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