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diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Navmesh/Jobs/JobWriteNodeConnections.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Navmesh/Jobs/JobWriteNodeConnections.cs
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+++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Graphs/Navmesh/Jobs/JobWriteNodeConnections.cs
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+using Pathfinding.Util;
+using Unity.Collections;
+using Unity.Jobs;
+using UnityEngine.Assertions;
+using UnityEngine.Profiling;
+
+namespace Pathfinding.Graphs.Navmesh.Jobs {
+ /// <summary>
+ /// Writes connections to each node in each tile.
+ ///
+ /// It also calculates the connection costs between nodes.
+ ///
+ /// This job is run after all tiles have been built and the connections have been calculated.
+ ///
+ /// See: <see cref="JobCalculateTriangleConnections"/>
+ /// </summary>
+ public struct JobWriteNodeConnections : IJob {
+ /// <summary>Connections for each tile</summary>
+ [ReadOnly]
+ public NativeArray<JobCalculateTriangleConnections.TileNodeConnectionsUnsafe> nodeConnections;
+ /// <summary>Array of <see cref="NavmeshTile"/></summary>
+ public System.Runtime.InteropServices.GCHandle tiles;
+
+ public void Execute () {
+ var tiles = (NavmeshTile[])this.tiles.Target;
+ Assert.AreEqual(nodeConnections.Length, tiles.Length);
+
+ for (int i = 0; i < tiles.Length; i++) {
+ Profiler.BeginSample("CreateConnections");
+ var connections = nodeConnections[i];
+ Apply(tiles[i].nodes, connections);
+ connections.neighbourCounts.Dispose();
+ connections.neighbours.Dispose();
+ Profiler.EndSample();
+ }
+ }
+
+ void Apply (TriangleMeshNode[] nodes, JobCalculateTriangleConnections.TileNodeConnectionsUnsafe connections) {
+ var neighbourCountsReader = connections.neighbourCounts.AsReader();
+ var neighboursReader = connections.neighbours.AsReader();
+
+ for (int i = 0; i < nodes.Length; i++) {
+ var node = nodes[i];
+ var neighbourCount = neighbourCountsReader.ReadNext<int>();
+ var conns = node.connections = ArrayPool<Connection>.ClaimWithExactLength(neighbourCount);
+ for (int j = 0; j < neighbourCount; j++) {
+ var otherIndex = neighboursReader.ReadNext<int>();
+ var shapeEdgeInfo = (byte)neighboursReader.ReadNext<int>();
+ var other = nodes[otherIndex];
+ var cost = (node.position - other.position).costMagnitude;
+ conns[j] = new Connection(
+ other,
+ (uint)cost,
+ shapeEdgeInfo
+ );
+ }
+ }
+ }
+ }
+}