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using Pathfinding.Util;
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, of type int</summary>
public Unity.Collections.LowLevel.Unsafe.UnsafeAppendBuffer triangles;
/// <summary>One vertex per triangle, of type Int3</summary>
public Unity.Collections.LowLevel.Unsafe.UnsafeAppendBuffer verticesInTileSpace;
/// <summary>One tag per triangle, of type uint</summary>
public Unity.Collections.LowLevel.Unsafe.UnsafeAppendBuffer tags;
public void Dispose () {
triangles.Dispose();
verticesInTileSpace.Dispose();
tags.Dispose();
}
public TileMesh ToManaged () {
return new TileMesh {
triangles = Memory.UnsafeAppendBufferToArray<int>(triangles),
verticesInTileSpace = Memory.UnsafeAppendBufferToArray<Int3>(verticesInTileSpace),
tags = Memory.UnsafeAppendBufferToArray<uint>(tags),
};
}
}
}
}
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