49 lines
1.6 KiB
C#

using Pathfinding.Collections;
using Unity.Collections;
namespace Pathfinding.Graphs.Navmesh {
/// <summary>
/// A tile in a navmesh graph.
///
/// This is an intermediate representation used when building the navmesh, and also in some cases for serializing the navmesh to a portable format.
///
/// See: <see cref="NavmeshTile"/> for the representation used for pathfinding.
/// </summary>
public struct TileMesh {
public int[] triangles;
public Int3[] verticesInTileSpace;
/// <summary>One tag per triangle</summary>
public uint[] tags;
/// <summary>Unsafe version of <see cref="TileMesh"/></summary>
public struct TileMeshUnsafe {
/// <summary>Three indices per triangle</summary>
public UnsafeSpan<int> triangles;
/// <summary>One vertex per triangle</summary>
public UnsafeSpan<Int3> verticesInTileSpace;
/// <summary>One tag per triangle</summary>
public UnsafeSpan<uint> tags;
/// <summary>
/// Frees the underlaying memory.
/// This struct should not be used after this method has been called.
///
/// 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.
/// </summary>
public void Dispose (Allocator allocator) {
triangles.Free(allocator);
verticesInTileSpace.Free(allocator);
tags.Free(allocator);
}
public TileMesh ToManaged () {
return new TileMesh {
triangles = triangles.ToArray(),
verticesInTileSpace = verticesInTileSpace.ToArray(),
tags = tags.ToArray(),
};
}
}
}
}