mirror of
https://github.com/recastnavigation/recastnavigation.git
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762 lines
23 KiB
C++
762 lines
23 KiB
C++
//
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// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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//
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#include "Sample_SoloMesh.h"
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#include "DetourDebugDraw.h"
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#include "DetourNavMeshBuilder.h"
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#include "InputGeom.h"
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#include "RecastDebugDraw.h"
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#include "SDL_opengl.h"
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#include "Tool_ConvexVolume.h"
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#include "Tool_Crowd.h"
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#include "Tool_NavMeshPrune.h"
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#include "Tool_NavMeshTester.h"
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#include "Tool_OffMeshConnection.h"
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#include <imgui.h>
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#include <cmath>
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const char* Sample_SoloMesh::drawModeNames[]{
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"Input Mesh",
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"Navmesh",
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"Navmesh Invis",
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"Navmesh Trans",
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"Navmesh BVTree",
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"Navmesh Nodes",
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"Voxels",
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"Walkable Voxels",
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"Compact",
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"Compact Distance",
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"Compact Regions",
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"Region Connections",
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"Raw Contours",
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"Both Contours",
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"Contours",
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"Poly Mesh",
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"Poly Mesh Detail"};
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Sample_SoloMesh::Sample_SoloMesh()
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{
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setTool(new NavMeshTesterTool);
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}
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Sample_SoloMesh::~Sample_SoloMesh()
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{
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cleanup();
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}
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void Sample_SoloMesh::cleanup()
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{
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delete[] triAreas;
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triAreas = nullptr;
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rcFreeHeightField(heightfield);
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heightfield = nullptr;
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rcFreeCompactHeightfield(compactHeightfield);
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compactHeightfield = nullptr;
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rcFreeContourSet(contourSet);
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contourSet = nullptr;
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rcFreePolyMesh(polyMesh);
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polyMesh = nullptr;
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rcFreePolyMeshDetail(detailMesh);
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detailMesh = nullptr;
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dtFreeNavMesh(navMesh);
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navMesh = nullptr;
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}
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void Sample_SoloMesh::drawSettingsUI()
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{
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static const char* fileName = "solo_navmesh.bin";
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drawCommonSettingsUI();
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if (ImGui::Button("Save"))
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{
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saveAll(fileName, navMesh);
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}
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ImGui::SameLine();
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if (ImGui::Button("Load"))
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{
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dtFreeNavMesh(navMesh);
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navMesh = loadAll(fileName);
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navQuery->init(navMesh, 2048);
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}
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ImGui::Text("Build Time: %.1fms", totalBuildTimeMs);
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}
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void Sample_SoloMesh::drawToolsUI()
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{
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ImGui::SeparatorText("Tool Selection");
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const SampleToolType currentType = !tool ? SampleToolType::NONE : tool->type();
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#define TOOL(toolType, toolClass) \
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if (ImGui::RadioButton( \
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toolNames[static_cast<uint8_t>(SampleToolType::toolType)], \
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currentType == SampleToolType::toolType)) \
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{ \
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setTool(new (toolClass){}); \
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}
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TOOL(NAVMESH_TESTER, NavMeshTesterTool)
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TOOL(NAVMESH_PRUNE, NavMeshPruneTool)
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TOOL(OFFMESH_CONNECTION, OffMeshConnectionTool)
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TOOL(CONVEX_VOLUME, ConvexVolumeTool)
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TOOL(CROWD, CrowdTool)
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#undef TOOL
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ImGui::SeparatorText("Tool Settings");
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if (tool)
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{
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tool->drawMenuUI();
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}
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}
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void Sample_SoloMesh::UI_DrawModeOption(const DrawMode drawMode, const bool enabled)
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{
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ImGui::BeginDisabled(!enabled);
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const bool is_selected = currentDrawMode == drawMode;
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if (ImGui::Selectable(drawModeNames[static_cast<int>(drawMode)], is_selected))
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{
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currentDrawMode = drawMode;
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}
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// Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
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if (is_selected)
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{
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ImGui::SetItemDefaultFocus();
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}
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ImGui::EndDisabled();
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}
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void Sample_SoloMesh::drawDebugUI()
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{
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ImGui::Text("Draw");
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if (ImGui::BeginCombo("##drawMode", drawModeNames[static_cast<int>(currentDrawMode)], 0))
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{
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UI_DrawModeOption(DrawMode::MESH, true);
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UI_DrawModeOption(DrawMode::NAVMESH, navMesh != nullptr);
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UI_DrawModeOption(DrawMode::NAVMESH_INVIS, navMesh != nullptr);
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UI_DrawModeOption(DrawMode::NAVMESH_TRANS, navMesh != nullptr);
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UI_DrawModeOption(DrawMode::NAVMESH_BVTREE, navMesh != nullptr);
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UI_DrawModeOption(DrawMode::NAVMESH_NODES, navQuery != nullptr);
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UI_DrawModeOption(DrawMode::VOXELS, heightfield != nullptr);
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UI_DrawModeOption(DrawMode::VOXELS_WALKABLE, heightfield != nullptr);
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UI_DrawModeOption(DrawMode::COMPACT, compactHeightfield != nullptr);
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UI_DrawModeOption(DrawMode::COMPACT_DISTANCE, compactHeightfield != nullptr);
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UI_DrawModeOption(DrawMode::COMPACT_REGIONS, compactHeightfield != nullptr);
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UI_DrawModeOption(DrawMode::REGION_CONNECTIONS, contourSet != nullptr);
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UI_DrawModeOption(DrawMode::RAW_CONTOURS, contourSet != nullptr);
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UI_DrawModeOption(DrawMode::BOTH_CONTOURS, contourSet != nullptr);
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UI_DrawModeOption(DrawMode::CONTOURS, contourSet != nullptr);
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UI_DrawModeOption(DrawMode::POLYMESH, polyMesh != nullptr);
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UI_DrawModeOption(DrawMode::POLYMESH_DETAIL, detailMesh != nullptr);
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ImGui::EndCombo();
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}
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}
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void Sample_SoloMesh::render()
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{
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if (!inputGeometry)
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{
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return;
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}
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glEnable(GL_FOG);
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glDepthMask(GL_TRUE);
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const float texScale = 1.0f / (cellSize * 10.0f);
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if (currentDrawMode != DrawMode::NAVMESH_TRANS)
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{
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// Draw mesh
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duDebugDrawTriMeshSlope(
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&debugDraw,
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inputGeometry->mesh.verts.data(),
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inputGeometry->mesh.getVertCount(),
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inputGeometry->mesh.tris.data(),
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inputGeometry->mesh.normals.data(),
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inputGeometry->mesh.getTriCount(),
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agentMaxSlope,
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texScale);
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inputGeometry->drawOffMeshConnections(&debugDraw);
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}
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glDisable(GL_FOG);
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glDepthMask(GL_FALSE);
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// Draw bounds
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const float* navmeshBoundsMin = inputGeometry->getNavMeshBoundsMin();
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const float* navmeshBoundsMax = inputGeometry->getNavMeshBoundsMax();
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duDebugDrawBoxWire(
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&debugDraw,
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navmeshBoundsMin[0],
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navmeshBoundsMin[1],
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navmeshBoundsMin[2],
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navmeshBoundsMax[0],
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navmeshBoundsMax[1],
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navmeshBoundsMax[2],
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duRGBA(255, 255, 255, 128),
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1.0f);
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debugDraw.begin(DU_DRAW_POINTS, 5.0f);
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debugDraw.vertex(navmeshBoundsMin[0], navmeshBoundsMin[1], navmeshBoundsMin[2], duRGBA(255, 255, 255, 128));
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debugDraw.end();
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if (navMesh && navQuery &&
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(currentDrawMode == DrawMode::NAVMESH || currentDrawMode == DrawMode::NAVMESH_TRANS ||
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currentDrawMode == DrawMode::NAVMESH_BVTREE || currentDrawMode == DrawMode::NAVMESH_NODES ||
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currentDrawMode == DrawMode::NAVMESH_INVIS))
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{
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if (currentDrawMode != DrawMode::NAVMESH_INVIS)
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{
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duDebugDrawNavMeshWithClosedList(&debugDraw, *navMesh, *navQuery, navMeshDrawFlags);
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}
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if (currentDrawMode == DrawMode::NAVMESH_BVTREE)
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{
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duDebugDrawNavMeshBVTree(&debugDraw, *navMesh);
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}
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if (currentDrawMode == DrawMode::NAVMESH_NODES)
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{
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duDebugDrawNavMeshNodes(&debugDraw, *navQuery);
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}
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duDebugDrawNavMeshPolysWithFlags(&debugDraw, *navMesh, SAMPLE_POLYFLAGS_DISABLED, duRGBA(0, 0, 0, 128));
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}
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glDepthMask(GL_TRUE);
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if (compactHeightfield && currentDrawMode == DrawMode::COMPACT)
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{
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duDebugDrawCompactHeightfieldSolid(&debugDraw, *compactHeightfield);
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}
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if (compactHeightfield && currentDrawMode == DrawMode::COMPACT_DISTANCE)
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{
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duDebugDrawCompactHeightfieldDistance(&debugDraw, *compactHeightfield);
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}
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if (compactHeightfield && currentDrawMode == DrawMode::COMPACT_REGIONS)
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{
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duDebugDrawCompactHeightfieldRegions(&debugDraw, *compactHeightfield);
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}
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if (heightfield && currentDrawMode == DrawMode::VOXELS)
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{
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glEnable(GL_FOG);
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duDebugDrawHeightfieldSolid(&debugDraw, *heightfield);
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glDisable(GL_FOG);
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}
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if (heightfield && currentDrawMode == DrawMode::VOXELS_WALKABLE)
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{
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glEnable(GL_FOG);
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duDebugDrawHeightfieldWalkable(&debugDraw, *heightfield);
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glDisable(GL_FOG);
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}
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if (contourSet && currentDrawMode == DrawMode::RAW_CONTOURS)
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{
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glDepthMask(GL_FALSE);
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duDebugDrawRawContours(&debugDraw, *contourSet);
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glDepthMask(GL_TRUE);
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}
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if (contourSet && currentDrawMode == DrawMode::BOTH_CONTOURS)
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{
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glDepthMask(GL_FALSE);
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duDebugDrawRawContours(&debugDraw, *contourSet, 0.5f);
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duDebugDrawContours(&debugDraw, *contourSet);
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glDepthMask(GL_TRUE);
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}
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if (contourSet && currentDrawMode == DrawMode::CONTOURS)
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{
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glDepthMask(GL_FALSE);
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duDebugDrawContours(&debugDraw, *contourSet);
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glDepthMask(GL_TRUE);
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}
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if (compactHeightfield && contourSet && currentDrawMode == DrawMode::REGION_CONNECTIONS)
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{
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duDebugDrawCompactHeightfieldRegions(&debugDraw, *compactHeightfield);
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glDepthMask(GL_FALSE);
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duDebugDrawRegionConnections(&debugDraw, *contourSet);
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glDepthMask(GL_TRUE);
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}
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if (polyMesh && currentDrawMode == DrawMode::POLYMESH)
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{
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glDepthMask(GL_FALSE);
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duDebugDrawPolyMesh(&debugDraw, *polyMesh);
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glDepthMask(GL_TRUE);
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}
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if (detailMesh && currentDrawMode == DrawMode::POLYMESH_DETAIL)
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{
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glDepthMask(GL_FALSE);
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duDebugDrawPolyMeshDetail(&debugDraw, *detailMesh);
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glDepthMask(GL_TRUE);
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}
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inputGeometry->drawConvexVolumes(&debugDraw);
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if (tool)
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{
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tool->render();
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}
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renderToolStates();
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glDepthMask(GL_TRUE);
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}
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void Sample_SoloMesh::renderOverlay()
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{
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if (tool)
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{
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tool->drawOverlayUI();
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}
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renderOverlayToolStates();
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}
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void Sample_SoloMesh::onMeshChanged(InputGeom* geom)
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{
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Sample::onMeshChanged(geom);
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dtFreeNavMesh(navMesh);
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navMesh = nullptr;
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if (tool)
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{
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tool->reset();
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tool->init(this);
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}
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resetToolStates();
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initToolStates(this);
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}
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bool Sample_SoloMesh::build()
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{
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if (!inputGeometry || inputGeometry->mesh.verts.empty())
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{
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buildContext->log(RC_LOG_ERROR, "buildNavigation: Input mesh is not specified.");
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return false;
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}
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cleanup();
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const float* boundsMin = inputGeometry->getNavMeshBoundsMin();
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const float* boundsMax = inputGeometry->getNavMeshBoundsMax();
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const float* verts = inputGeometry->mesh.verts.data();
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const int numVerts = static_cast<int>(inputGeometry->mesh.verts.size()) / 3;
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const int* tris = inputGeometry->mesh.tris.data();
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const int numTris = static_cast<int>(inputGeometry->mesh.tris.size()) / 3;
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//
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// Step 1. Initialize build config.
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//
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// Init build configuration from GUI
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memset(&config, 0, sizeof(config));
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config.cs = cellSize;
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config.ch = cellHeight;
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config.walkableSlopeAngle = agentMaxSlope;
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config.walkableHeight = static_cast<int>(ceilf(agentHeight / config.ch));
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config.walkableClimb = static_cast<int>(floorf(agentMaxClimb / config.ch));
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config.walkableRadius = static_cast<int>(ceilf(agentRadius / config.cs));
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config.maxEdgeLen = static_cast<int>(edgeMaxLen / cellSize);
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config.maxSimplificationError = edgeMaxError;
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config.minRegionArea = static_cast<int>(rcSqr(regionMinSize)); // Note: area = size*size
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config.mergeRegionArea = static_cast<int>(rcSqr(regionMergeSize)); // Note: area = size*size
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config.maxVertsPerPoly = vertsPerPoly;
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config.detailSampleDist = detailSampleDist < 0.9f ? 0 : cellSize * detailSampleDist;
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config.detailSampleMaxError = cellHeight * detailSampleMaxError;
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// Set the area where the navigation will be built.
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// Here the bounds of the input mesh are used, but the
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// area could be specified by a user defined box, etc.
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rcVcopy(config.bmin, boundsMin);
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rcVcopy(config.bmax, boundsMax);
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rcCalcGridSize(config.bmin, config.bmax, config.cs, &config.width, &config.height);
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// Reset build times gathering.
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buildContext->resetTimers();
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buildContext->startTimer(RC_TIMER_TOTAL);
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// Start the build process.
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buildContext->log(RC_LOG_PROGRESS, "Building navigation:");
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buildContext->log(RC_LOG_PROGRESS, " - %d x %d cells", config.width, config.height);
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buildContext->log(
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RC_LOG_PROGRESS,
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" - %.1fK verts, %.1fK tris",
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static_cast<float>(numVerts) / 1000.0f,
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static_cast<float>(numTris) / 1000.0f);
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//
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// Step 2. Rasterize input meshes.
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//
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// Allocate voxel heightfield where we will store our rasterized input data.
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heightfield = rcAllocHeightfield();
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if (!heightfield)
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{
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buildContext->log(RC_LOG_ERROR, "buildNavigation: Out of memory 'heightfield'.");
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return false;
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}
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if (!rcCreateHeightfield(
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buildContext,
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*heightfield,
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config.width,
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config.height,
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config.bmin,
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config.bmax,
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config.cs,
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config.ch))
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{
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buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not create solid heightfield.");
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return false;
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}
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// Allocate array that can hold triangle area types.
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// This is used to store terrain type information and to mark
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// triangles as unwalkable.
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// If you have multiple meshes you need to process, allocate
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// an array which can hold the max number of triangles you need to process.
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triAreas = new unsigned char[numTris];
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if (!triAreas)
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{
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buildContext->log(RC_LOG_ERROR, "buildNavigation: Out of memory 'triAreas' (%d).", numTris);
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return false;
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}
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memset(triAreas, 0, numTris * sizeof(unsigned char));
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// Record which triangles in the input mesh are walkable.
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// This information is recorded in triAreas
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rcMarkWalkableTriangles(buildContext, config.walkableSlopeAngle, verts, numVerts, tris, numTris, triAreas);
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// Rasterize the input mesh
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// If your have multiple meshes, you can transform them, calculate the
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// terrain type for each mesh and rasterize them here.
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if (!rcRasterizeTriangles(buildContext, verts, numVerts, tris, triAreas, numTris, *heightfield, config.walkableClimb))
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{
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buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not rasterize triangles.");
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return false;
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}
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//
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// Step 3. Filter walkable surfaces.
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//
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// Once all geometry is rasterized, we do initial pass of filtering to
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// remove unwanted overhangs caused by the conservative rasterization
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// as well as spans where the character cannot possibly stand.
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if (filterLowHangingObstacles)
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{
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rcFilterLowHangingWalkableObstacles(buildContext, config.walkableClimb, *heightfield);
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}
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if (filterLedgeSpans)
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{
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rcFilterLedgeSpans(buildContext, config.walkableHeight, config.walkableClimb, *heightfield);
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}
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if (filterWalkableLowHeightSpans)
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{
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rcFilterWalkableLowHeightSpans(buildContext, config.walkableHeight, *heightfield);
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}
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//
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// Step 4. Partition walkable surface into simple regions.
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//
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// Compact the heightfield so that it is faster to work with.
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// This will result more cache coherent data. This step will also
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// generate neighbor connection information between walkable cells.
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compactHeightfield = rcAllocCompactHeightfield();
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if (!compactHeightfield)
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{
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buildContext->log(RC_LOG_ERROR, "buildNavigation: Out of memory 'chf'.");
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return false;
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}
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if (!rcBuildCompactHeightfield(
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buildContext,
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config.walkableHeight,
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config.walkableClimb,
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*heightfield,
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*compactHeightfield))
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{
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buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not build compact data.");
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return false;
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}
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// Erode the walkable area by agent radius.
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// This allows us to path an agent through the navmesh as if it was a single point
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if (!rcErodeWalkableArea(buildContext, config.walkableRadius, *compactHeightfield))
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{
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buildContext->log(RC_LOG_ERROR, "buildNavigation: Could not erode.");
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return false;
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}
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// (Optional) Marks the surface type of voxels in an area defined by a convex volume.
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// Useful to mark areas of differing cost.
|
|
for (ConvexVolume& vol : inputGeometry->convexVolumes)
|
|
{
|
|
rcMarkConvexPolyArea(
|
|
buildContext,
|
|
vol.verts,
|
|
vol.nverts,
|
|
vol.hmin,
|
|
vol.hmax,
|
|
(unsigned char)vol.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 == SamplePartitionType::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 == SamplePartitionType::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 // SamplePartitionType::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(¶ms, 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->offmeshConnVerts.data();
|
|
params.offMeshConRad = inputGeometry->offmeshConnRadius.data();
|
|
params.offMeshConDir = inputGeometry->offmeshConnBidirectional.data();
|
|
params.offMeshConAreas = inputGeometry->offmeshConnArea.data();
|
|
params.offMeshConFlags = inputGeometry->offmeshConnFlags.data();
|
|
params.offMeshConUserID = inputGeometry->offmeshConnId.data();
|
|
params.offMeshConCount = static_cast<int>(inputGeometry->offmeshConnArea.size());
|
|
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(¶ms, &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;
|
|
}
|