forked from mirror/DotRecast
104 lines
4.2 KiB
C#
104 lines
4.2 KiB
C#
/*
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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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DotRecast Copyright (c) 2023 Choi Ikpil ikpil@naver.com
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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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using DotRecast.Core;
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namespace DotRecast.Recast
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{
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using static RecastVectors;
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public class RecastBuilderConfig
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{
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public readonly RecastConfig cfg;
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public readonly int tileX;
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public readonly int tileZ;
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/** The width of the field along the x-axis. [Limit: >= 0] [Units: vx] **/
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public readonly int width;
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/** The height of the field along the z-axis. [Limit: >= 0] [Units: vx] **/
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public readonly int height;
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/** The minimum bounds of the field's AABB. [(x, y, z)] [Units: wu] **/
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public readonly Vector3f bmin = new Vector3f();
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/** The maximum bounds of the field's AABB. [(x, y, z)] [Units: wu] **/
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public readonly Vector3f bmax = new Vector3f();
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public RecastBuilderConfig(RecastConfig cfg, Vector3f bmin, Vector3f bmax) : this(cfg, bmin, bmax, 0, 0)
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{
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}
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public RecastBuilderConfig(RecastConfig cfg, Vector3f bmin, Vector3f bmax, int tileX, int tileZ)
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{
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this.tileX = tileX;
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this.tileZ = tileZ;
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this.cfg = cfg;
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this.bmin = bmin;
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this.bmax = bmax;
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if (cfg.useTiles)
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{
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float tsx = cfg.tileSizeX * cfg.cs;
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float tsz = cfg.tileSizeZ * cfg.cs;
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this.bmin.x += tileX * tsx;
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this.bmin.z += tileZ * tsz;
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this.bmax.x = this.bmin.x + tsx;
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this.bmax.z = this.bmin.z + tsz;
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// Expand the heighfield bounding box by border size to find the extents of geometry we need to build this
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// tile.
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//
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// This is done in order to make sure that the navmesh tiles connect correctly at the borders,
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// and the obstacles close to the border work correctly with the dilation process.
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// No polygons (or contours) will be created on the border area.
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//
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// IMPORTANT!
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//
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// :''''''''':
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// : +-----+ :
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// : | | :
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// : | |<--- tile to build
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// : | | :
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// : +-----+ :<-- geometry needed
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// :.........:
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//
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// You should use this bounding box to query your input geometry.
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//
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// For example if you build a navmesh for terrain, and want the navmesh tiles to match the terrain tile size
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// you will need to pass in data from neighbour terrain tiles too! In a simple case, just pass in all the 8
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// neighbours,
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// or use the bounding box below to only pass in a sliver of each of the 8 neighbours.
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this.bmin.x -= cfg.borderSize * cfg.cs;
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this.bmin.z -= cfg.borderSize * cfg.cs;
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this.bmax.x += cfg.borderSize * cfg.cs;
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this.bmax.z += cfg.borderSize * cfg.cs;
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width = cfg.tileSizeX + cfg.borderSize * 2;
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height = cfg.tileSizeZ + cfg.borderSize * 2;
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}
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else
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{
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int[] wh = Recast.calcGridSize(this.bmin, this.bmax, cfg.cs);
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width = wh[0];
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height = wh[1];
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}
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}
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}
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}
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