示例#1
0
        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;
        }
示例#2
0
        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);
        }
示例#3
0
        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;
        }
示例#4
0
        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;
        }
示例#5
0
        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);
        }