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Question by mezzostatic · Feb 17, 2017 at 10:19 PM · array.netrecursionadvancedstackoverflow

Stack pop and push for unityscript?

In C# you can control the stack using generic list stack.push and stack.pop, for example to have just 10 recursions at a time rather than 1billion recursions.

How can i control the stack on this code please? I have to only add the stack functions and perhaps to use Position XYZ as a vector3 ?

 //A working 3D floodfill function that reads and writes a boolean voxel array: 
 
 private var maxAbort = 1000000000;
 
 function boundary( x:int, y:int, z:int ): IEnumerator //floodfill algo  
 {
     if ( read3DboolArray(x,y,z)==false && bcnt<maxAbort){
         if ( x >= 0 && x < bsizex && y >= 0 && y < bsizey && z >= 0 && z < bsizez)
         {           
 
             write3DboolArray(x,y,z,true);
 
             yield WaitForFixedUpdate(); 
             boundary(x+1,y,z);
             boundary(x-1,y,z);      
             boundary(x,y+1,z);
             boundary(x,y-1,z);  
             boundary(x,y,z+1);
             boundary(x,y,z-1);
         }
 
         if ( bcnt % 1000== 0 )//mark new start if ended this recursion run
         {
             print(bcnt+ "   ------     " +
                 (Time.realtimeSinceStartup-tt));
             bcnt+=1;
 
             yield WaitForFixedUpdate(); 
         }
     } else return; 
 }
 
 function read3DboolArray( x:int , y:int , z:int ) : boolean//bail if null
 {
     var tally = Mathf.Clamp
     ( z * bsize.x * bsize.y + y * bsize.x + x ,
                0 , cubic ) ;      
     return supernormous[ tally ];  
 }
 
 function write3DboolArray( x:int , y:int , z:int,val : boolean) //used for writing
 {    
     var tally = Mathf.Clamp
     ( z * bsize.x * bsize.y + y * bsize.x + x ,
                0 , cubic) ;  
 
     supernormous[ tally ]= val;    
 }

EDIT AM NOT ABLE TO REPLY BUT I HAVE THIS FUNCTION COMPILING OK:

 function boundary2( q: Vector3  ): IEnumerator //floodfill algo  
 {    
     if ( q.x < 0 || q.x > bsizex || q.y < 0 || q.y > bsizey || q.z < 0 || q.z > bsizez)return;
     
     var stack : Stack.<Vector3>  = new Stack.<Vector3>();
     stack.Push(q);
      while (stack.Count > 0)
     {
         var p : Vector3= stack.Pop();
         var x = p.x;
         var y = p.y;
         var z = p.z;
         if ( x < 0 || x > bsizex || y < 0 || y > bsizey || z < 0 || z > bsizez)return;
             continue;
 
         if (wsn( x,y,z) == false)
         {
             wsf(x,y, z,true) ;
             stack.Push(new Vector3(x+1,y,z));
             stack.Push(new Vector3(x-1,y,z));
             stack.Push(new Vector3(x,y+1,z));
             stack.Push(new Vector3(x,y-1,z));
             stack.Push(new Vector3(x,y,z+1));
             stack.Push(new Vector3(x,y,z-1));
             
         }                         
     }                             
 
 }
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