Esempio n. 1
0
        public virtual RecastBuilderResult build(InputGeom geom, RecastBuilderConfig bcfg)
        {
            RecastConfig       cfg = bcfg.cfg;
            Context            ctx = new Context();
            CompactHeightfield chf = buildCompactHeightfield(geom, bcfg, ctx);

            // Partition the heightfield so that we can use simple algorithm later
            // to triangulate the walkable areas.
            // There are 3 martitioning 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 nacmesh, use this
            // if you have large open areas
            // 2) Monotone partioning
            // - 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 (cfg.partitionType == PartitionType.WATERSHED)
            {
                // Prepare for region partitioning, by calculating distance field
                // along the walkable surface.
                RecastRegion.buildDistanceField(ctx, chf);
                // Partition the walkable surface into simple regions without holes.
                RecastRegion.buildRegions(ctx, chf, bcfg.borderSize, cfg.minRegionArea, cfg.mergeRegionArea);
            }
            else if (cfg.partitionType == PartitionType.MONOTONE)
            {
                // Partition the walkable surface into simple regions without holes.
                // Monotone partitioning does not need distancefield.
                RecastRegion.buildRegionsMonotone(ctx, chf, bcfg.borderSize, cfg.minRegionArea, cfg.mergeRegionArea);
            }
            else
            {
                // Partition the walkable surface into simple regions without holes.
                RecastRegion.buildLayerRegions(ctx, chf, bcfg.borderSize, cfg.minRegionArea);
            }

            //
            // Step 5. Trace and simplify region contours.
            //

            // Create contours.
            ContourSet cset = RecastContour.buildContours(ctx, chf, cfg.maxSimplificationError, cfg.maxEdgeLen, RecastConstants.RC_CONTOUR_TESS_WALL_EDGES);

            //
            // Step 6. Build polygons mesh from contours.
            //

            PolyMesh pmesh = RecastMesh.buildPolyMesh(ctx, cset, cfg.maxVertsPerPoly);

            //
            // Step 7. Create detail mesh which allows to access approximate height
            // on each polygon.
            //

            PolyMeshDetail dmesh = RecastMeshDetail.buildPolyMeshDetail(ctx, pmesh, chf, cfg.detailSampleDist, cfg.detailSampleMaxError);

            return(new RecastBuilderResult(this, pmesh, dmesh));
        }
Esempio n. 2
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 public RecastBuilderResult(RecastBuilder outerInstance, PolyMesh pmesh, PolyMeshDetail dmesh)
 {
     this.outerInstance = outerInstance;
     this.pmesh         = pmesh;
     this.dmesh         = dmesh;
 }