133 lines
3.8 KiB
C#
133 lines
3.8 KiB
C#
using Unity.Collections;
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using Unity.Profiling;
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namespace Pathfinding.Graphs.Navmesh {
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using Pathfinding.Util;
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using Pathfinding.Collections;
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/// <summary>
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/// A single tile in a recast or navmesh graph.
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///
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/// A tile is a single rectangular (but usually square) part of the graph.
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/// Tiles can be updated individually, which is great for large worlds where updating the whole graph would take a long time.
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/// </summary>
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public class NavmeshTile : INavmeshHolder {
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/// <summary>
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/// All vertices in the tile.
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/// The vertices are in graph space.
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///
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/// This represents an allocation using the Persistent allocator.
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/// </summary>
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public UnsafeSpan<Int3> vertsInGraphSpace;
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/// <summary>
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/// All vertices in the tile.
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/// The vertices are in world space.
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///
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/// This represents an allocation using the Persistent allocator.
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/// </summary>
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public UnsafeSpan<Int3> verts;
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/// <summary>
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/// All triangle indices in the tile.
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/// One triangle is 3 indices.
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/// The triangles are in the same order as the <see cref="nodes"/>.
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///
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/// This represents an allocation using the Persistent allocator.
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/// </summary>
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public UnsafeSpan<int> tris;
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/// <summary>
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/// True if this tile may have been cut by <see cref="NavmeshCut"/>s, or had pieces added by <see cref="NavmeshAdd"/> components.
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///
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/// If true, the <see cref="preCutVertsInTileSpace"/>, <see cref="preCutTris"/> and <see cref="preCutTags"/> fields will be valid.
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/// </summary>
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public bool isCut;
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public UnsafeSpan<Int3> preCutVertsInTileSpace;
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public UnsafeSpan<int> preCutTris;
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public UnsafeSpan<uint> preCutTags;
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/// <summary>Tile X Coordinate</summary>
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public int x;
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/// <summary>Tile Z Coordinate</summary>
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public int z;
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/// <summary>
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/// Width, in tile coordinates.
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/// Warning: Widths other than 1 are not supported. This is mainly here for possible future features.
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/// </summary>
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public int w;
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/// <summary>
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/// Depth, in tile coordinates.
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/// Warning: Depths other than 1 are not supported. This is mainly here for possible future features.
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/// </summary>
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public int d;
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/// <summary>All nodes in the tile</summary>
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public TriangleMeshNode[] nodes;
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/// <summary>Bounding Box Tree for node lookups</summary>
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public BBTree bbTree;
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/// <summary>Temporary flag used for batching</summary>
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public bool flag;
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/// <summary>The graph which contains this tile</summary>
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public NavmeshBase graph;
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#region INavmeshHolder implementation
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public void GetTileCoordinates (int tileIndex, out int x, out int z) {
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x = this.x;
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z = this.z;
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}
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public int GetVertexArrayIndex (int index) {
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return index & NavmeshBase.VertexIndexMask;
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}
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/// <summary>Get a specific vertex in the tile</summary>
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public Int3 GetVertex (int index) {
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int idx = index & NavmeshBase.VertexIndexMask;
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return verts[idx];
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}
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[IgnoredByDeepProfiler]
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public Int3 GetVertexInGraphSpace (int index) {
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return vertsInGraphSpace[index & NavmeshBase.VertexIndexMask];
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}
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/// <summary>Transforms coordinates from graph space to world space</summary>
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public GraphTransform transform { get { return graph.transform; } }
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#endregion
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public void GetNodes (System.Action<GraphNode> action) {
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if (nodes == null) return;
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for (int i = 0; i < nodes.Length; i++) action(nodes[i]);
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}
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public void Dispose () {
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unsafe {
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bbTree.Dispose();
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vertsInGraphSpace.Free(Allocator.Persistent);
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verts.Free(Allocator.Persistent);
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tris.Free(Allocator.Persistent);
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preCutTags.Free(Allocator.Persistent);
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preCutVertsInTileSpace.Free(Allocator.Persistent);
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preCutTris.Free(Allocator.Persistent);
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// Ensure Dispose is idempotent
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vertsInGraphSpace = default;
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verts = default;
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tris = default;
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preCutTags = default;
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preCutVertsInTileSpace = default;
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preCutTris = default;
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isCut = false;
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}
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}
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}
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}
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