public byte[] Build() { Geometry = new Geometry.Geometry {Transform = true }; { var main = new ADT(World, X, Y); main.Read(); // main.Generate(); Geometry.AddADT(main); } if (Geometry.Vertices.Count == 0 && Geometry.Indices.Count == 0) throw new InvalidOperationException("Can't build tile with empty geometry"); float[] bbMin, bbMax; CalculateTileBounds(out bbMin, out bbMax); Geometry.CalculateMinMaxHeight(out bbMin[1], out bbMax[1]); // again, we load everything - wasteful but who cares /* for (int ty = Y - 1; ty <= Y + 1; ty++) { for (int tx = X - 1; tx <= X + 1; tx++) { try { // don't load main tile again if (tx == X && ty == Y) continue; var adt = new ADT(World, tx, ty); adt.Read(); Geometry.AddADT(adt); } catch (FileNotFoundException) { // don't care - no file means no geometry } } }*/ Context = new RecastContext(); // Context.SetContextHandler(Log); // get raw geometry - lots of slowness here float[] vertices; int[] triangles; byte[] areas; Geometry.GetRawData(out vertices, out triangles, out areas); Geometry.SaveWavefrontObject($"{World}_{X}_{Y}.obj"); Geometry.Indices.Clear(); Geometry.Vertices.Clear(); // add border bbMin[0] -= Config.BorderSize * Config.CellSize; bbMin[2] -= Config.BorderSize * Config.CellSize; bbMax[0] += Config.BorderSize * Config.CellSize; bbMax[2] += Config.BorderSize * Config.CellSize; Heightfield hf; int width = Config.TileWidth + (Config.BorderSize * 2); if (!Context.CreateHeightfield(out hf, width, width, bbMin, bbMax, Config.CellSize, Config.CellHeight)) throw new OutOfMemoryException("CreateHeightfield ran out of memory"); Context.MarkWalkableTriangles(Config.WalkableSlopeAngle, ref vertices, ref triangles,out areas); // Context.ClearUnwalkableTriangles(Config.WalkableSlopeAngle, ref vertices, ref triangles, areas); Context.RasterizeTriangles(ref vertices, ref triangles, ref areas, hf, Config.WalkableClimb); // 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. Context.FilterLowHangingWalkableObstacles(Config.WalkableClimb, hf); Context.FilterLedgeSpans(Config.WalkableHeight, Config.WalkableClimb, hf); Context.FilterWalkableLowHeightSpans(Config.WalkableHeight, hf); // Compact the heightfield so that it is faster to handle from now on. // This will result in more cache coherent data as well as the neighbours // between walkable cells will be calculated. CompactHeightfield chf; if (!Context.BuildCompactHeightfield(Config.WalkableHeight, Config.WalkableClimb, hf, out chf)) throw new OutOfMemoryException("BuildCompactHeightfield ran out of memory"); hf.Delete(); // Erode the walkable area by agent radius. if (!Context.ErodeWalkableArea(Config.WalkableRadius, chf)) throw new OutOfMemoryException("ErodeWalkableArea ran out of memory"); // Prepare for region partitioning, by calculating distance field along the walkable surface. if (!Context.BuildDistanceField(chf)) throw new OutOfMemoryException("BuildDistanceField ran out of memory"); // Partition the walkable surface into simple regions without holes. if (!Context.BuildRegions(chf, Config.BorderSize, Config.MinRegionArea, Config.MergeRegionArea)) throw new OutOfMemoryException("BuildRegionsMonotone ran out of memory"); // Create contours. ContourSet cset; if (!Context.BuildContours(chf, Config.MaxSimplificationError, Config.MaxEdgeLength, out cset)) throw new OutOfMemoryException("BuildContours ran out of memory"); // Build polygon navmesh from the contours. PolyMesh pmesh; if (!Context.BuildPolyMesh(cset, Config.MaxVertsPerPoly, out pmesh)) throw new OutOfMemoryException("BuildPolyMesh ran out of memory"); // Build detail mesh. PolyMeshDetail dmesh; if ( !Context.BuildPolyMeshDetail(pmesh, chf, Config.DetailSampleDistance, Config.DetailSampleMaxError, out dmesh)) throw new OutOfMemoryException("BuildPolyMeshDetail ran out of memory"); chf.Delete(); cset.Delete(); // Remove padding from the polymesh data. (Remove this odditity) pmesh.RemovePadding(Config.BorderSize); // Set flags according to area types (e.g. Swim for Water) pmesh.MarkAll(); // get original bounds float[] tilebMin, tilebMax; CalculateTileBounds(out tilebMin, out tilebMax); tilebMin[1] = bbMin[1]; tilebMax[1] = bbMax[1]; // build off mesh connections for flightmasters // bMax and bMin are switched here because of the coordinate system transformation var connections = new List<OffMeshConnection>(); byte[] tileData; if (!Detour.CreateNavMeshData(out tileData, pmesh, dmesh, X, Y, tilebMin, tilebMax, Config.WorldWalkableHeight, Config.WorldWalkableRadius, Config.WorldWalkableClimb, Config.CellSize, Config.CellHeight, Config.TileWidth, connections.ToArray())) { pmesh.Delete(); dmesh.Delete(); return null; } pmesh.Delete(); dmesh.Delete(); GC.Collect(); return tileData; }
public byte[] Build(BaseLog log) { Log = log; Geometry = new Geometry { Transform = true }; { var main = GetAdt(World, X, Y); Geometry.AddAdt(main); } if (Geometry.Vertices.Count == 0 && Geometry.Triangles.Count == 0) { throw new InvalidOperationException("Can't build tile with empty geometry"); } float[] bbMin, bbMax; CalculateTileBounds(out bbMin, out bbMax); Geometry.CalculateMinMaxHeight(out bbMin[1], out bbMax[1]); // again, we load everything - wasteful but who cares for (int ty = Y - 1; ty <= Y + 1; ty++) { for (int tx = X - 1; tx <= X + 1; tx++) { try { // don't load main tile again if (tx == X && ty == Y) { continue; } var adt = GetAdt(World, tx, ty); Geometry.AddAdt(adt); } catch (FileNotFoundException) { // don't care - no file means no geometry } } } Context = new RecastContext(); Context.SetContextHandler(Log); // get raw geometry - lots of slowness here float[] vertices; int[] triangles; byte[] areas; Geometry.GetRawData(out vertices, out triangles, out areas); Geometry.Triangles.Clear(); Geometry.Vertices.Clear(); // add border bbMin[0] -= Config.BorderSize * Config.CellSize; bbMin[2] -= Config.BorderSize * Config.CellSize; bbMax[0] += Config.BorderSize * Config.CellSize; bbMax[2] += Config.BorderSize * Config.CellSize; Heightfield hf; int width = Config.TileWidth + (Config.BorderSize * 2); if (!Context.CreateHeightfield(out hf, width, width, bbMin, bbMax, Config.CellSize, Config.CellHeight)) { throw new OutOfMemoryException("CreateHeightfield ran out of memory"); } Context.ClearUnwalkableTriangles(Config.WalkableSlopeAngle, ref vertices, ref triangles, areas); Context.RasterizeTriangles(ref vertices, ref triangles, ref areas, hf, Config.WalkableClimb); // 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. Context.FilterLowHangingWalkableObstacles(Config.WalkableClimb, hf); Context.FilterLedgeSpans(Config.WalkableHeight, Config.WalkableClimb, hf); Context.FilterWalkableLowHeightSpans(Config.WalkableHeight, hf); // Compact the heightfield so that it is faster to handle from now on. // This will result in more cache coherent data as well as the neighbours // between walkable cells will be calculated. CompactHeightfield chf; if (!Context.BuildCompactHeightfield(Config.WalkableHeight, Config.WalkableClimb, hf, out chf)) { throw new OutOfMemoryException("BuildCompactHeightfield ran out of memory"); } hf.Delete(); // Erode the walkable area by agent radius. if (!Context.ErodeWalkableArea(Config.WalkableRadius, chf)) { throw new OutOfMemoryException("ErodeWalkableArea ran out of memory"); } // Prepare for region partitioning, by calculating distance field along the walkable surface. if (!Context.BuildDistanceField(chf)) { throw new OutOfMemoryException("BuildDistanceField ran out of memory"); } // Partition the walkable surface into simple regions without holes. if (!Context.BuildRegions(chf, Config.BorderSize, Config.MinRegionArea, Config.MergeRegionArea)) { throw new OutOfMemoryException("BuildRegionsMonotone ran out of memory"); } // Create contours. ContourSet cset; if (!Context.BuildContours(chf, Config.MaxSimplificationError, Config.MaxEdgeLength, out cset)) { throw new OutOfMemoryException("BuildContours ran out of memory"); } // Build polygon navmesh from the contours. PolyMesh pmesh; if (!Context.BuildPolyMesh(cset, Config.MaxVertsPerPoly, out pmesh)) { throw new OutOfMemoryException("BuildPolyMesh ran out of memory"); } // Build detail mesh. PolyMeshDetail dmesh; if ( !Context.BuildPolyMeshDetail(pmesh, chf, Config.DetailSampleDistance, Config.DetailSampleMaxError, out dmesh)) { throw new OutOfMemoryException("BuildPolyMeshDetail ran out of memory"); } chf.Delete(); cset.Delete(); // Remove padding from the polymesh data. (Remove this odditity) pmesh.RemovePadding(Config.BorderSize); // Set flags according to area types (e.g. Swim for Water) pmesh.MarkAll(); // get original bounds float[] tilebMin, tilebMax; CalculateTileBounds(out tilebMin, out tilebMax); tilebMin[1] = bbMin[1]; tilebMax[1] = bbMax[1]; // build off mesh connections for flightmasters // bMax and bMin are switched here because of the coordinate system transformation /// This is not needed for our particular use. var connections = new List <OffMeshConnection>(); /*var taxis = TaxiHelper.GetNodesInBBox(MapId, tilebMax.ToWoW(), tilebMin.ToWoW()); * foreach (var taxi in taxis) * { * Log.Log(LogCategory.Warning, * "Flightmaster \"" + taxi.Name + "\", Id: " + taxi.Id + " Horde: " + taxi.IsHorde + " Alliance: " + * taxi.IsAlliance); * * var data = TaxiHelper.GetTaxiData(taxi); * var from = taxi.Location.ToRecast().ToFloatArray(); * connections.AddRange(data.To.Select(to => new OffMeshConnection * { * AreaId = PolyArea.Road, * Flags = PolyFlag.FlightMaster, * From = from, * To = to.Value.Location.ToRecast().ToFloatArray(), * Radius = Config.WorldWalkableRadius, * Type = ConnectionType.OneWay, * UserID = (uint) to.Key * })); * * foreach (var target in data.To) * Log.Log(LogCategory.Warning, * "\tPath to: \"" + target.Value.Name + "\" Id: " + target.Value.Id + " Path Id: " + * target.Key); * }*/ byte[] tileData; if (!Detour.CreateNavMeshData(out tileData, pmesh, dmesh, X, Y, tilebMin, tilebMax, Config.WorldWalkableHeight, Config.WorldWalkableRadius, Config.WorldWalkableClimb, Config.CellSize, Config.CellHeight, Config.TileWidth, connections.ToArray())) { pmesh.Delete(); dmesh.Delete(); return(null); } pmesh.Delete(); dmesh.Delete(); Cache.Clear(); GC.Collect(); return(tileData); }
public byte[] Build(BaseLog log) { Log = log; Geometry = new Geometry {Transform = true}; { var main = new ADT(GetAdtPath(World, X, Y)); main.Read(); Geometry.AddAdt(main); } if (Geometry.Vertices.Count == 0 && Geometry.Triangles.Count == 0) throw new InvalidOperationException("Can't build tile with empty geometry"); float[] bbMin, bbMax; CalculateTileBounds(out bbMin, out bbMax); Geometry.CalculateMinMaxHeight(out bbMin[1], out bbMax[1]); // again, we load everything - wasteful but who cares for (int ty = Y - 1; ty <= Y + 1; ty++) { for (int tx = X - 1; tx <= X + 1; tx++) { try { // don't load main tile again if (tx == X && ty == Y) continue; var adt = new ADT(GetAdtPath(World, tx, ty)); adt.Read(); Geometry.AddAdt(adt); } catch (FileNotFoundException) { // don't care - no file means no geometry } } } Context = new RecastContext(); Context.SetContextHandler(Log); // get raw geometry - lots of slowness here float[] vertices; int[] triangles; byte[] areas; Geometry.GetRawData(out vertices, out triangles, out areas); Geometry.Triangles.Clear(); Geometry.Vertices.Clear(); // add border bbMin[0] -= Config.BorderSize*Config.CellSize; bbMin[2] -= Config.BorderSize*Config.CellSize; bbMax[0] += Config.BorderSize*Config.CellSize; bbMax[2] += Config.BorderSize*Config.CellSize; Heightfield hf; int width = Config.TileWidth + (Config.BorderSize*2); if (!Context.CreateHeightfield(out hf, width, width, bbMin, bbMax, Config.CellSize, Config.CellHeight)) throw new OutOfMemoryException("CreateHeightfield ran out of memory"); Context.ClearUnwalkableTriangles(Config.WalkableSlopeAngle, ref vertices, ref triangles, areas); Context.RasterizeTriangles(ref vertices, ref triangles, ref areas, hf, Config.WalkableClimb); // 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. Context.FilterLowHangingWalkableObstacles(Config.WalkableClimb, hf); Context.FilterLedgeSpans(Config.WalkableHeight, Config.WalkableClimb, hf); Context.FilterWalkableLowHeightSpans(Config.WalkableHeight, hf); // Compact the heightfield so that it is faster to handle from now on. // This will result in more cache coherent data as well as the neighbours // between walkable cells will be calculated. CompactHeightfield chf; if (!Context.BuildCompactHeightfield(Config.WalkableHeight, Config.WalkableClimb, hf, out chf)) throw new OutOfMemoryException("BuildCompactHeightfield ran out of memory"); hf.Delete(); // Erode the walkable area by agent radius. if (!Context.ErodeWalkableArea(Config.WalkableRadius, chf)) throw new OutOfMemoryException("ErodeWalkableArea ran out of memory"); // Prepare for region partitioning, by calculating distance field along the walkable surface. if (!Context.BuildDistanceField(chf)) throw new OutOfMemoryException("BuildDistanceField ran out of memory"); // Partition the walkable surface into simple regions without holes. if (!Context.BuildRegions(chf, Config.BorderSize, Config.MinRegionArea, Config.MergeRegionArea)) throw new OutOfMemoryException("BuildRegionsMonotone ran out of memory"); // Create contours. ContourSet cset; if (!Context.BuildContours(chf, Config.MaxSimplificationError, Config.MaxEdgeLength, out cset)) throw new OutOfMemoryException("BuildContours ran out of memory"); // Build polygon navmesh from the contours. PolyMesh pmesh; if (!Context.BuildPolyMesh(cset, Config.MaxVertsPerPoly, out pmesh)) throw new OutOfMemoryException("BuildPolyMesh ran out of memory"); // Build detail mesh. PolyMeshDetail dmesh; if ( !Context.BuildPolyMeshDetail(pmesh, chf, Config.DetailSampleDistance, Config.DetailSampleMaxError, out dmesh)) throw new OutOfMemoryException("BuildPolyMeshDetail ran out of memory"); chf.Delete(); cset.Delete(); // Remove padding from the polymesh data. (Remove this odditity) pmesh.RemovePadding(Config.BorderSize); // Set flags according to area types (e.g. Swim for Water) pmesh.MarkAll(); // get original bounds float[] tilebMin, tilebMax; CalculateTileBounds(out tilebMin, out tilebMax); tilebMin[1] = bbMin[1]; tilebMax[1] = bbMax[1]; // build off mesh connections for flightmasters // bMax and bMin are switched here because of the coordinate system transformation var taxis = TaxiHelper.GetNodesInBBox(MapId, tilebMax.ToWoW(), tilebMin.ToWoW()); var connections = new List<OffMeshConnection>(); foreach (var taxi in taxis) { Log.Log(LogCategory.Warning, "Flightmaster \"" + taxi.Name + "\", Id: " + taxi.Id + " Horde: " + taxi.IsHorde + " Alliance: " + taxi.IsAlliance); var data = TaxiHelper.GetTaxiData(taxi); var from = taxi.Location.ToRecast().ToFloatArray(); connections.AddRange(data.To.Select(to => new OffMeshConnection { AreaId = PolyArea.Road, Flags = PolyFlag.FlightMaster, From = from, To = to.Value.Location.ToRecast().ToFloatArray(), Radius = Config.WorldWalkableRadius, Type = ConnectionType.OneWay, UserID = (uint) to.Key })); foreach (var target in data.To) Log.Log(LogCategory.Warning, "\tPath to: \"" + target.Value.Name + "\" Id: " + target.Value.Id + " Path Id: " + target.Key); } byte[] tileData; if (!Detour.CreateNavMeshData(out tileData, pmesh, dmesh, X, Y, tilebMin, tilebMax, Config.WorldWalkableHeight, Config.WorldWalkableRadius, Config.WorldWalkableClimb, Config.CellSize, Config.CellHeight, Config.TileWidth, connections.ToArray())) { pmesh.Delete(); dmesh.Delete(); return null; } pmesh.Delete(); dmesh.Delete(); Cache.Clear(); GC.Collect(); return tileData; }
public byte[] Build(BaseLog log) { var wdt = new WDT("World\\maps\\" + Dungeon + "\\" + Dungeon + ".wdt"); if (!wdt.IsGlobalModel || !wdt.IsValid) return null; InitializeProgress(12); Geometry = new Geometry {Transform = true}; var model = new WorldModelRoot(wdt.ModelFile); Geometry.AddDungeon(model, wdt.ModelDefinition); CompleteWorkUnit(); if (Geometry.Vertices.Count == 0 && Geometry.Triangles.Count == 0) throw new InvalidOperationException("Can't build mesh with empty geometry"); Log = log; Context = new RecastContext(); Context.SetContextHandler(Log); // get raw geometry - lots of slowness here float[] vertices; int[] triangles; byte[] areas; Geometry.GetRawData(out vertices, out triangles, out areas); Geometry.Triangles.Clear(); float[] bmin, bmax; Geometry.CalculateBoundingBox(out bmin, out bmax); Geometry.Vertices.Clear(); // Allocate voxel heightfield where we rasterize our input data to. Heightfield hf; int width, height; Recast.CalcGridSize(bmin, bmax, Config.CellSize, out width, out height); if (!Context.CreateHeightfield(out hf, width, height, bmin, bmax, Config.CellSize, Config.CellHeight)) throw new OutOfMemoryException("CreateHeightfield ran out of memory"); CompleteWorkUnit(); // Find triangles which are walkable based on their slope and rasterize them. Context.ClearUnwalkableTriangles(Config.WalkableSlopeAngle, ref vertices, ref triangles, areas); Context.RasterizeTriangles(ref vertices, ref triangles, ref areas, hf, Config.WalkableClimb); CompleteWorkUnit(); // 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. Context.FilterLowHangingWalkableObstacles(Config.WalkableClimb, hf); Context.FilterLedgeSpans(Config.WalkableHeight, Config.WalkableClimb, hf); Context.FilterWalkableLowHeightSpans(Config.WalkableHeight, hf); CompleteWorkUnit(); // Compact the heightfield so that it is faster to handle from now on. // This will result in more cache coherent data as well as the neighbours // between walkable cells will be calculated. CompactHeightfield chf; if (!Context.BuildCompactHeightfield(Config.WalkableHeight, Config.WalkableClimb, hf, out chf)) throw new OutOfMemoryException("BuildCompactHeightfield ran out of memory"); CompleteWorkUnit(); hf.Delete(); // Erode the walkable area by agent radius. if (!Context.ErodeWalkableArea(Config.WalkableRadius, chf)) throw new OutOfMemoryException("ErodeWalkableArea ran out of memory"); CompleteWorkUnit(); // Prepare for region partitioning, by calculating distance field along the walkable surface. if (!Context.BuildDistanceField(chf)) throw new OutOfMemoryException("BuildDistanceField ran out of memory"); CompleteWorkUnit(); // Partition the walkable surface into simple regions without holes. if (!Context.BuildRegions(chf, Config.BorderSize, Config.MinRegionArea, Config.MergeRegionArea)) throw new OutOfMemoryException("BuildRegions ran out of memory"); CompleteWorkUnit(); // Create contours. ContourSet cset; if (!Context.BuildContours(chf, Config.MaxSimplificationError, Config.MaxEdgeLength, out cset)) throw new OutOfMemoryException("BuildContours ran out of memory"); CompleteWorkUnit(); // Build polygon navmesh from the contours. PolyMesh pmesh; if (!Context.BuildPolyMesh(cset, Config.MaxVertsPerPoly, out pmesh)) throw new OutOfMemoryException("BuildPolyMesh ran out of memory"); CompleteWorkUnit(); // Build detail mesh. PolyMeshDetail dmesh; if (!Context.BuildPolyMeshDetail(pmesh, chf, Config.DetailSampleDistance, Config.DetailSampleMaxError, out dmesh)) throw new OutOfMemoryException("BuildPolyMeshDetail ran out of memory"); CompleteWorkUnit(); chf.Delete(); cset.Delete(); // Set flags according to area types (e.g. Swim for Water) pmesh.MarkAll(); byte[] meshData; if (!Detour.CreateNavMeshData(out meshData, pmesh, dmesh, 0, 0, bmin, bmax, Config.WorldWalkableHeight, Config.WorldWalkableRadius, Config.WorldWalkableClimb, Config.CellSize, Config.CellHeight, Config.TileWidth, null)) { pmesh.Delete(); dmesh.Delete(); return null; } CompleteWorkUnit(); pmesh.Delete(); dmesh.Delete(); return meshData; }
public byte[] Build(BaseLog log) { var wdt = new WDT("World\\maps\\" + Dungeon + "\\" + Dungeon + ".wdt"); if (!wdt.IsGlobalModel || !wdt.IsValid) { return(null); } InitializeProgress(12); Geometry = new Geometry { Transform = true }; var model = new WorldModelRoot(wdt.ModelFile); Geometry.AddDungeon(model, wdt.ModelDefinition); CompleteWorkUnit(); if (Geometry.Vertices.Count == 0 && Geometry.Triangles.Count == 0) { throw new InvalidOperationException("Can't build mesh with empty geometry"); } Log = log; Context = new RecastContext(); Context.SetContextHandler(Log); // get raw geometry - lots of slowness here float[] vertices; int[] triangles; byte[] areas; Geometry.GetRawData(out vertices, out triangles, out areas); Geometry.Triangles.Clear(); float[] bmin, bmax; Geometry.CalculateBoundingBox(out bmin, out bmax); Geometry.Vertices.Clear(); // Allocate voxel heightfield where we rasterize our input data to. Heightfield hf; int width, height; Recast.CalcGridSize(bmin, bmax, Config.CellSize, out width, out height); if (!Context.CreateHeightfield(out hf, width, height, bmin, bmax, Config.CellSize, Config.CellHeight)) { throw new OutOfMemoryException("CreateHeightfield ran out of memory"); } CompleteWorkUnit(); // Find triangles which are walkable based on their slope and rasterize them. Context.ClearUnwalkableTriangles(Config.WalkableSlopeAngle, ref vertices, ref triangles, areas); Context.RasterizeTriangles(ref vertices, ref triangles, ref areas, hf, Config.WalkableClimb); CompleteWorkUnit(); // 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. Context.FilterLowHangingWalkableObstacles(Config.WalkableClimb, hf); Context.FilterLedgeSpans(Config.WalkableHeight, Config.WalkableClimb, hf); Context.FilterWalkableLowHeightSpans(Config.WalkableHeight, hf); CompleteWorkUnit(); // Compact the heightfield so that it is faster to handle from now on. // This will result in more cache coherent data as well as the neighbours // between walkable cells will be calculated. CompactHeightfield chf; if (!Context.BuildCompactHeightfield(Config.WalkableHeight, Config.WalkableClimb, hf, out chf)) { throw new OutOfMemoryException("BuildCompactHeightfield ran out of memory"); } CompleteWorkUnit(); hf.Delete(); // Erode the walkable area by agent radius. if (!Context.ErodeWalkableArea(Config.WalkableRadius, chf)) { throw new OutOfMemoryException("ErodeWalkableArea ran out of memory"); } CompleteWorkUnit(); // Prepare for region partitioning, by calculating distance field along the walkable surface. if (!Context.BuildDistanceField(chf)) { throw new OutOfMemoryException("BuildDistanceField ran out of memory"); } CompleteWorkUnit(); // Partition the walkable surface into simple regions without holes. if (!Context.BuildRegions(chf, Config.BorderSize, Config.MinRegionArea, Config.MergeRegionArea)) { throw new OutOfMemoryException("BuildRegions ran out of memory"); } CompleteWorkUnit(); // Create contours. ContourSet cset; if (!Context.BuildContours(chf, Config.MaxSimplificationError, Config.MaxEdgeLength, out cset)) { throw new OutOfMemoryException("BuildContours ran out of memory"); } CompleteWorkUnit(); // Build polygon navmesh from the contours. PolyMesh pmesh; if (!Context.BuildPolyMesh(cset, Config.MaxVertsPerPoly, out pmesh)) { throw new OutOfMemoryException("BuildPolyMesh ran out of memory"); } CompleteWorkUnit(); // Build detail mesh. PolyMeshDetail dmesh; if (!Context.BuildPolyMeshDetail(pmesh, chf, Config.DetailSampleDistance, Config.DetailSampleMaxError, out dmesh)) { throw new OutOfMemoryException("BuildPolyMeshDetail ran out of memory"); } CompleteWorkUnit(); chf.Delete(); cset.Delete(); // Set flags according to area types (e.g. Swim for Water) pmesh.MarkAll(); byte[] meshData; if (!Detour.CreateNavMeshData(out meshData, pmesh, dmesh, 0, 0, bmin, bmax, Config.WorldWalkableHeight, Config.WorldWalkableRadius, Config.WorldWalkableClimb, Config.CellSize, Config.CellHeight, Config.TileWidth, null)) { pmesh.Delete(); dmesh.Delete(); return(null); } CompleteWorkUnit(); pmesh.Delete(); dmesh.Delete(); return(meshData); }