Files
recastnavigation/RecastDemo/Source/Sample_SoloMesh.cpp

700 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_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 [] triareas; triareas = 0;
rcFreeHeightField(heightfield); heightfield = 0;
rcFreeCompactHeightfield(compactHeightfield); compactHeightfield = 0;
rcFreeContourSet(contourSet); contourSet = 0;
rcFreePolyMesh(polyMesh); polyMesh = 0;
rcFreePolyMeshDetail(detailMesh); detailMesh = 0;
dtFreeNavMesh(navMesh); navMesh = 0;
}
void Sample_SoloMesh::handleSettings()
{
handleCommonSettings();
imguiSeparator();
imguiIndent();
imguiIndent();
if (imguiButton("Save"))
{
saveAll("solo_navmesh.bin", navMesh);
}
if (imguiButton("Load"))
{
dtFreeNavMesh(navMesh);
navMesh = loadAll("solo_navmesh.bin");
navQuery->init(navMesh, 2048);
}
imguiUnindent();
imguiUnindent();
char message[64];
snprintf(message, 64, "Build Time: %.1fms", totalBuildTimeMs);
imguiLabel(message);
imguiSeparator();
}
void Sample_SoloMesh::handleTools()
{
const SampleToolType type = !tool ? SampleToolType::NONE : 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 (tool)
{
tool->handleMenu();
}
imguiUnindent();
}
void Sample_SoloMesh::UI_DrawModeOption(const char* name, const DrawMode drawMode, const bool enabled)
{
if (imguiCheck(name, currentDrawMode == drawMode, enabled))
{
currentDrawMode = drawMode;
}
}
void Sample_SoloMesh::handleDebugMode()
{
imguiLabel("Draw");
UI_DrawModeOption("Input Mesh", DrawMode::MESH, true);
UI_DrawModeOption("Navmesh", DrawMode::NAVMESH, navMesh != nullptr);
UI_DrawModeOption("Navmesh Invis", DrawMode::NAVMESH_INVIS, navMesh != nullptr);
UI_DrawModeOption("Navmesh Trans", DrawMode::NAVMESH_TRANS, navMesh != nullptr);
UI_DrawModeOption("Navmesh BVTree", DrawMode::NAVMESH_BVTREE, navMesh != nullptr);
UI_DrawModeOption("Navmesh Nodes", DrawMode::NAVMESH_NODES, navQuery != nullptr);
UI_DrawModeOption("Voxels", DrawMode::VOXELS, heightfield != nullptr);
UI_DrawModeOption("Walkable Voxels", DrawMode::VOXELS_WALKABLE, heightfield != nullptr);
UI_DrawModeOption("Compact", DrawMode::COMPACT, compactHeightfield != nullptr);
UI_DrawModeOption("Compact Distance", DrawMode::COMPACT_DISTANCE, compactHeightfield != nullptr);
UI_DrawModeOption("Compact Regions", DrawMode::COMPACT_REGIONS, compactHeightfield != nullptr);
UI_DrawModeOption("Region Connections", DrawMode::REGION_CONNECTIONS, contourSet != nullptr);
UI_DrawModeOption("Raw Contours", DrawMode::RAW_CONTOURS, contourSet != nullptr);
UI_DrawModeOption("Both Contours", DrawMode::BOTH_CONTOURS, contourSet != nullptr);
UI_DrawModeOption("Contours", DrawMode::CONTOURS, contourSet != nullptr);
UI_DrawModeOption("Poly Mesh", DrawMode::POLYMESH, polyMesh != nullptr);
UI_DrawModeOption("Poly Mesh Detail", DrawMode::POLYMESH_DETAIL, detailMesh != nullptr);
}
void Sample_SoloMesh::handleRender()
{
if (!inputGeometry)
{
return;
}
glEnable(GL_FOG);
glDepthMask(GL_TRUE);
const float texScale = 1.0f / (cellSize * 10.0f);
if (currentDrawMode != DrawMode::NAVMESH_TRANS)
{
// Draw mesh
duDebugDrawTriMeshSlope(
&debugDraw,
inputGeometry->verts.data(),
static_cast<int>(inputGeometry->verts.size()) / 3,
inputGeometry->tris.data(),
inputGeometry->normals.data(),
static_cast<int>(inputGeometry->tris.size()) / 3,
agentMaxSlope,
texScale);
inputGeometry->drawOffMeshConnections(&debugDraw);
}
glDisable(GL_FOG);
glDepthMask(GL_FALSE);
// Draw bounds
const float* navmeshBoundsMin = inputGeometry->getNavMeshBoundsMin();
const float* navmeshBoundsMax = inputGeometry->getNavMeshBoundsMax();
duDebugDrawBoxWire(&debugDraw, navmeshBoundsMin[0],navmeshBoundsMin[1],navmeshBoundsMin[2], navmeshBoundsMax[0],navmeshBoundsMax[1],navmeshBoundsMax[2], duRGBA(255,255,255,128), 1.0f);
debugDraw.begin(DU_DRAW_POINTS, 5.0f);
debugDraw.vertex(navmeshBoundsMin[0],navmeshBoundsMin[1],navmeshBoundsMin[2],duRGBA(255,255,255,128));
debugDraw.end();
if (navMesh && navQuery &&
(currentDrawMode == DrawMode::NAVMESH ||
currentDrawMode == DrawMode::NAVMESH_TRANS ||
currentDrawMode == DrawMode::NAVMESH_BVTREE ||
currentDrawMode == DrawMode::NAVMESH_NODES ||
currentDrawMode == DrawMode::NAVMESH_INVIS))
{
if (currentDrawMode != DrawMode::NAVMESH_INVIS)
{
duDebugDrawNavMeshWithClosedList(&debugDraw, *navMesh, *navQuery, navMeshDrawFlags);
}
if (currentDrawMode == DrawMode::NAVMESH_BVTREE)
{
duDebugDrawNavMeshBVTree(&debugDraw, *navMesh);
}
if (currentDrawMode == DrawMode::NAVMESH_NODES)
{
duDebugDrawNavMeshNodes(&debugDraw, *navQuery);
}
duDebugDrawNavMeshPolysWithFlags(&debugDraw, *navMesh, SAMPLE_POLYFLAGS_DISABLED, duRGBA(0,0,0,128));
}
glDepthMask(GL_TRUE);
if (compactHeightfield && currentDrawMode == DrawMode::COMPACT)
{
duDebugDrawCompactHeightfieldSolid(&debugDraw, *compactHeightfield);
}
if (compactHeightfield && currentDrawMode == DrawMode::COMPACT_DISTANCE)
{
duDebugDrawCompactHeightfieldDistance(&debugDraw, *compactHeightfield);
}
if (compactHeightfield && currentDrawMode == DrawMode::COMPACT_REGIONS)
{
duDebugDrawCompactHeightfieldRegions(&debugDraw, *compactHeightfield);
}
if (heightfield && currentDrawMode == DrawMode::VOXELS)
{
glEnable(GL_FOG);
duDebugDrawHeightfieldSolid(&debugDraw, *heightfield);
glDisable(GL_FOG);
}
if (heightfield && currentDrawMode == DrawMode::VOXELS_WALKABLE)
{
glEnable(GL_FOG);
duDebugDrawHeightfieldWalkable(&debugDraw, *heightfield);
glDisable(GL_FOG);
}
if (contourSet && currentDrawMode == DrawMode::RAW_CONTOURS)
{
glDepthMask(GL_FALSE);
duDebugDrawRawContours(&debugDraw, *contourSet);
glDepthMask(GL_TRUE);
}
if (contourSet && currentDrawMode == DrawMode::BOTH_CONTOURS)
{
glDepthMask(GL_FALSE);
duDebugDrawRawContours(&debugDraw, *contourSet, 0.5f);
duDebugDrawContours(&debugDraw, *contourSet);
glDepthMask(GL_TRUE);
}
if (contourSet && currentDrawMode == DrawMode::CONTOURS)
{
glDepthMask(GL_FALSE);
duDebugDrawContours(&debugDraw, *contourSet);
glDepthMask(GL_TRUE);
}
if (compactHeightfield && contourSet && currentDrawMode == DrawMode::REGION_CONNECTIONS)
{
duDebugDrawCompactHeightfieldRegions(&debugDraw, *compactHeightfield);
glDepthMask(GL_FALSE);
duDebugDrawRegionConnections(&debugDraw, *contourSet);
glDepthMask(GL_TRUE);
}
if (polyMesh && currentDrawMode == DrawMode::POLYMESH)
{
glDepthMask(GL_FALSE);
duDebugDrawPolyMesh(&debugDraw, *polyMesh);
glDepthMask(GL_TRUE);
}
if (detailMesh && currentDrawMode == DrawMode::POLYMESH_DETAIL)
{
glDepthMask(GL_FALSE);
duDebugDrawPolyMeshDetail(&debugDraw, *detailMesh);
glDepthMask(GL_TRUE);
}
inputGeometry->drawConvexVolumes(&debugDraw);
if (tool)
{
tool->handleRender();
}
renderToolStates();
glDepthMask(GL_TRUE);
}
void Sample_SoloMesh::handleRenderOverlay(double* proj, double* model, int* view)
{
if (tool)
{
tool->handleRenderOverlay(proj, model, view);
}
renderOverlayToolStates(proj, model, view);
}
void Sample_SoloMesh::handleMeshChanged(InputGeom* geom)
{
Sample::handleMeshChanged(geom);
dtFreeNavMesh(navMesh); navMesh = 0;
if (tool)
{
tool->reset();
tool->init(this);
}
resetToolStates();
initToolStates(this);
}
bool Sample_SoloMesh::handleBuild()
{
if (!inputGeometry || inputGeometry->verts.empty())
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Input mesh is not specified.");
return false;
}
cleanup();
const float* boundsMin = inputGeometry->getNavMeshBoundsMin();
const float* boundsMax = inputGeometry->getNavMeshBoundsMax();
const float* verts = inputGeometry->verts.data();
const int numVerts = static_cast<int>(inputGeometry->verts.size()) / 3;
const int* tris = inputGeometry->tris.data();
const int numTris = static_cast<int>(inputGeometry->tris.size()) / 3;
//
// Step 1. Initialize build config.
//
// Init build configuration from GUI
memset(&config, 0, sizeof(config));
config.cs = cellSize;
config.ch = cellHeight;
config.walkableSlopeAngle = agentMaxSlope;
config.walkableHeight = static_cast<int>(ceilf(agentHeight / config.ch));
config.walkableClimb = static_cast<int>(floorf(agentMaxClimb / config.ch));
config.walkableRadius = static_cast<int>(ceilf(agentRadius / config.cs));
config.maxEdgeLen = static_cast<int>(edgeMaxLen / cellSize);
config.maxSimplificationError = edgeMaxError;
config.minRegionArea = static_cast<int>(rcSqr(regionMinSize)); // Note: area = size*size
config.mergeRegionArea = static_cast<int>(rcSqr(regionMergeSize)); // Note: area = size*size
config.maxVertsPerPoly = static_cast<int>(vertsPerPoly);
config.detailSampleDist = detailSampleDist < 0.9f ? 0 : cellSize * detailSampleDist;
config.detailSampleMaxError = cellHeight * 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(config.bmin, boundsMin);
rcVcopy(config.bmax, boundsMax);
rcCalcGridSize(config.bmin, config.bmax, config.cs, &config.width, &config.height);
// Reset build times gathering.
buildContext->resetTimers();
buildContext->startTimer(RC_TIMER_TOTAL);
// Start the build process.
buildContext->log(RC_LOG_PROGRESS, "Building navigation:");
buildContext->log(RC_LOG_PROGRESS, " - %d x %d cells", config.width, config.height);
buildContext->log(RC_LOG_PROGRESS, " - %.1fK verts, %.1fK tris", static_cast<float>(numVerts) / 1000.0f, static_cast<float>(numTris) / 1000.0f);
//
// Step 2. Rasterize input meshes.
//
// Allocate voxel heightfield where we will store our rasterized input data.
heightfield = rcAllocHeightfield();
if (!heightfield)
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Out of memory 'heightfield'.");
return false;
}
if (!rcCreateHeightfield(buildContext, *heightfield, config.width, config.height, config.bmin, config.bmax, config.cs, config.ch))
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not create solid heightfield.");
return false;
}
// Allocate array that can hold triangle area types.
// This is used to store terrain type information and to mark
// triangles as unwalkable.
// If you have multiple meshes you need to process, allocate
// an array which can hold the max number of triangles you need to process.
triareas = new unsigned char[numTris];
if (!triareas)
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Out of memory 'm_triareas' (%d).", numTris);
return false;
}
memset(triareas, 0, numTris * sizeof(unsigned char));
// Record which triangles in the input mesh are walkable.
// This information is recorded in m_triareas
rcMarkWalkableTriangles(buildContext, config.walkableSlopeAngle, verts, numVerts, tris, numTris, triareas);
// Rasterize the input mesh
// If your have multiple meshes, you can transform them, calculate the
// terrain type for each mesh and rasterize them here.
if (!rcRasterizeTriangles(buildContext, verts, numVerts, tris, triareas, numTris, *heightfield, config.walkableClimb))
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not rasterize triangles.");
return false;
}
//
// 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 spans where the character cannot possibly stand.
if (filterLowHangingObstacles)
{
rcFilterLowHangingWalkableObstacles(buildContext, config.walkableClimb, *heightfield);
}
if (filterLedgeSpans)
{
rcFilterLedgeSpans(buildContext, config.walkableHeight, config.walkableClimb, *heightfield);
}
if (filterWalkableLowHeightSpans)
{
rcFilterWalkableLowHeightSpans(buildContext, config.walkableHeight, *heightfield);
}
//
// Step 4. Partition walkable surface into simple regions.
//
// Compact the heightfield so that it is faster to work with.
// This will result more cache coherent data. This step will also
// generate neighbor connection information between walkable cells.
compactHeightfield = rcAllocCompactHeightfield();
if (!compactHeightfield)
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Out of memory 'chf'.");
return false;
}
if (!rcBuildCompactHeightfield(buildContext, config.walkableHeight, config.walkableClimb, *heightfield, *compactHeightfield))
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not build compact data.");
return false;
}
// Erode the walkable area by agent radius.
// This allows us to path an agent through the navmesh as if it was a single point
if (!rcErodeWalkableArea(buildContext, config.walkableRadius, *compactHeightfield))
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not erode.");
return false;
}
// (Optional) Marks the surface type of voxels in an area defined by a convex volume.
// Useful to mark areas of differing cost.
const ConvexVolume* vols = inputGeometry->getConvexVolumes();
for (int i = 0; i < inputGeometry->getConvexVolumeCount(); ++i)
{
rcMarkConvexPolyArea(buildContext, vols[i].verts, vols[i].nverts, vols[i].hmin, vols[i].hmax, (unsigned char)vols[i].area, *compactHeightfield);
}
// Partition the heightfield into contiguous regions that will each be
// triangulated into navigation polygons.
//
// There are 3 partitioning methods, each with their own pros and cons:
// 1) Watershed partitioning
// - the classic Recast partitioning
// - creates the nicest tessellation
// - usually slowest
// - the are some corner cases where this method creates holes and
// overlaps in the resulting region data.
// - holes may appear when a small obstacle is close to a large open
// area. This will not cause triangulation to fail.
// - overlaps may occur if you have narrow spiral corridors
// e.g. spiral stairs. This will cause triangulation to fail.
// * Generally the best choice if you are precompute the navmesh and/or
// there are large open areas in the input geometry.
// 2) Monotone partitioning
// - fastest
// - guaranteed to partition the heightfield into regions without holes
// or overlaps
// - Can create long, thin polygons which sometimes cause paths with detours
// * Use this if you want fast navmesh generation
// 3) Layer partitioning
// - quite fast
// - partitions the heighfield into non-overlapping regions
// - relies on the triangulation code to cope with holes, which makes
// this 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 slightly ugly tessellation (still better
// than monotone) if you have large open areas with small obstacles.
// This is less of a problem if you use a tiled navmesh.
// * A good choice for a tiled navmesh with small to medium-sized tiles
if (partitionType == SAMPLE_PARTITION_WATERSHED)
{
// Prepare for region partitioning, by calculating distance field along the walkable surface.
if (!rcBuildDistanceField(buildContext, *compactHeightfield))
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not build distance field.");
return false;
}
// Partition the walkable surface into contiguous regions.
if (!rcBuildRegions(buildContext, *compactHeightfield, 0, config.minRegionArea, config.mergeRegionArea))
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not build watershed regions.");
return false;
}
}
else if (partitionType == SAMPLE_PARTITION_MONOTONE)
{
// Partition the walkable surface into contiguous regions.
// Monotone partitioning does not need distancefield.
if (!rcBuildRegionsMonotone(buildContext, *compactHeightfield, 0, config.minRegionArea, config.mergeRegionArea))
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not build monotone regions.");
return false;
}
}
else // SAMPLE_PARTITION_LAYERS
{
// Partition the walkable surface into contiguous regions.
// Layer partitioning does not need distancefield.
if (!rcBuildLayerRegions(buildContext, *compactHeightfield, 0, config.minRegionArea))
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not build layer regions.");
return false;
}
}
//
// Step 5. Trace and simplify region contours.
//
// Create contour.
contourSet = rcAllocContourSet();
if (!contourSet)
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Out of memory 'cset'.");
return false;
}
if (!rcBuildContours(buildContext, *compactHeightfield, config.maxSimplificationError, config.maxEdgeLen, *contourSet))
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not create contours.");
return false;
}
//
// Step 6. Triangulate contours to build navmesh polygons.
//
polyMesh = rcAllocPolyMesh();
if (!polyMesh)
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Out of memory 'pmesh'.");
return false;
}
if (!rcBuildPolyMesh(buildContext, *contourSet, config.maxVertsPerPoly, *polyMesh))
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not triangulate contours.");
return false;
}
//
// Step 7. Create a navmesh from the triangulated polygons.
//
// Calculates additional information necessary to run pathing queries.
//
detailMesh = rcAllocPolyMeshDetail();
if (!detailMesh)
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Out of memory 'pmdtl'.");
return false;
}
if (!rcBuildPolyMeshDetail(buildContext, *polyMesh, *compactHeightfield, config.detailSampleDist, config.detailSampleMaxError, *detailMesh))
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not build detail mesh.");
return false;
}
// At this point the navigation mesh data is ready to use.
// See duDebugDrawPolyMesh or dtCreateNavMeshData as examples how to access
// the navmesh 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 (config.maxVertsPerPoly <= DT_VERTS_PER_POLYGON)
{
unsigned char* navData = 0;
int navDataSize = 0;
// Update poly flags from areas.
for (int i = 0; i < polyMesh->npolys; ++i)
{
if (polyMesh->areas[i] == RC_WALKABLE_AREA)
{
polyMesh->areas[i] = SAMPLE_POLYAREA_GROUND;
}
if (polyMesh->areas[i] == SAMPLE_POLYAREA_GROUND ||
polyMesh->areas[i] == SAMPLE_POLYAREA_GRASS ||
polyMesh->areas[i] == SAMPLE_POLYAREA_ROAD)
{
polyMesh->flags[i] = SAMPLE_POLYFLAGS_WALK;
}
else if (polyMesh->areas[i] == SAMPLE_POLYAREA_WATER)
{
polyMesh->flags[i] = SAMPLE_POLYFLAGS_SWIM;
}
else if (polyMesh->areas[i] == SAMPLE_POLYAREA_DOOR)
{
polyMesh->flags[i] = SAMPLE_POLYFLAGS_WALK | SAMPLE_POLYFLAGS_DOOR;
}
}
dtNavMeshCreateParams params;
memset(&params, 0, sizeof(params));
params.verts = polyMesh->verts;
params.vertCount = polyMesh->nverts;
params.polys = polyMesh->polys;
params.polyAreas = polyMesh->areas;
params.polyFlags = polyMesh->flags;
params.polyCount = polyMesh->npolys;
params.nvp = polyMesh->nvp;
params.detailMeshes = detailMesh->meshes;
params.detailVerts = detailMesh->verts;
params.detailVertsCount = detailMesh->nverts;
params.detailTris = detailMesh->tris;
params.detailTriCount = detailMesh->ntris;
params.offMeshConVerts = inputGeometry->getOffMeshConnectionVerts();
params.offMeshConRad = inputGeometry->getOffMeshConnectionRads();
params.offMeshConDir = inputGeometry->getOffMeshConnectionDirs();
params.offMeshConAreas = inputGeometry->getOffMeshConnectionAreas();
params.offMeshConFlags = inputGeometry->getOffMeshConnectionFlags();
params.offMeshConUserID = inputGeometry->getOffMeshConnectionId();
params.offMeshConCount = inputGeometry->getOffMeshConnectionCount();
params.walkableHeight = agentHeight;
params.walkableRadius = agentRadius;
params.walkableClimb = agentMaxClimb;
rcVcopy(params.bmin, polyMesh->bmin);
rcVcopy(params.bmax, polyMesh->bmax);
params.cs = config.cs;
params.ch = config.ch;
params.buildBvTree = true;
if (!dtCreateNavMeshData(&params, &navData, &navDataSize))
{
buildContext->log(RC_LOG_ERROR, "Could not build Detour navmesh.");
return false;
}
navMesh = dtAllocNavMesh();
if (!navMesh)
{
dtFree(navData);
buildContext->log(RC_LOG_ERROR, "Could not create Detour navmesh");
return false;
}
dtStatus status = navMesh->init(navData, navDataSize, DT_TILE_FREE_DATA);
if (dtStatusFailed(status))
{
dtFree(navData);
buildContext->log(RC_LOG_ERROR, "Could not init Detour navmesh");
return false;
}
status = navQuery->init(navMesh, 2048);
if (dtStatusFailed(status))
{
buildContext->log(RC_LOG_ERROR, "Could not init Detour navmesh query");
return false;
}
}
// Stop build timers
buildContext->stopTimer(RC_TIMER_TOTAL);
auto totalTime = buildContext->getAccumulatedTime(RC_TIMER_TOTAL);
totalBuildTimeMs = static_cast<float>(totalTime) / 1000.0f;
// Show performance stats.
duLogBuildTimes(*buildContext, totalTime);
buildContext->log(RC_LOG_PROGRESS, ">> Polymesh: %d vertices %d polygons", polyMesh->nverts, polyMesh->npolys);
if (tool)
{
tool->init(this);
}
initToolStates(this);
return true;
}