예제 #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));
        }
예제 #2
0
        private CompactHeightfield buildCompactHeightfield(InputGeom geom, RecastBuilderConfig bcfg, Context ctx)
        {
            RecastConfig cfg = bcfg.cfg;
            //
            // Step 2. Rasterize input polygon soup.
            //

            // Allocate voxel heightfield where we rasterize our input data to.
            Heightfield solid = new Heightfield(bcfg.width, bcfg.height, bcfg.bmin, bcfg.bmax, cfg.cs, cfg.ch);

            // Allocate array that can hold triangle area types.
            // If you have multiple meshes you need to process, allocate
            // and array which can hold the max number of triangles you need to
            // process.

            // Find triangles which are walkable based on their slope and rasterize
            // them.
            // If your input data is multiple meshes, you can transform them here,
            // calculate
            // the are type for each of the meshes and rasterize them.
            float[] verts     = geom.Verts;
            bool    tiled     = cfg.tileSize > 0;
            int     totaltris = 0;

            if (tiled)
            {
                ChunkyTriMesh chunkyMesh = geom.ChunkyMesh;
                float[]       tbmin      = new float[2];
                float[]       tbmax      = new float[2];
                tbmin[0] = bcfg.bmin[0];
                tbmin[1] = bcfg.bmin[2];
                tbmax[0] = bcfg.bmax[0];
                tbmax[1] = bcfg.bmax[2];
                List <ChunkyTriMeshNode> nodes = chunkyMesh.getChunksOverlappingRect(tbmin, tbmax);
                foreach (ChunkyTriMeshNode node in nodes)
                {
                    int[] tris  = node.tris;
                    int   ntris = tris.Length / 3;
                    totaltris += ntris;
                    int[] m_triareas = Recast.markWalkableTriangles(ctx, cfg.walkableSlopeAngle, verts, tris, ntris);
                    RecastRasterization.rasterizeTriangles(ctx, verts, tris, m_triareas, ntris, solid, cfg.walkableClimb);
                }
            }
            else
            {
                int[] tris       = geom.Tris;
                int   ntris      = tris.Length / 3;
                int[] m_triareas = Recast.markWalkableTriangles(ctx, cfg.walkableSlopeAngle, verts, tris, ntris);
                totaltris = ntris;
                RecastRasterization.rasterizeTriangles(ctx, verts, tris, m_triareas, ntris, solid, cfg.walkableClimb);
            }
            //
            // Step 3. Filter walkables surfaces.
            //

            // Once all geometry is rasterized, we do initial pass of filtering to
            // remove unwanted overhangs caused by the conservative rasterization
            // as well as filter spans where the character cannot possibly stand.
            RecastFilter.filterLowHangingWalkableObstacles(ctx, cfg.walkableClimb, solid);
            RecastFilter.filterLedgeSpans(ctx, cfg.walkableHeight, cfg.walkableClimb, solid);
            RecastFilter.filterWalkableLowHeightSpans(ctx, cfg.walkableHeight, solid);

            //
            // Step 4. Partition walkable surface to simple regions.
            //

            // Compact the heightfield so that it is faster to handle from now on.
            // This will result more cache coherent data as well as the neighbours
            // between walkable cells will be calculated.
            CompactHeightfield chf = Recast.buildCompactHeightfield(ctx, cfg.walkableHeight, cfg.walkableClimb, solid);

            // Erode the walkable area by agent radius.
            RecastArea.erodeWalkableArea(ctx, cfg.walkableRadius, chf);
            // (Optional) Mark areas.
            foreach (ConvexVolume vol in geom.ConvexVolumes)
            {
                RecastArea.markConvexPolyArea(ctx, vol.verts, vol.hmin, vol.hmax, vol.area, chf);
            }
            return(chf);
        }