mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-16 05:03:47 +00:00
recast update
Added chunkytrimesh - this class splits up the geometry the navmesh is interested in into kdtree for fast traversal, makes the actual navmesh generation work with smaller chunks. Now only 1 RecastPolylist per navmesh this can be saved out in a future commit. This is a history commit, all functionality works same as it did before but it matches recasts recommended setup more closely. Future additions may break backwards compatibility.
This commit is contained in:
parent
26ebdd093b
commit
d4d552e8e0
8 changed files with 800 additions and 215 deletions
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@ -173,6 +173,12 @@ DefineEngineFunction(NavMeshUpdateOne, void, (S32 meshid, S32 objid, bool remove
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}
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NavMesh::NavMesh()
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: m_triareas(0),
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m_solid(0),
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m_chf(0),
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m_cset(0),
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m_pmesh(0),
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m_dmesh(0)
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{
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mTypeMask |= StaticShapeObjectType | MarkerObjectType;
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mFileName = StringTable->EmptyString();
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@ -184,8 +190,7 @@ NavMesh::NavMesh()
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mWaterMethod = Ignore;
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dMemset(&cfg, 0, sizeof(cfg));
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mCellSize = mCellHeight = 0.2f;
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mCellSize = mCellHeight = 0.01f;
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mWalkableHeight = 2.0f;
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mWalkableClimb = 0.3f;
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mWalkableRadius = 0.5f;
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@ -599,6 +604,13 @@ DefineEngineMethod(NavMesh, deleteLinks, void, (),,
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//object->eraseLinks();
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}
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static void buildCallback(SceneObject* object, void* key)
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{
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SceneContainer::CallbackInfo* info = reinterpret_cast<SceneContainer::CallbackInfo*>(key);
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if (!object->mPathfindingIgnore)
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object->buildPolyList(info->context, info->polyList, info->boundingBox, info->boundingSphere);
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}
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bool NavMesh::build(bool background, bool saveIntermediates)
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{
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if(mBuilding)
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@ -622,14 +634,53 @@ bool NavMesh::build(bool background, bool saveIntermediates)
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return false;
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}
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updateConfig();
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Box3F worldBox = getWorldBox();
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SceneContainer::CallbackInfo info;
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info.context = PLC_Navigation;
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info.boundingBox = worldBox;
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m_geo = new RecastPolyList;
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info.polyList = m_geo;
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info.key = this;
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getContainer()->findObjects(worldBox, StaticObjectType | DynamicShapeObjectType, buildCallback, &info);
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// Parse water objects into the same list, but remember how much geometry was /not/ water.
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U32 nonWaterVertCount = m_geo->getVertCount();
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U32 nonWaterTriCount = m_geo->getTriCount();
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if (mWaterMethod != Ignore)
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{
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getContainer()->findObjects(worldBox, WaterObjectType, buildCallback, &info);
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}
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// Check for no geometry.
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if (!m_geo->getVertCount())
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{
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m_geo->clear();
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return false;
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}
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m_geo->getChunkyMesh();
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// Needed for the recast config and generation params.
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Box3F rc_box = DTStoRC(getWorldBox());
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S32 gw = 0, gh = 0;
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rcCalcGridSize(rc_box.minExtents, rc_box.maxExtents, mCellSize, &gw, &gh);
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const S32 ts = (S32)mTileSize;
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const S32 tw = (gw + ts - 1) / ts;
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const S32 th = (gh + ts - 1) / ts;
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Con::printf("NavMesh::Build - Tiles %d x %d", tw, th);
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U32 tileBits = mMin(getNextBinLog2(tw * th), 14);
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if (tileBits > 14) tileBits = 14;
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U32 maxTiles = 1 << tileBits;
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U32 polyBits = 22 - tileBits;
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mMaxPolysPerTile = 1 << polyBits;
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// Build navmesh parameters from console members.
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dtNavMeshParams params;
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rcVcopy(params.orig, cfg.bmin);
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params.tileWidth = cfg.tileSize * mCellSize;
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params.tileHeight = cfg.tileSize * mCellSize;
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params.maxTiles = mCeil(getWorldBox().len_x() / params.tileWidth) * mCeil(getWorldBox().len_y() / params.tileHeight);
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rcVcopy(params.orig, rc_box.minExtents);
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params.tileWidth = mTileSize * mCellSize;
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params.tileHeight = mTileSize * mCellSize;
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params.maxTiles = maxTiles;
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params.maxPolys = mMaxPolysPerTile;
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// Initialise our navmesh.
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@ -690,29 +741,29 @@ void NavMesh::inspectPostApply()
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void NavMesh::updateConfig()
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{
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// Build rcConfig object from our console members.
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dMemset(&cfg, 0, sizeof(cfg));
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cfg.cs = mCellSize;
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cfg.ch = mCellHeight;
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Box3F box = DTStoRC(getWorldBox());
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rcVcopy(cfg.bmin, box.minExtents);
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rcVcopy(cfg.bmax, box.maxExtents);
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rcCalcGridSize(cfg.bmin, cfg.bmax, cfg.cs, &cfg.width, &cfg.height);
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//// Build rcConfig object from our console members.
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//dMemset(&cfg, 0, sizeof(cfg));
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//cfg.cs = mCellSize;
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//cfg.ch = mCellHeight;
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//Box3F box = DTStoRC(getWorldBox());
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//rcVcopy(cfg.bmin, box.minExtents);
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//rcVcopy(cfg.bmax, box.maxExtents);
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//rcCalcGridSize(cfg.bmin, cfg.bmax, cfg.cs, &cfg.width, &cfg.height);
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cfg.walkableHeight = mCeil(mWalkableHeight / mCellHeight);
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cfg.walkableClimb = mCeil(mWalkableClimb / mCellHeight);
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cfg.walkableRadius = mCeil(mWalkableRadius / mCellSize);
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cfg.walkableSlopeAngle = mWalkableSlope;
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cfg.borderSize = cfg.walkableRadius + 3;
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//cfg.walkableHeight = mCeil(mWalkableHeight / mCellHeight);
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//cfg.walkableClimb = mCeil(mWalkableClimb / mCellHeight);
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//cfg.walkableRadius = mCeil(mWalkableRadius / mCellSize);
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//cfg.walkableSlopeAngle = mWalkableSlope;
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//cfg.borderSize = cfg.walkableRadius + 3;
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cfg.detailSampleDist = mDetailSampleDist;
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cfg.detailSampleMaxError = mDetailSampleMaxError;
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cfg.maxEdgeLen = mMaxEdgeLen;
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cfg.maxSimplificationError = mMaxSimplificationError;
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cfg.maxVertsPerPoly = mMaxVertsPerPoly;
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cfg.minRegionArea = mMinRegionArea;
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cfg.mergeRegionArea = mMergeRegionArea;
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cfg.tileSize = mTileSize / cfg.cs;
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//cfg.detailSampleDist = mDetailSampleDist;
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//cfg.detailSampleMaxError = mDetailSampleMaxError;
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//cfg.maxEdgeLen = mMaxEdgeLen;
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//cfg.maxSimplificationError = mMaxSimplificationError;
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//cfg.maxVertsPerPoly = mMaxVertsPerPoly;
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//cfg.minRegionArea = mMinRegionArea;
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//cfg.mergeRegionArea = mMergeRegionArea;
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//cfg.tileSize = mTileSize / cfg.cs;
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}
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S32 NavMesh::getTile(const Point3F& pos)
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@ -740,6 +791,36 @@ void NavMesh::updateTiles(bool dirty)
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if(!isProperlyAdded())
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return;
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// this is just here so that load regens the mesh, we should be saving it out.
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if (!m_geo)
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{
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Box3F worldBox = getWorldBox();
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SceneContainer::CallbackInfo info;
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info.context = PLC_Navigation;
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info.boundingBox = worldBox;
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m_geo = new RecastPolyList;
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info.polyList = m_geo;
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info.key = this;
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getContainer()->findObjects(worldBox, StaticObjectType | DynamicShapeObjectType, buildCallback, &info);
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// Parse water objects into the same list, but remember how much geometry was /not/ water.
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U32 nonWaterVertCount = m_geo->getVertCount();
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U32 nonWaterTriCount = m_geo->getTriCount();
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if (mWaterMethod != Ignore)
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{
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getContainer()->findObjects(worldBox, WaterObjectType, buildCallback, &info);
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}
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// Check for no geometry.
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if (!m_geo->getVertCount())
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{
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m_geo->clear();
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return;
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}
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m_geo->getChunkyMesh();
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}
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mTiles.clear();
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mTileData.clear();
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mDirtyTiles.clear();
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@ -748,13 +829,15 @@ void NavMesh::updateTiles(bool dirty)
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if(box.isEmpty())
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return;
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updateConfig();
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// Calculate tile dimensions.
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const U32 ts = cfg.tileSize;
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const U32 tw = (cfg.width + ts-1) / ts;
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const U32 th = (cfg.height + ts-1) / ts;
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const F32 tcs = cfg.tileSize * cfg.cs;
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const F32* bmin = box.minExtents;
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const F32* bmax = box.maxExtents;
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S32 gw = 0, gh = 0;
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rcCalcGridSize(bmin, bmax, mCellSize, &gw, &gh);
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const S32 ts = (S32)mTileSize;
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const S32 tw = (gw + ts - 1) / ts;
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const S32 th = (gh + ts - 1) / ts;
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const F32 tcs = mTileSize * mCellSize;
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// Iterate over tiles.
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F32 tileBmin[3], tileBmax[3];
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@ -762,13 +845,13 @@ void NavMesh::updateTiles(bool dirty)
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{
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for(U32 x = 0; x < tw; ++x)
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{
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tileBmin[0] = cfg.bmin[0] + x*tcs;
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tileBmin[1] = cfg.bmin[1];
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tileBmin[2] = cfg.bmin[2] + y*tcs;
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tileBmin[0] = bmin[0] + x*tcs;
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tileBmin[1] = bmin[1];
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tileBmin[2] = bmin[2] + y*tcs;
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tileBmax[0] = cfg.bmin[0] + (x+1)*tcs;
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tileBmax[1] = cfg.bmax[1];
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tileBmax[2] = cfg.bmin[2] + (y+1)*tcs;
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tileBmax[0] = bmin[0] + (x+1)*tcs;
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tileBmax[1] = bmax[1];
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tileBmax[2] = bmin[2] + (y+1)*tcs;
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mTiles.push_back(
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Tile(RCtoDTS(tileBmin, tileBmax),
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@ -846,112 +929,127 @@ void NavMesh::buildNextTile()
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}
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}
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static void buildCallback(SceneObject* object,void *key)
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{
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SceneContainer::CallbackInfo* info = reinterpret_cast<SceneContainer::CallbackInfo*>(key);
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if (!object->mPathfindingIgnore)
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object->buildPolyList(info->context,info->polyList,info->boundingBox,info->boundingSphere);
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}
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unsigned char *NavMesh::buildTileData(const Tile &tile, TileData &data, U32 &dataSize)
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{
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cleanup();
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const rcChunkyTriMesh* chunkyMesh = m_geo->getChunkyMesh();
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// Push out tile boundaries a bit.
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F32 tileBmin[3], tileBmax[3];
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rcVcopy(tileBmin, tile.bmin);
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rcVcopy(tileBmax, tile.bmax);
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tileBmin[0] -= cfg.borderSize * cfg.cs;
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tileBmin[2] -= cfg.borderSize * cfg.cs;
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tileBmax[0] += cfg.borderSize * cfg.cs;
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tileBmax[2] += cfg.borderSize * cfg.cs;
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// Parse objects from level into RC-compatible format.
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Box3F box = RCtoDTS(tileBmin, tileBmax);
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SceneContainer::CallbackInfo info;
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info.context = PLC_Navigation;
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info.boundingBox = box;
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data.geom.clear();
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info.polyList = &data.geom;
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info.key = this;
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getContainer()->findObjects(box, StaticObjectType | DynamicShapeObjectType, buildCallback, &info);
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// Parse water objects into the same list, but remember how much geometry was /not/ water.
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U32 nonWaterVertCount = data.geom.getVertCount();
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U32 nonWaterTriCount = data.geom.getTriCount();
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if(mWaterMethod != Ignore)
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{
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getContainer()->findObjects(box, WaterObjectType, buildCallback, &info);
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}
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// Check for no geometry.
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if (!data.geom.getVertCount())
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{
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data.geom.clear();
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return NULL;
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}
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// Figure out voxel dimensions of this tile.
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U32 width = 0, height = 0;
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width = cfg.tileSize + cfg.borderSize * 2;
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height = cfg.tileSize + cfg.borderSize * 2;
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// Setup our rcConfig
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dMemset(&m_cfg, 0, sizeof(m_cfg));
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m_cfg.cs = mCellSize;
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m_cfg.ch = mCellHeight;
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m_cfg.walkableSlopeAngle = mWalkableSlope;
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m_cfg.walkableHeight = (S32)mCeil(mWalkableHeight / m_cfg.ch);
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m_cfg.walkableClimb = (S32)mFloor(mWalkableClimb / m_cfg.ch);
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m_cfg.walkableRadius = (S32)mCeil(mWalkableRadius / m_cfg.cs);
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m_cfg.maxEdgeLen = (S32)(mMaxEdgeLen / mCellSize);
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m_cfg.maxSimplificationError = mMaxSimplificationError;
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m_cfg.minRegionArea = (S32)mSquared((F32)mMinRegionArea);
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m_cfg.mergeRegionArea = (S32)mSquared((F32)mMergeRegionArea);
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m_cfg.maxVertsPerPoly = (S32)mMaxVertsPerPoly;
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m_cfg.tileSize = (S32)mTileSize;
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m_cfg.borderSize = mMax(m_cfg.walkableRadius + 3, mBorderSize); // use the border size if it is bigger.
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m_cfg.width = m_cfg.tileSize + m_cfg.borderSize * 2;
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m_cfg.height = m_cfg.tileSize + m_cfg.borderSize * 2;
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m_cfg.detailSampleDist = mDetailSampleDist < 0.9f ? 0 : mCellSize * mDetailSampleDist;
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m_cfg.detailSampleMaxError = mCellHeight * mDetailSampleMaxError;
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rcVcopy(m_cfg.bmin, tileBmin);
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rcVcopy(m_cfg.bmax, tileBmax);
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m_cfg.bmin[0] -= m_cfg.borderSize * m_cfg.cs;
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m_cfg.bmin[2] -= m_cfg.borderSize * m_cfg.cs;
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m_cfg.bmax[0] += m_cfg.borderSize * m_cfg.cs;
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m_cfg.bmax[2] += m_cfg.borderSize * m_cfg.cs;
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// Create a heightfield to voxelise our input geometry.
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data.hf = rcAllocHeightfield();
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if(!data.hf)
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m_solid = rcAllocHeightfield();
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if(!m_solid)
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{
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Con::errorf("Out of memory (rcHeightField) for NavMesh %s", getIdString());
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return NULL;
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}
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if(!rcCreateHeightfield(ctx, *data.hf, width, height, tileBmin, tileBmax, cfg.cs, cfg.ch))
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if (!rcCreateHeightfield(ctx, *m_solid, m_cfg.width, m_cfg.height, m_cfg.bmin, m_cfg.bmax, m_cfg.cs, m_cfg.ch))
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{
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Con::errorf("Could not generate rcHeightField for NavMesh %s", getIdString());
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return NULL;
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}
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unsigned char *areas = new unsigned char[data.geom.getTriCount()];
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dMemset(areas, 0, data.geom.getTriCount() * sizeof(unsigned char));
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// Mark walkable triangles with the appropriate area flags, and rasterize.
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if(mWaterMethod == Solid)
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m_triareas = new unsigned char[chunkyMesh->maxTrisPerChunk];
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if (!m_triareas)
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{
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// Treat water as solid: i.e. mark areas as walkable based on angle.
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rcMarkWalkableTriangles(ctx, cfg.walkableSlopeAngle,
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data.geom.getVerts(), data.geom.getVertCount(),
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data.geom.getTris(), data.geom.getTriCount(), areas);
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}
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else
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{
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// Treat water as impassable: leave all area flags 0.
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rcMarkWalkableTriangles(ctx, cfg.walkableSlopeAngle,
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data.geom.getVerts(), nonWaterVertCount,
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data.geom.getTris(), nonWaterTriCount, areas);
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}
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rcRasterizeTriangles(ctx,
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data.geom.getVerts(), data.geom.getVertCount(),
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data.geom.getTris(), areas, data.geom.getTriCount(),
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*data.hf, cfg.walkableClimb);
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delete[] areas;
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// Filter out areas with low ceilings and other stuff.
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rcFilterLowHangingWalkableObstacles(ctx, cfg.walkableClimb, *data.hf);
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rcFilterLedgeSpans(ctx, cfg.walkableHeight, cfg.walkableClimb, *data.hf);
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rcFilterWalkableLowHeightSpans(ctx, cfg.walkableHeight, *data.hf);
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data.chf = rcAllocCompactHeightfield();
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if(!data.chf)
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{
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Con::errorf("Out of memory (rcCompactHeightField) for NavMesh %s", getIdString());
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Con::errorf("NavMesh::buildTileData: Out of memory 'm_triareas' (%d).", chunkyMesh->maxTrisPerChunk);
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return NULL;
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}
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if(!rcBuildCompactHeightfield(ctx, cfg.walkableHeight, cfg.walkableClimb, *data.hf, *data.chf))
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F32 tbmin[2], tbmax[2];
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tbmin[0] = m_cfg.bmin[0];
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tbmin[1] = m_cfg.bmin[2];
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tbmax[0] = m_cfg.bmax[0];
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tbmax[1] = m_cfg.bmax[2];
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int cid[512];
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const int ncid = rcGetChunksOverlappingRect(chunkyMesh, tbmin, tbmax, cid, 512);
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if (!ncid)
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return 0;
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for (int i = 0; i < ncid; ++i)
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{
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Con::errorf("Could not generate rcCompactHeightField for NavMesh %s", getIdString());
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const rcChunkyTriMeshNode& node = chunkyMesh->nodes[cid[i]];
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const int* ctris = &chunkyMesh->tris[node.i * 3];
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const int nctris = node.n;
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memset(m_triareas, 0, nctris * sizeof(unsigned char));
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rcMarkWalkableTriangles(ctx, m_cfg.walkableSlopeAngle,
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m_geo->getVerts(), m_geo->getVertCount(), ctris, nctris, m_triareas);
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if (!rcRasterizeTriangles(ctx, m_geo->getVerts(), m_geo->getVertCount(), ctris, m_triareas, nctris, *m_solid, m_cfg.walkableClimb))
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return NULL;
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}
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if (!mSaveIntermediates)
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{
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delete[] m_triareas;
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m_triareas = 0;
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}
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// these should be optional.
|
||||
//if (m_filterLowHangingObstacles)
|
||||
rcFilterLowHangingWalkableObstacles(ctx, m_cfg.walkableClimb, *m_solid);
|
||||
//if (m_filterLedgeSpans)
|
||||
rcFilterLedgeSpans(ctx, m_cfg.walkableHeight, m_cfg.walkableClimb, *m_solid);
|
||||
//if (m_filterWalkableLowHeightSpans)
|
||||
rcFilterWalkableLowHeightSpans(ctx, m_cfg.walkableHeight, *m_solid);
|
||||
|
||||
|
||||
// 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.
|
||||
m_chf = rcAllocCompactHeightfield();
|
||||
if (!m_chf)
|
||||
{
|
||||
Con::errorf("NavMesh::buildTileData: Out of memory 'chf'.");
|
||||
return NULL;
|
||||
}
|
||||
if(!rcErodeWalkableArea(ctx, cfg.walkableRadius, *data.chf))
|
||||
if (!rcBuildCompactHeightfield(ctx, m_cfg.walkableHeight, m_cfg.walkableClimb, *m_solid, *m_chf))
|
||||
{
|
||||
Con::errorf("Could not erode walkable area for NavMesh %s", getIdString());
|
||||
Con::errorf("NavMesh::buildTileData: Could not build compact data.");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (!mSaveIntermediates)
|
||||
{
|
||||
rcFreeHeightField(m_solid);
|
||||
m_solid = NULL;
|
||||
}
|
||||
|
||||
// Erode the walkable area by agent radius.
|
||||
if (!rcErodeWalkableArea(ctx, m_cfg.walkableRadius, *m_chf))
|
||||
{
|
||||
Con::errorf("NavMesh::buildTileData: Could not erode.");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
|
@ -962,132 +1060,186 @@ unsigned char *NavMesh::buildTileData(const Tile &tile, TileData &data, U32 &dat
|
|||
//rcMarkConvexPolyArea(m_ctx, vols[i].verts, vols[i].nverts, vols[i].hmin, vols[i].hmax, (unsigned char)vols[i].area, *m_chf);
|
||||
//--------------------------
|
||||
|
||||
if(false)
|
||||
// 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:
|
||||
// These should be implemented.
|
||||
// 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 (/*m_partitionType == SAMPLE_PARTITION_WATERSHED*/ true)
|
||||
{
|
||||
if(!rcBuildRegionsMonotone(ctx, *data.chf, cfg.borderSize, cfg.minRegionArea, cfg.mergeRegionArea))
|
||||
// Prepare for region partitioning, by calculating distance field along the walkable surface.
|
||||
if (!rcBuildDistanceField(ctx, *m_chf))
|
||||
{
|
||||
Con::errorf("Could not build regions for NavMesh %s", getIdString());
|
||||
Con::errorf("NavMesh::buildTileData: Could not build distance field.");
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Partition the walkable surface into simple regions without holes.
|
||||
if (!rcBuildRegions(ctx, *m_chf, m_cfg.borderSize, m_cfg.minRegionArea, m_cfg.mergeRegionArea))
|
||||
{
|
||||
Con::errorf("NavMesh::buildTileData: Could not build watershed regions.");
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
else
|
||||
else if (/*m_partitionType == SAMPLE_PARTITION_MONOTONE*/ false)
|
||||
{
|
||||
if(!rcBuildDistanceField(ctx, *data.chf))
|
||||
// Partition the walkable surface into simple regions without holes.
|
||||
// Monotone partitioning does not need distancefield.
|
||||
if (!rcBuildRegionsMonotone(ctx, *m_chf, m_cfg.borderSize, m_cfg.minRegionArea, m_cfg.mergeRegionArea))
|
||||
{
|
||||
Con::errorf("Could not build distance field for NavMesh %s", getIdString());
|
||||
Con::errorf("NavMesh::buildTileData: Could not build monotone regions.");
|
||||
return NULL;
|
||||
}
|
||||
if(!rcBuildRegions(ctx, *data.chf, cfg.borderSize, cfg.minRegionArea, cfg.mergeRegionArea))
|
||||
}
|
||||
else // SAMPLE_PARTITION_LAYERS
|
||||
{
|
||||
// Partition the walkable surface into simple regions without holes.
|
||||
if (!rcBuildLayerRegions(ctx, *m_chf, m_cfg.borderSize, m_cfg.minRegionArea))
|
||||
{
|
||||
Con::errorf("Could not build regions for NavMesh %s", getIdString());
|
||||
Con::errorf("NavMesh::buildTileData: Could not build layer regions.");
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
data.cs = rcAllocContourSet();
|
||||
if(!data.cs)
|
||||
m_cset = rcAllocContourSet();
|
||||
if (!m_cset)
|
||||
{
|
||||
Con::errorf("Out of memory (rcContourSet) for NavMesh %s", getIdString());
|
||||
return NULL;
|
||||
}
|
||||
if(!rcBuildContours(ctx, *data.chf, cfg.maxSimplificationError, cfg.maxEdgeLen, *data.cs))
|
||||
{
|
||||
Con::errorf("Could not construct rcContourSet for NavMesh %s", getIdString());
|
||||
return NULL;
|
||||
}
|
||||
if(data.cs->nconts <= 0)
|
||||
{
|
||||
Con::errorf("No contours in rcContourSet for NavMesh %s", getIdString());
|
||||
Con::errorf("NavMesh::buildTileData: Out of memory 'cset'");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
data.pm = rcAllocPolyMesh();
|
||||
if(!data.pm)
|
||||
if (!rcBuildContours(ctx, *m_chf, m_cfg.maxSimplificationError, m_cfg.maxEdgeLen, *m_cset))
|
||||
{
|
||||
Con::errorf("Out of memory (rcPolyMesh) for NavMesh %s", getIdString());
|
||||
return NULL;
|
||||
}
|
||||
if(!rcBuildPolyMesh(ctx, *data.cs, cfg.maxVertsPerPoly, *data.pm))
|
||||
{
|
||||
Con::errorf("Could not construct rcPolyMesh for NavMesh %s", getIdString());
|
||||
Con::errorf("NavMesh::buildTileData: Could not create contours");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
data.pmd = rcAllocPolyMeshDetail();
|
||||
if(!data.pmd)
|
||||
if (m_cset->nconts == 0)
|
||||
return NULL;
|
||||
|
||||
// Build polygon navmesh from the contours.
|
||||
m_pmesh = rcAllocPolyMesh();
|
||||
if (!m_pmesh)
|
||||
{
|
||||
Con::errorf("Out of memory (rcPolyMeshDetail) for NavMesh %s", getIdString());
|
||||
Con::errorf("NavMesh::buildTileData: Out of memory 'pmesh'.");
|
||||
return NULL;
|
||||
}
|
||||
if(!rcBuildPolyMeshDetail(ctx, *data.pm, *data.chf, cfg.detailSampleDist, cfg.detailSampleMaxError, *data.pmd))
|
||||
if (!rcBuildPolyMesh(ctx, *m_cset, m_cfg.maxVertsPerPoly, *m_pmesh))
|
||||
{
|
||||
Con::errorf("Could not construct rcPolyMeshDetail for NavMesh %s", getIdString());
|
||||
Con::errorf("NavMesh::buildTileData: Could not triangulate contours.");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if(data.pm->nverts >= 0xffff)
|
||||
// Build detail mesh.
|
||||
m_dmesh = rcAllocPolyMeshDetail();
|
||||
if (!m_dmesh)
|
||||
{
|
||||
Con::errorf("Too many vertices in rcPolyMesh for NavMesh %s", getIdString());
|
||||
Con::errorf("NavMesh::buildTileData: Out of memory 'dmesh'.");
|
||||
return NULL;
|
||||
}
|
||||
for(U32 i = 0; i < data.pm->npolys; i++)
|
||||
{
|
||||
if(data.pm->areas[i] == RC_WALKABLE_AREA)
|
||||
data.pm->areas[i] = GroundArea;
|
||||
|
||||
if(data.pm->areas[i] == GroundArea)
|
||||
data.pm->flags[i] |= WalkFlag;
|
||||
if(data.pm->areas[i] == WaterArea)
|
||||
data.pm->flags[i] |= SwimFlag;
|
||||
if (!rcBuildPolyMeshDetail(ctx, *m_pmesh, *m_chf, m_cfg.detailSampleDist, m_cfg.detailSampleMaxError, *m_dmesh))
|
||||
{
|
||||
Con::errorf("NavMesh::buildTileData: Could build polymesh detail.");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (!mSaveIntermediates)
|
||||
{
|
||||
rcFreeCompactHeightfield(m_chf);
|
||||
m_chf = 0;
|
||||
rcFreeContourSet(m_cset);
|
||||
m_cset = 0;
|
||||
}
|
||||
|
||||
unsigned char* navData = 0;
|
||||
int navDataSize = 0;
|
||||
|
||||
dtNavMeshCreateParams params;
|
||||
dMemset(¶ms, 0, sizeof(params));
|
||||
|
||||
params.verts = data.pm->verts;
|
||||
params.vertCount = data.pm->nverts;
|
||||
params.polys = data.pm->polys;
|
||||
params.polyAreas = data.pm->areas;
|
||||
params.polyFlags = data.pm->flags;
|
||||
params.polyCount = data.pm->npolys;
|
||||
params.nvp = data.pm->nvp;
|
||||
|
||||
params.detailMeshes = data.pmd->meshes;
|
||||
params.detailVerts = data.pmd->verts;
|
||||
params.detailVertsCount = data.pmd->nverts;
|
||||
params.detailTris = data.pmd->tris;
|
||||
params.detailTriCount = data.pmd->ntris;
|
||||
|
||||
params.offMeshConVerts = mLinkVerts.address();
|
||||
params.offMeshConRad = mLinkRads.address();
|
||||
params.offMeshConDir = mLinkDirs.address();
|
||||
params.offMeshConAreas = mLinkAreas.address();
|
||||
params.offMeshConFlags = mLinkFlags.address();
|
||||
params.offMeshConUserID = mLinkIDs.address();
|
||||
params.offMeshConCount = mLinkIDs.size();
|
||||
|
||||
params.walkableHeight = mWalkableHeight;
|
||||
params.walkableRadius = mWalkableRadius;
|
||||
params.walkableClimb = mWalkableClimb;
|
||||
params.tileX = tile.x;
|
||||
params.tileY = tile.y;
|
||||
params.tileLayer = 0;
|
||||
rcVcopy(params.bmin, data.pm->bmin);
|
||||
rcVcopy(params.bmax, data.pm->bmax);
|
||||
params.cs = cfg.cs;
|
||||
params.ch = cfg.ch;
|
||||
params.buildBvTree = true;
|
||||
|
||||
if(!dtCreateNavMeshData(¶ms, &navData, &navDataSize))
|
||||
if (m_cfg.maxVertsPerPoly <= DT_VERTS_PER_POLYGON)
|
||||
{
|
||||
Con::errorf("Could not create dtNavMeshData for tile (%d, %d) of NavMesh %s",
|
||||
tile.x, tile.y, getIdString());
|
||||
return NULL;
|
||||
}
|
||||
if (m_pmesh->nverts >= 0xffff)
|
||||
{
|
||||
// The vertex indices are ushorts, and cannot point to more than 0xffff vertices.
|
||||
Con::errorf("NavMesh::buildTileData: Too many vertices per tile %d (max: %d).", m_pmesh->nverts, 0xffff);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
for (U32 i = 0; i < m_pmesh->npolys; i++)
|
||||
{
|
||||
if (m_pmesh->areas[i] == RC_WALKABLE_AREA)
|
||||
m_pmesh->areas[i] = GroundArea;
|
||||
|
||||
if (m_pmesh->areas[i] == GroundArea)
|
||||
m_pmesh->flags[i] |= WalkFlag;
|
||||
if (m_pmesh->areas[i] == WaterArea)
|
||||
m_pmesh->flags[i] |= SwimFlag;
|
||||
}
|
||||
|
||||
dtNavMeshCreateParams params;
|
||||
dMemset(¶ms, 0, sizeof(params));
|
||||
|
||||
params.verts = m_pmesh->verts;
|
||||
params.vertCount = m_pmesh->nverts;
|
||||
params.polys = m_pmesh->polys;
|
||||
params.polyAreas = m_pmesh->areas;
|
||||
params.polyFlags = m_pmesh->flags;
|
||||
params.polyCount = m_pmesh->npolys;
|
||||
params.nvp = m_pmesh->nvp;
|
||||
|
||||
params.detailMeshes = m_dmesh->meshes;
|
||||
params.detailVerts = m_dmesh->verts;
|
||||
params.detailVertsCount = m_dmesh->nverts;
|
||||
params.detailTris = m_dmesh->tris;
|
||||
params.detailTriCount = m_dmesh->ntris;
|
||||
|
||||
params.offMeshConVerts = mLinkVerts.address();
|
||||
params.offMeshConRad = mLinkRads.address();
|
||||
params.offMeshConDir = mLinkDirs.address();
|
||||
params.offMeshConAreas = mLinkAreas.address();
|
||||
params.offMeshConFlags = mLinkFlags.address();
|
||||
params.offMeshConUserID = mLinkIDs.address();
|
||||
params.offMeshConCount = mLinkIDs.size();
|
||||
|
||||
params.walkableHeight = mWalkableHeight;
|
||||
params.walkableRadius = mWalkableRadius;
|
||||
params.walkableClimb = mWalkableClimb;
|
||||
params.tileX = tile.x;
|
||||
params.tileY = tile.y;
|
||||
params.tileLayer = 0;
|
||||
rcVcopy(params.bmin, m_pmesh->bmin);
|
||||
rcVcopy(params.bmax, m_pmesh->bmax);
|
||||
params.cs = m_cfg.cs;
|
||||
params.ch = m_cfg.ch;
|
||||
params.buildBvTree = true;
|
||||
|
||||
if (!dtCreateNavMeshData(¶ms, &navData, &navDataSize))
|
||||
{
|
||||
Con::errorf("NavMesh::buildTileData: Could not build Detour navmesh.");
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
dataSize = navDataSize;
|
||||
|
||||
return navData;
|
||||
|
|
@ -1331,6 +1483,22 @@ void NavMesh::renderToDrawer()
|
|||
{
|
||||
}
|
||||
|
||||
void NavMesh::cleanup()
|
||||
{
|
||||
delete[] m_triareas;
|
||||
m_triareas = 0;
|
||||
rcFreeHeightField(m_solid);
|
||||
m_solid = 0;
|
||||
rcFreeCompactHeightfield(m_chf);
|
||||
m_chf = 0;
|
||||
rcFreeContourSet(m_cset);
|
||||
m_cset = 0;
|
||||
rcFreePolyMesh(m_pmesh);
|
||||
m_pmesh = 0;
|
||||
rcFreePolyMeshDetail(m_dmesh);
|
||||
m_dmesh = 0;
|
||||
}
|
||||
|
||||
void NavMesh::prepRenderImage(SceneRenderState *state)
|
||||
{
|
||||
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue