//private void BuildVerticiesAndIndicies() //{ // Vector3[] vertices; // _manager.GetRecastTriangleMesh(out vertices, out indices); // _cachedVertices = new VertexPositionNormalColored[vectors.Length]; // //_cachedIndices = indices; // for (var i = 0; i < vectors.Length; i++) // { // _cachedVertices[i] = new VertexPositionNormalColored(vectors[i], Color.White, Vector3.Up); // } //} /// <summary> /// TODO: Add Identifier for mesh to be generated /// </summary> /// <param name="geom"></param> /// <returns></returns> bool GenerateInputMesh(IntPtr geom) { //Console.WriteLine("GenMesh"); _manager.GetRecastTriangleMesh(out vectors, out indices); RecastAPI.GenerateInputMesh(geom, vectors, indices, "Default"); return(true); }
// TODO: Make RecastRenderer work, too public void Start() { //RecastAPI.RemoveMeshGenerator("xxx"); RecastAPI.InitAPI(); RecastAPI.AddInputMeshGenerator("[Default]", InputMeshGenerator); // Input RecastAPI.NavMeshGenerated += OnNewNavMesh; // Ouptut RecastAPI.SetNavSpeed(100.0f); RecastAPI.RunRecast(); }