to hold the item data and copy the existing data into it.
var dataSize = UnsafeUtility.SizeOf<T>() * originalLength;
var newArray = new NativeArray<T>( m_ListData->capacity, m_AllocatorLabel );
UnsafeUtility.MemCpy( m_Buffer.GetUnsafePtr(), newArray.GetUnsafePtr(), dataSize );
// Dispose of the existing array
m_Buffer.Dispose();
// The new array is now this instance's items array
m_Buffer = newArray;
}
/// <summary>
/// Returns the raw (not necessarily sorted) contents of the priority queue as a managed array.
/// </summary>
/// <returns></returns>
public T[] ToArray()
{
var length = m_ListData->length;
T[] result = new T[ length ];
for( int i = 0; i < length; i++ )
{
result[ i ] = m_Buffer[ i ];
}
return result;
}
#endregion
#region Private utility methods
private int heapifyUp( int index, T item )
{
var parent = ( index - 1 ) >> 1;
while( parent > -1 && m_Comparer.Compare( item, m_Buffer[ parent ] ) <= 0 )
{
// Swap nodes
m_Buffer[ index ] = m_Buffer[ parent ];
index = parent;
parent = ( index - 1 ) >> 1;
}
m_Buffer[ index ] = item;
return index;
}
private int heapifyDown( int parent, T item )
{
var index = 0;
while( true )
{
int ch1 = ( parent << 1 ) + 1;
if( ch1 >= m_ListData->length )
break;
int ch2 = ( parent << 1 ) + 2;
if( ch2 >= m_ListData->length )
{
index = ch1;
}
else
{
index = m_Comparer.Compare( m_Buffer[ ch1 ], m_Buffer[ ch2 ] ) <= 0 ? ch1 : ch2;
}
if( m_Comparer.Compare( item, m_Buffer[ index ] ) < 0 )
break;
m_Buffer[ parent ] = m_Buffer[ index ]; // Swap nodes
parent = index;
}
m_Buffer[ parent ] = item;
return parent;
}
#endregion
#region Debugging support
public override string ToString()
{
return string.Format( "Length={0}", m_ListData != null ? m_ListData->length : -1 );
}
#endregion
}
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