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110 lines
5.4 KiB
Plaintext
110 lines
5.4 KiB
Plaintext
/// @mainpage Recast Navigation
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///
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/// @image html recast_intro.png
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///
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/// <h2>Recast</h2>
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///
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/// _Recast_ is a state of the art navigation mesh construction toolset for
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/// games.
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///
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/// - It is automatic, which means that you can throw any level
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/// geometry at it and you will get a robust mesh out.
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/// - It is fast, which means swift turnaround times for level designers.
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/// - It is open source, so it comes with full source and you can
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/// customize it to your hearts content.
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///
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/// The latest version can be found on
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/// <a href="https://github.com/recastnavigation/recastnavigation">GitHub</a>.
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///
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/// The _Recast_ process starts with constructing a voxel mold from level
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/// geometry and then casting a navigation mesh over it. The process
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/// consists of three steps: building the voxel mold, partitioning the
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/// mold into simple regions, and triangulating the regions as simple polygons.
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///
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/// -# The voxel mold is built from the input triangle mesh by
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/// rasterizing the triangles into a multi-layer heightfield. Some
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/// simple filters are then applied to the mold to prune out locations
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/// where the character would not be able to move.
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/// -# The walkable areas described by the mold are divided into simple
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/// overlayed 2D regions. The resulting regions have only one
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/// non-overlapping contour, which simplifies the final step of the
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/// process tremendously.
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/// -# The navigation polygons are generated from the regions by first
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/// tracing the boundaries and then simplifying them. The resulting
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/// polygons are finally converted to convex polygons which makes them
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/// perfect for pathfinding and spatial reasoning about the level.
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///
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/// <h2>Detour</h2>
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///
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/// _Recast_ is accompanied by _Detour_, a path-finding and spatial reasoning
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/// toolkit. You can use any navigation mesh with _Detour_, but of course
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/// the data generated by _Recast_ fits perfectly.
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///
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/// _Detour_ offers a simple static navigation mesh that is suitable for
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/// many simple cases, as well as a tiled navigation mesh that allows you
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/// to add and remove pieces of the mesh. The tiled mesh allows you to
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/// create systems where you stream new navigation data in and out as
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/// the player progresses the level, or regenerate tiles as the
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/// world changes.
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///
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/// <h2>Recast Demo</h2>
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///
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/// You can find a comprehensive demo project in the `RecastDemo` folder. It
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/// is a kitchen sink demo containing all the major functionality of the library.
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/// If you are new to _Recast_ & _Detour_, check out
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/// <a href="https://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp">
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/// Sample_SoloMesh.cpp</a> to get started with building navmeshes and
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/// <a href="https://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/NavMeshTesterTool.cpp">
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/// NavMeshTesterTool.cpp</a> to see how _Detour_ can be used to find paths.
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///
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/// <h3>Building RecastDemo</h3>
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///
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/// RecastDemo uses [premake5](http://premake.github.io/) to build platform specific projects.
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/// Download it and make sure it's available on your path, or specify the path to it.
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///
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/// <h4>Linux</h4>
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///
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/// - Install SDl2 and its dependencies according to your distro's guidelines.
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/// - run `premake5 gmake` from the `RecastDemo` folder.
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/// - `cd Build/gmake` then `make`
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/// - Run `RecastDemo\Bin\RecastDemo`
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///
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/// <h4>OSX</h4>
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///
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/// - Grab the latest SDL2 development library dmg from [here](https://www.libsdl.org/download-2.0.php) and place `SDL2.framework` in `/Library/Frameworks/`
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/// - Navigate to the `RecastDemo` folder and run `premake5 xcode4`
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/// - Open `Build/xcode4/recastnavigation.xcworkspace`
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/// - Select the "RecastDemo" project in the left pane, go to the "BuildPhases" tab and expand "Link Binary With Libraries"
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/// - Remove the existing entry for SDL2 (it should have a white box icon) and re-add it by hitting the plus, selecting "Add Other", and selecting `/Library/Frameworks/SDL2.framework`. It should now have a suitcase icon.
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/// - Set the RecastDemo project as the target and build.
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///
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/// <h4>Windows</h4>
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///
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/// - Grab the latest SDL2 development library release from [here](https://www.libsdl.org/download-2.0.php) and unzip it `RecastDemo\Contrib`. Rename the SDL folder such that the path `RecastDemo\Contrib\SDL\lib\x86` is valid.
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/// - Run `"premake5" vs2015` from the `RecastDemo` folder
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/// - Open the solution, build, and run.
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///
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/// <h2>Integrating With Your Own Project</h2>
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///
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/// It is recommended to add the source directories `DebugUtils`, `Detour`,
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/// `DetourCrowd`, `DetourTileCache`, and `Recast` into your own project
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/// depending on which parts of the project you need. For example your
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/// level building tool could include `DebugUtils`, `Recast`, and `Detour`,
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/// and your game runtime could just include `Detour`.
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///
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/// <h2>Contributing</h2>
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/// All development is centralized in github. Check out the <a href="https://github.com/recastnavigation/recastnavigation/blob/master/CONTRIBUTING.md">Contributing Guidelines</a> for more information.
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///
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/// <h2>Discuss</h2>
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///
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/// - Discuss _Recast_ and _Detour_:
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/// <a href="http://groups.google.com/group/recastnavigation">
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/// Recast Navigation Group</a>
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/// - Development Blog:
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/// <a href="http://digestingduck.blogspot.com/">Digesting Duck</a>
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///
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/// <h2>License</h2>
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///
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/// _Recast Navigation_ is licensed under the ZLib license.
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///
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