2023-03-14 08:02:43 +03:00
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/*
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Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
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recast4j copyright (c) 2015-2019 Piotr Piastucki piotr@jtilia.org
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2023-03-15 17:00:29 +03:00
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DotRecast Copyright (c) 2023 Choi Ikpil ikpil@naver.com
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2023-03-14 08:02:43 +03:00
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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2023-03-16 19:48:49 +03:00
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2023-03-16 19:09:10 +03:00
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namespace DotRecast.Detour
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{
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/// Represents the source data used to build an navigation mesh tile.
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public class NavMeshDataCreateParams
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{
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/// @name Polygon Mesh Attributes
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/// Used to create the base navigation graph.
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/// See #rcPolyMesh for details related to these attributes.
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/// @{
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public int[] verts;
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/// < The polygon mesh vertices. [(x, y, z) * #vertCount] [Unit: vx]
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public int vertCount;
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/// < The number vertices in the polygon mesh. [Limit: >= 3]
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public int[] polys;
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/// < The polygon data. [Size: #polyCount * 2 * #nvp]
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public int[] polyFlags;
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/// < The user defined flags assigned to each polygon. [Size: #polyCount]
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public int[] polyAreas;
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/// < The user defined area ids assigned to each polygon. [Size: #polyCount]
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public int polyCount;
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/// < Number of polygons in the mesh. [Limit: >= 1]
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public int nvp;
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/// < Number maximum number of vertices per polygon. [Limit: >= 3]
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/// @}
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/// @name Height Detail Attributes (Optional)
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/// See #rcPolyMeshDetail for details related to these attributes.
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/// @{
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public int[] detailMeshes;
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/// < The height detail sub-mesh data. [Size: 4 * #polyCount]
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public float[] detailVerts;
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/// < The detail mesh vertices. [Size: 3 * #detailVertsCount] [Unit: wu]
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public int detailVertsCount;
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/// < The number of vertices in the detail mesh.
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public int[] detailTris;
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/// < The detail mesh triangles. [Size: 4 * #detailTriCount]
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public int detailTriCount;
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/// < The number of triangles in the detail mesh.
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/// @}
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/// @name Off-Mesh Connections Attributes (Optional)
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/// Used to define a custom point-to-point edge within the navigation graph, an
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/// off-mesh connection is a user defined traversable connection made up to two vertices,
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/// at least one of which resides within a navigation mesh polygon.
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/// @{
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/// Off-mesh connection vertices. [(ax, ay, az, bx, by, bz) * #offMeshConCount] [Unit: wu]
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public float[] offMeshConVerts;
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/// Off-mesh connection radii. [Size: #offMeshConCount] [Unit: wu]
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public float[] offMeshConRad;
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/// User defined flags assigned to the off-mesh connections. [Size: #offMeshConCount]
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public int[] offMeshConFlags;
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/// User defined area ids assigned to the off-mesh connections. [Size: #offMeshConCount]
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public int[] offMeshConAreas;
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/// The permitted travel direction of the off-mesh connections. [Size: #offMeshConCount]
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///
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/// 0 = Travel only from endpoint A to endpoint B.<br/>
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/// #DT_OFFMESH_CON_BIDIR = Bidirectional travel.
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public int[] offMeshConDir;
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/// The user defined ids of the off-mesh connection. [Size: #offMeshConCount]
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public int[] offMeshConUserID;
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/// The number of off-mesh connections. [Limit: >= 0]
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public int offMeshConCount;
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/// @}
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/// @name Tile Attributes
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/// @note The tile grid/layer data can be left at zero if the destination is a single tile mesh.
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/// @{
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public int userId;
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/// < The user defined id of the tile.
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public int tileX;
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/// < The tile's x-grid location within the multi-tile destination mesh. (Along the x-axis.)
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public int tileZ;
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/// < The tile's y-grid location within the multi-tile desitation mesh. (Along the z-axis.)
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public int tileLayer;
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/// < The tile's layer within the layered destination mesh. [Limit: >= 0] (Along the y-axis.)
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public float[] bmin;
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/// < The minimum bounds of the tile. [(x, y, z)] [Unit: wu]
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public float[] bmax;
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/// < The maximum bounds of the tile. [(x, y, z)] [Unit: wu]
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/// @}
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/// @name General Configuration Attributes
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/// @{
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public float walkableHeight;
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/// < The agent height. [Unit: wu]
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public float walkableRadius;
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/// < The agent radius. [Unit: wu]
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public float walkableClimb;
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/// < The agent maximum traversable ledge. (Up/Down) [Unit: wu]
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public float cs;
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/// < The xz-plane cell size of the polygon mesh. [Limit: > 0] [Unit: wu]
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public float ch;
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/// < The y-axis cell height of the polygon mesh. [Limit: > 0] [Unit: wu]
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/// True if a bounding volume tree should be built for the tile.
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/// @note The BVTree is not normally needed for layered navigation meshes.
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public bool buildBvTree;
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/// @}
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}
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}
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