Files
recastnavigation/RecastDemo/Source/Sample_SoloMesh.cpp
2025-03-31 01:02:50 -04:00

703 lines
23 KiB
C++

//
// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//
#include "Sample_SoloMesh.h"
#include <cmath>
#include <cstdio>
#include <cstring>
#include "ConvexVolumeTool.h"
#include "CrowdTool.h"
#include "DetourDebugDraw.h"
#include "DetourNavMesh.h"
#include "DetourNavMeshBuilder.h"
#include "imgui.h"
#include "InputGeom.h"
#include "NavMeshPruneTool.h"
#include "NavMeshTesterTool.h"
#include "OffMeshConnectionTool.h"
#include "Recast.h"
#include "RecastDebugDraw.h"
#include "RecastDump.h"
#include "Sample.h"
#include "SDL.h"
#include "SDL_opengl.h"
#ifdef WIN32
# define snprintf _snprintf
#endif
Sample_SoloMesh::Sample_SoloMesh()
{
setTool(new NavMeshTesterTool);
}
Sample_SoloMesh::~Sample_SoloMesh()
{
cleanup();
}
void Sample_SoloMesh::cleanup()
{
delete [] m_triareas; m_triareas = 0;
rcFreeHeightField(m_heightfield); m_heightfield = 0;
rcFreeCompactHeightfield(m_compactHeightfield); m_compactHeightfield = 0;
rcFreeContourSet(m_contourSet); m_contourSet = 0;
rcFreePolyMesh(m_polyMesh); m_polyMesh = 0;
rcFreePolyMeshDetail(m_detailMesh); m_detailMesh = 0;
dtFreeNavMesh(m_navMesh); m_navMesh = 0;
}
void Sample_SoloMesh::handleSettings()
{
Sample::handleCommonSettings();
if (imguiCheck("Keep Itermediate Results", m_keepIntermediateResults))
{
m_keepIntermediateResults = !m_keepIntermediateResults;
}
imguiSeparator();
imguiIndent();
imguiIndent();
if (imguiButton("Save"))
{
Sample::saveAll("solo_navmesh.bin", m_navMesh);
}
if (imguiButton("Load"))
{
dtFreeNavMesh(m_navMesh);
m_navMesh = Sample::loadAll("solo_navmesh.bin");
m_navQuery->init(m_navMesh, 2048);
}
imguiUnindent();
imguiUnindent();
char msg[64];
snprintf(msg, 64, "Build Time: %.1fms", m_totalBuildTimeMs);
imguiLabel(msg);
imguiSeparator();
}
void Sample_SoloMesh::handleTools()
{
const SampleToolType type = !m_tool ? SampleToolType::NONE : m_tool->type();
if (imguiCheck("Test Navmesh", type == SampleToolType::NAVMESH_TESTER)) { setTool(new NavMeshTesterTool); }
if (imguiCheck("Prune Navmesh", type == SampleToolType::NAVMESH_PRUNE)) { setTool(new NavMeshPruneTool); }
if (imguiCheck("Create Off-Mesh Connections", type == SampleToolType::OFFMESH_CONNECTION)) { setTool(new OffMeshConnectionTool); }
if (imguiCheck("Create Convex Volumes", type == SampleToolType::CONVEX_VOLUME)) { setTool(new ConvexVolumeTool); }
if (imguiCheck("Create Crowds", type == SampleToolType::CROWD)) { setTool(new CrowdTool); }
imguiSeparatorLine();
imguiIndent();
if (m_tool)
{
m_tool->handleMenu();
}
imguiUnindent();
}
void Sample_SoloMesh::UI_DrawModeOption(const char* name, DrawMode drawMode, bool enabled)
{
if (imguiCheck(name, m_drawMode == drawMode, enabled))
{
m_drawMode = drawMode;
}
}
void Sample_SoloMesh::handleDebugMode()
{
imguiLabel("Draw");
UI_DrawModeOption("Input Mesh", DrawMode::MESH, true);
UI_DrawModeOption("Navmesh", DrawMode::NAVMESH, m_navMesh != nullptr);
UI_DrawModeOption("Navmesh Invis", DrawMode::NAVMESH_INVIS, m_navMesh != nullptr);
UI_DrawModeOption("Navmesh Trans", DrawMode::NAVMESH_TRANS, m_navMesh != nullptr);
UI_DrawModeOption("Navmesh BVTree", DrawMode::NAVMESH_BVTREE, m_navMesh != nullptr);
UI_DrawModeOption("Navmesh Nodes", DrawMode::NAVMESH_NODES, m_navQuery != nullptr);
UI_DrawModeOption("Voxels", DrawMode::VOXELS, m_heightfield != nullptr);
UI_DrawModeOption("Walkable Voxels", DrawMode::VOXELS_WALKABLE, m_heightfield != nullptr);
UI_DrawModeOption("Compact", DrawMode::COMPACT, m_compactHeightfield != nullptr);
UI_DrawModeOption("Compact Distance", DrawMode::COMPACT_DISTANCE, m_compactHeightfield != nullptr);
UI_DrawModeOption("Compact Regions", DrawMode::COMPACT_REGIONS, m_compactHeightfield != nullptr);
UI_DrawModeOption("Region Connections", DrawMode::REGION_CONNECTIONS, m_contourSet != nullptr);
UI_DrawModeOption("Raw Contours", DrawMode::RAW_CONTOURS, m_contourSet != nullptr);
UI_DrawModeOption("Both Contours", DrawMode::BOTH_CONTOURS, m_contourSet != nullptr);
UI_DrawModeOption("Contours", DrawMode::CONTOURS, m_contourSet != nullptr);
UI_DrawModeOption("Poly Mesh", DrawMode::POLYMESH, m_polyMesh != nullptr);
UI_DrawModeOption("Poly Mesh Detail", DrawMode::POLYMESH_DETAIL, m_detailMesh != nullptr);
}
void Sample_SoloMesh::handleRender()
{
if (!m_inputGeometry || !m_inputGeometry->getMesh())
{
return;
}
glEnable(GL_FOG);
glDepthMask(GL_TRUE);
const float texScale = 1.0f / (m_cellSize * 10.0f);
if (m_drawMode != DrawMode::NAVMESH_TRANS)
{
// Draw mesh
duDebugDrawTriMeshSlope(&m_debugDraw, m_inputGeometry->getMesh()->getVerts(), m_inputGeometry->getMesh()->getVertCount(),
m_inputGeometry->getMesh()->getTris(), m_inputGeometry->getMesh()->getNormals(), m_inputGeometry->getMesh()->getTriCount(),
m_agentMaxSlope, texScale);
m_inputGeometry->drawOffMeshConnections(&m_debugDraw);
}
glDisable(GL_FOG);
glDepthMask(GL_FALSE);
// Draw bounds
const float* navmeshBoundsMin = m_inputGeometry->getNavMeshBoundsMin();
const float* navmeshBoundsMax = m_inputGeometry->getNavMeshBoundsMax();
duDebugDrawBoxWire(&m_debugDraw, navmeshBoundsMin[0],navmeshBoundsMin[1],navmeshBoundsMin[2], navmeshBoundsMax[0],navmeshBoundsMax[1],navmeshBoundsMax[2], duRGBA(255,255,255,128), 1.0f);
m_debugDraw.begin(DU_DRAW_POINTS, 5.0f);
m_debugDraw.vertex(navmeshBoundsMin[0],navmeshBoundsMin[1],navmeshBoundsMin[2],duRGBA(255,255,255,128));
m_debugDraw.end();
if (m_navMesh && m_navQuery &&
(m_drawMode == DrawMode::NAVMESH ||
m_drawMode == DrawMode::NAVMESH_TRANS ||
m_drawMode == DrawMode::NAVMESH_BVTREE ||
m_drawMode == DrawMode::NAVMESH_NODES ||
m_drawMode == DrawMode::NAVMESH_INVIS))
{
if (m_drawMode != DrawMode::NAVMESH_INVIS)
{
duDebugDrawNavMeshWithClosedList(&m_debugDraw, *m_navMesh, *m_navQuery, m_navMeshDrawFlags);
}
if (m_drawMode == DrawMode::NAVMESH_BVTREE)
{
duDebugDrawNavMeshBVTree(&m_debugDraw, *m_navMesh);
}
if (m_drawMode == DrawMode::NAVMESH_NODES)
{
duDebugDrawNavMeshNodes(&m_debugDraw, *m_navQuery);
}
duDebugDrawNavMeshPolysWithFlags(&m_debugDraw, *m_navMesh, SAMPLE_POLYFLAGS_DISABLED, duRGBA(0,0,0,128));
}
glDepthMask(GL_TRUE);
if (m_compactHeightfield && m_drawMode == DrawMode::COMPACT)
{
duDebugDrawCompactHeightfieldSolid(&m_debugDraw, *m_compactHeightfield);
}
if (m_compactHeightfield && m_drawMode == DrawMode::COMPACT_DISTANCE)
{
duDebugDrawCompactHeightfieldDistance(&m_debugDraw, *m_compactHeightfield);
}
if (m_compactHeightfield && m_drawMode == DrawMode::COMPACT_REGIONS)
{
duDebugDrawCompactHeightfieldRegions(&m_debugDraw, *m_compactHeightfield);
}
if (m_heightfield && m_drawMode == DrawMode::VOXELS)
{
glEnable(GL_FOG);
duDebugDrawHeightfieldSolid(&m_debugDraw, *m_heightfield);
glDisable(GL_FOG);
}
if (m_heightfield && m_drawMode == DrawMode::VOXELS_WALKABLE)
{
glEnable(GL_FOG);
duDebugDrawHeightfieldWalkable(&m_debugDraw, *m_heightfield);
glDisable(GL_FOG);
}
if (m_contourSet && m_drawMode == DrawMode::RAW_CONTOURS)
{
glDepthMask(GL_FALSE);
duDebugDrawRawContours(&m_debugDraw, *m_contourSet);
glDepthMask(GL_TRUE);
}
if (m_contourSet && m_drawMode == DrawMode::BOTH_CONTOURS)
{
glDepthMask(GL_FALSE);
duDebugDrawRawContours(&m_debugDraw, *m_contourSet, 0.5f);
duDebugDrawContours(&m_debugDraw, *m_contourSet);
glDepthMask(GL_TRUE);
}
if (m_contourSet && m_drawMode == DrawMode::CONTOURS)
{
glDepthMask(GL_FALSE);
duDebugDrawContours(&m_debugDraw, *m_contourSet);
glDepthMask(GL_TRUE);
}
if (m_compactHeightfield && m_contourSet && m_drawMode == DrawMode::REGION_CONNECTIONS)
{
duDebugDrawCompactHeightfieldRegions(&m_debugDraw, *m_compactHeightfield);
glDepthMask(GL_FALSE);
duDebugDrawRegionConnections(&m_debugDraw, *m_contourSet);
glDepthMask(GL_TRUE);
}
if (m_polyMesh && m_drawMode == DrawMode::POLYMESH)
{
glDepthMask(GL_FALSE);
duDebugDrawPolyMesh(&m_debugDraw, *m_polyMesh);
glDepthMask(GL_TRUE);
}
if (m_detailMesh && m_drawMode == DrawMode::POLYMESH_DETAIL)
{
glDepthMask(GL_FALSE);
duDebugDrawPolyMeshDetail(&m_debugDraw, *m_detailMesh);
glDepthMask(GL_TRUE);
}
m_inputGeometry->drawConvexVolumes(&m_debugDraw);
if (m_tool)
{
m_tool->handleRender();
}
renderToolStates();
glDepthMask(GL_TRUE);
}
void Sample_SoloMesh::handleRenderOverlay(double* proj, double* model, int* view)
{
if (m_tool)
{
m_tool->handleRenderOverlay(proj, model, view);
}
renderOverlayToolStates(proj, model, view);
}
void Sample_SoloMesh::handleMeshChanged(InputGeom* geom)
{
Sample::handleMeshChanged(geom);
dtFreeNavMesh(m_navMesh); m_navMesh = 0;
if (m_tool)
{
m_tool->reset();
m_tool->init(this);
}
resetToolStates();
initToolStates(this);
}
bool Sample_SoloMesh::handleBuild()
{
if (!m_inputGeometry || !m_inputGeometry->getMesh())
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Input mesh is not specified.");
return false;
}
cleanup();
const float* bmin = m_inputGeometry->getNavMeshBoundsMin();
const float* bmax = m_inputGeometry->getNavMeshBoundsMax();
const float* verts = m_inputGeometry->getMesh()->getVerts();
const int nverts = m_inputGeometry->getMesh()->getVertCount();
const int* tris = m_inputGeometry->getMesh()->getTris();
const int ntris = m_inputGeometry->getMesh()->getTriCount();
//
// Step 1. Initialize build config.
//
// Init build configuration from GUI
memset(&m_config, 0, sizeof(m_config));
m_config.cs = m_cellSize;
m_config.ch = m_cellHeight;
m_config.walkableSlopeAngle = m_agentMaxSlope;
m_config.walkableHeight = static_cast<int>(ceilf(m_agentHeight / m_config.ch));
m_config.walkableClimb = static_cast<int>(floorf(m_agentMaxClimb / m_config.ch));
m_config.walkableRadius = static_cast<int>(ceilf(m_agentRadius / m_config.cs));
m_config.maxEdgeLen = static_cast<int>(m_edgeMaxLen / m_cellSize);
m_config.maxSimplificationError = m_edgeMaxError;
m_config.minRegionArea = static_cast<int>(rcSqr(m_regionMinSize)); // Note: area = size*size
m_config.mergeRegionArea = static_cast<int>(rcSqr(m_regionMergeSize)); // Note: area = size*size
m_config.maxVertsPerPoly = static_cast<int>(m_vertsPerPoly);
m_config.detailSampleDist = m_detailSampleDist < 0.9f ? 0 : m_cellSize * m_detailSampleDist;
m_config.detailSampleMaxError = m_cellHeight * m_detailSampleMaxError;
// Set the area where the navigation will be built.
// Here the bounds of the input mesh are used, but the
// area could be specified by a user defined box, etc.
rcVcopy(m_config.bmin, bmin);
rcVcopy(m_config.bmax, bmax);
rcCalcGridSize(m_config.bmin, m_config.bmax, m_config.cs, &m_config.width, &m_config.height);
// Reset build times gathering.
m_buildContext->resetTimers();
// Start the build process.
m_buildContext->startTimer(RC_TIMER_TOTAL);
m_buildContext->log(RC_LOG_PROGRESS, "Building navigation:");
m_buildContext->log(RC_LOG_PROGRESS, " - %d x %d cells", m_config.width, m_config.height);
m_buildContext->log(RC_LOG_PROGRESS, " - %.1fK verts, %.1fK tris", static_cast<float>(nverts) / 1000.0f, static_cast<float>(ntris) / 1000.0f);
//
// Step 2. Rasterize input polygon soup.
//
// Allocate voxel heightfield where we rasterize our input data to.
m_heightfield = rcAllocHeightfield();
if (!m_heightfield)
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Out of memory 'solid'.");
return false;
}
if (!rcCreateHeightfield(m_buildContext, *m_heightfield, m_config.width, m_config.height, m_config.bmin, m_config.bmax, m_config.cs, m_config.ch))
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not create solid heightfield.");
return false;
}
// Allocate array that can hold triangle area types.
// If you have multiple meshes you need to process, allocate
// and array which can hold the max number of triangles you need to process.
m_triareas = new unsigned char[ntris];
if (!m_triareas)
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Out of memory 'm_triareas' (%d).", ntris);
return false;
}
// Find triangles which are walkable based on their slope and rasterize them.
// If your input data is multiple meshes, you can transform them here, calculate
// the type for each mesh, and rasterize them.
memset(m_triareas, 0, ntris*sizeof(unsigned char));
rcMarkWalkableTriangles(m_buildContext, m_config.walkableSlopeAngle, verts, nverts, tris, ntris, m_triareas);
if (!rcRasterizeTriangles(m_buildContext, verts, nverts, tris, m_triareas, ntris, *m_heightfield, m_config.walkableClimb))
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not rasterize triangles.");
return false;
}
if (!m_keepIntermediateResults)
{
delete [] m_triareas;
m_triareas = 0;
}
//
// Step 3. Filter walkable surfaces.
//
// Once all geometry is rasterized, we do initial pass of filtering to
// remove unwanted overhangs caused by the conservative rasterization
// as well as filter spans where the character cannot possibly stand.
if (m_filterLowHangingObstacles)
{
rcFilterLowHangingWalkableObstacles(m_buildContext, m_config.walkableClimb, *m_heightfield);
}
if (m_filterLedgeSpans)
{
rcFilterLedgeSpans(m_buildContext, m_config.walkableHeight, m_config.walkableClimb, *m_heightfield);
}
if (m_filterWalkableLowHeightSpans)
{
rcFilterWalkableLowHeightSpans(m_buildContext, m_config.walkableHeight, *m_heightfield);
}
//
// Step 4. Partition walkable surface to simple regions.
//
// Compact the heightfield so that it is faster to handle from now on.
// This will result more cache coherent data as well as the neighbours
// between walkable cells will be calculated.
m_compactHeightfield = rcAllocCompactHeightfield();
if (!m_compactHeightfield)
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Out of memory 'chf'.");
return false;
}
if (!rcBuildCompactHeightfield(m_buildContext, m_config.walkableHeight, m_config.walkableClimb, *m_heightfield, *m_compactHeightfield))
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not build compact data.");
return false;
}
if (!m_keepIntermediateResults)
{
rcFreeHeightField(m_heightfield);
m_heightfield = 0;
}
// Erode the walkable area by agent radius.
if (!rcErodeWalkableArea(m_buildContext, m_config.walkableRadius, *m_compactHeightfield))
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not erode.");
return false;
}
// (Optional) Mark areas.
const ConvexVolume* vols = m_inputGeometry->getConvexVolumes();
for (int i = 0; i < m_inputGeometry->getConvexVolumeCount(); ++i)
{
rcMarkConvexPolyArea(m_buildContext, vols[i].verts, vols[i].nverts, vols[i].hmin, vols[i].hmax, (unsigned char)vols[i].area, *m_compactHeightfield);
}
// Partition the heightfield so that we can use simple algorithm later to triangulate the walkable areas.
// There are 3 partitioning methods, each with some pros and cons:
// 1) Watershed partitioning
// - the classic Recast partitioning
// - creates the nicest tessellation
// - usually slowest
// - partitions the heightfield into nice regions without holes or overlaps
// - the are some corner cases where this method creates produces holes and overlaps
// - holes may appear when a small obstacles is close to large open area (triangulation can handle this)
// - overlaps may occur if you have narrow spiral corridors (i.e stairs), this make triangulation to fail
// * generally the best choice if you precompute the navmesh, use this if you have large open areas
// 2) Monotone partitioning
// - fastest
// - partitions the heightfield into regions without holes and overlaps (guaranteed)
// - creates long thin polygons, which sometimes causes paths with detours
// * use this if you want fast navmesh generation
// 3) Layer partitoining
// - quite fast
// - partitions the heighfield into non-overlapping regions
// - relies on the triangulation code to cope with holes (thus slower than monotone partitioning)
// - produces better triangles than monotone partitioning
// - does not have the corner cases of watershed partitioning
// - can be slow and create a bit ugly tessellation (still better than monotone)
// if you have large open areas with small obstacles (not a problem if you use tiles)
// * good choice to use for tiled navmesh with medium and small sized tiles
if (m_partitionType == SAMPLE_PARTITION_WATERSHED)
{
// Prepare for region partitioning, by calculating distance field along the walkable surface.
if (!rcBuildDistanceField(m_buildContext, *m_compactHeightfield))
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not build distance field.");
return false;
}
// Partition the walkable surface into simple regions without holes.
if (!rcBuildRegions(m_buildContext, *m_compactHeightfield, 0, m_config.minRegionArea, m_config.mergeRegionArea))
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not build watershed regions.");
return false;
}
}
else if (m_partitionType == SAMPLE_PARTITION_MONOTONE)
{
// Partition the walkable surface into simple regions without holes.
// Monotone partitioning does not need distancefield.
if (!rcBuildRegionsMonotone(m_buildContext, *m_compactHeightfield, 0, m_config.minRegionArea, m_config.mergeRegionArea))
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not build monotone regions.");
return false;
}
}
else // SAMPLE_PARTITION_LAYERS
{
// Partition the walkable surface into simple regions without holes.
if (!rcBuildLayerRegions(m_buildContext, *m_compactHeightfield, 0, m_config.minRegionArea))
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not build layer regions.");
return false;
}
}
//
// Step 5. Trace and simplify region contours.
//
// Create contours.
m_contourSet = rcAllocContourSet();
if (!m_contourSet)
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Out of memory 'cset'.");
return false;
}
if (!rcBuildContours(m_buildContext, *m_compactHeightfield, m_config.maxSimplificationError, m_config.maxEdgeLen, *m_contourSet))
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not create contours.");
return false;
}
//
// Step 6. Build polygons mesh from contours.
//
// Build polygon navmesh from the contours.
m_polyMesh = rcAllocPolyMesh();
if (!m_polyMesh)
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Out of memory 'pmesh'.");
return false;
}
if (!rcBuildPolyMesh(m_buildContext, *m_contourSet, m_config.maxVertsPerPoly, *m_polyMesh))
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not triangulate contours.");
return false;
}
//
// Step 7. Create detail mesh which allows to access approximate height on each polygon.
//
m_detailMesh = rcAllocPolyMeshDetail();
if (!m_detailMesh)
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Out of memory 'pmdtl'.");
return false;
}
if (!rcBuildPolyMeshDetail(m_buildContext, *m_polyMesh, *m_compactHeightfield, m_config.detailSampleDist, m_config.detailSampleMaxError, *m_detailMesh))
{
m_buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not build detail mesh.");
return false;
}
if (!m_keepIntermediateResults)
{
rcFreeCompactHeightfield(m_compactHeightfield);
m_compactHeightfield = 0;
rcFreeContourSet(m_contourSet);
m_contourSet = 0;
}
// At this point the navigation mesh data is ready, you can access it from m_pmesh.
// See duDebugDrawPolyMesh or dtCreateNavMeshData as examples how to access the data.
//
// (Optional) Step 8. Create Detour data from Recast poly mesh.
//
// The GUI may allow more max points per polygon than Detour can handle.
// Only build the detour navmesh if we do not exceed the limit.
if (m_config.maxVertsPerPoly <= DT_VERTS_PER_POLYGON)
{
unsigned char* navData = 0;
int navDataSize = 0;
// Update poly flags from areas.
for (int i = 0; i < m_polyMesh->npolys; ++i)
{
if (m_polyMesh->areas[i] == RC_WALKABLE_AREA)
{
m_polyMesh->areas[i] = SAMPLE_POLYAREA_GROUND;
}
if (m_polyMesh->areas[i] == SAMPLE_POLYAREA_GROUND ||
m_polyMesh->areas[i] == SAMPLE_POLYAREA_GRASS ||
m_polyMesh->areas[i] == SAMPLE_POLYAREA_ROAD)
{
m_polyMesh->flags[i] = SAMPLE_POLYFLAGS_WALK;
}
else if (m_polyMesh->areas[i] == SAMPLE_POLYAREA_WATER)
{
m_polyMesh->flags[i] = SAMPLE_POLYFLAGS_SWIM;
}
else if (m_polyMesh->areas[i] == SAMPLE_POLYAREA_DOOR)
{
m_polyMesh->flags[i] = SAMPLE_POLYFLAGS_WALK | SAMPLE_POLYFLAGS_DOOR;
}
}
dtNavMeshCreateParams params;
memset(&params, 0, sizeof(params));
params.verts = m_polyMesh->verts;
params.vertCount = m_polyMesh->nverts;
params.polys = m_polyMesh->polys;
params.polyAreas = m_polyMesh->areas;
params.polyFlags = m_polyMesh->flags;
params.polyCount = m_polyMesh->npolys;
params.nvp = m_polyMesh->nvp;
params.detailMeshes = m_detailMesh->meshes;
params.detailVerts = m_detailMesh->verts;
params.detailVertsCount = m_detailMesh->nverts;
params.detailTris = m_detailMesh->tris;
params.detailTriCount = m_detailMesh->ntris;
params.offMeshConVerts = m_inputGeometry->getOffMeshConnectionVerts();
params.offMeshConRad = m_inputGeometry->getOffMeshConnectionRads();
params.offMeshConDir = m_inputGeometry->getOffMeshConnectionDirs();
params.offMeshConAreas = m_inputGeometry->getOffMeshConnectionAreas();
params.offMeshConFlags = m_inputGeometry->getOffMeshConnectionFlags();
params.offMeshConUserID = m_inputGeometry->getOffMeshConnectionId();
params.offMeshConCount = m_inputGeometry->getOffMeshConnectionCount();
params.walkableHeight = m_agentHeight;
params.walkableRadius = m_agentRadius;
params.walkableClimb = m_agentMaxClimb;
rcVcopy(params.bmin, m_polyMesh->bmin);
rcVcopy(params.bmax, m_polyMesh->bmax);
params.cs = m_config.cs;
params.ch = m_config.ch;
params.buildBvTree = true;
if (!dtCreateNavMeshData(&params, &navData, &navDataSize))
{
m_buildContext->log(RC_LOG_ERROR, "Could not build Detour navmesh.");
return false;
}
m_navMesh = dtAllocNavMesh();
if (!m_navMesh)
{
dtFree(navData);
m_buildContext->log(RC_LOG_ERROR, "Could not create Detour navmesh");
return false;
}
dtStatus status = m_navMesh->init(navData, navDataSize, DT_TILE_FREE_DATA);
if (dtStatusFailed(status))
{
dtFree(navData);
m_buildContext->log(RC_LOG_ERROR, "Could not init Detour navmesh");
return false;
}
status = m_navQuery->init(m_navMesh, 2048);
if (dtStatusFailed(status))
{
m_buildContext->log(RC_LOG_ERROR, "Could not init Detour navmesh query");
return false;
}
}
m_buildContext->stopTimer(RC_TIMER_TOTAL);
// Show performance stats.
duLogBuildTimes(*m_buildContext, m_buildContext->getAccumulatedTime(RC_TIMER_TOTAL));
m_buildContext->log(RC_LOG_PROGRESS, ">> Polymesh: %d vertices %d polygons", m_polyMesh->nverts, m_polyMesh->npolys);
m_totalBuildTimeMs = static_cast<float>(m_buildContext->getAccumulatedTime(RC_TIMER_TOTAL)) / 1000.0f;
if (m_tool)
{
m_tool->init(this);
}
initToolStates(this);
return true;
}