49 lines
1.6 KiB
C#
49 lines
1.6 KiB
C#
using Pathfinding.Collections;
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using Unity.Collections;
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namespace Pathfinding.Graphs.Navmesh {
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/// <summary>
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/// A tile in a navmesh graph.
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///
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/// This is an intermediate representation used when building the navmesh, and also in some cases for serializing the navmesh to a portable format.
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///
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/// See: <see cref="NavmeshTile"/> for the representation used for pathfinding.
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/// </summary>
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public struct TileMesh {
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public int[] triangles;
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public Int3[] verticesInTileSpace;
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/// <summary>One tag per triangle</summary>
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public uint[] tags;
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/// <summary>Unsafe version of <see cref="TileMesh"/></summary>
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public struct TileMeshUnsafe {
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/// <summary>Three indices per triangle</summary>
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public UnsafeSpan<int> triangles;
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/// <summary>One vertex per triangle</summary>
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public UnsafeSpan<Int3> verticesInTileSpace;
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/// <summary>One tag per triangle</summary>
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public UnsafeSpan<uint> tags;
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/// <summary>
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/// Frees the underlaying memory.
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/// This struct should not be used after this method has been called.
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///
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/// Warning: Only call if you know that the memory is owned by this struct, as it is entirely possible for it to just represent views into other memory.
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/// </summary>
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public void Dispose (Allocator allocator) {
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triangles.Free(allocator);
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verticesInTileSpace.Free(allocator);
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tags.Free(allocator);
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}
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public TileMesh ToManaged () {
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return new TileMesh {
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triangles = triangles.ToArray(),
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verticesInTileSpace = verticesInTileSpace.ToArray(),
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tags = tags.ToArray(),
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};
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}
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}
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}
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}
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