# ludic.nav A walkable mesh of the world and the ways across it, over [Recast & Detour](https://github.com/recastnavigation/recastnavigation) (zlib) built here from a pinned tag (phase 17). Uses `ludic.base` and nothing else. ```ludic import "ludic.nav" ``` ## The rules it keeps - **One mesh per kind of walker.** `NAV_PERSON` (0.35 m wide, the hiker's 0.55 m step), `NAV_LARGE` (an elk, a bear, a horse) and `NAV_SMALL` (a hare, a marmot) each have their own, because what a hare slips between a bear walks round. A `NavConfig` says what a mesh is built for: its voxels and its walker's height, radius, step and steepest slope. - **Built from ground, or loaded from a bake.** A `NavGround` is triangles - each with an area byte, 0 not walkable and 1..62 a kind of ground - and what nothing stands in: cylinders (a trunk, a post) and convex footprints (a boulder). Ground steeper than the slope is cleared whatever its area. `nav_build` makes one mesh of it; a map is square tiles (`nav_tiled`, then `nav_tile_build` for each tile from the ground under it and a few metres round), and a tile must be a whole number of cells across or its seams never join - the shim refuses one that is not. A game bakes its maps once and loads the bytes (`nav_save_file` / `nav_load_file`, one format for one tile or many): a map is never built at start-up. Polygon refs are 64-bit, so a map may have 16384 tiles. - **A path is corners.** `nav_path` answers the way from one point to another as the corners where it turns, the first the start and the last the end. When the end cannot be reached the path stops as near it as the mesh allows and `nav_partial` says so - a walker goes there and gives up, never through a river. Either end off the mesh is `-1`. - **A wander's goal is somewhere it can go.** `nav_random_near` answers a point about r away that a walker standing at the start can reach - never across a river without a ford - from a seed the caller draws from its own `Rng`, so the same seed is the same point on every machine. - **A kind of ground has a cost, and a walker has a taste.** A mesh carries `NAV_FILTERS` (8) sets of costs per area (`nav_area_cost(kind, filter, area, cost)`), and every path, straight line and random point names the filter it walks by: a deer's dislikes scree, a marmot's likes it, a person's prefers the town. The nearest point uses filter 0. - **The same question gets the same answer.** Detour is deterministic for the same mesh and the same points, so co-op's order of dice is untouched by asking it. ## API | | | | --- | --- | | `NAV_PERSON`, `NAV_LARGE`, `NAV_SMALL`, `NAV_FILTERS`, `NAV_CORNERS` | the kinds of walker, the filters a mesh has (8), and a path's most corners (256) | | `NavConfig { cell, cell_h, height, radius, climb, slope }` | what a mesh is built for (a person by default, 0.25 m cells) | | `NavGround { v, nv, t, nt, area, cyl, nc, foot, nf }` | what it is built from: triangles, an area byte each, cylinders (`x, y, z, r, h`) and footprints (`n`, n points `x z`, `ymin`, `ymax`) | | `nav_build(kind, ground, config) -> bool`, `nav_polygons(kind)` | one mesh over all of it | | `nav_tiled(kind, ox, oz, tile, max_tiles, max_polys) -> bool`, `nav_tile_build(kind, tx, tz, ground, config) -> int` | a map of square tiles, a tile at a time (its polygons, 0 none, -1 failed) | | `nav_save_file(kind, path)`, `nav_load_file(kind, path)`, `nav_reset()` | a baked mesh written and read; every mesh let go | | `nav_nearest(kind, x, y, z) -> bool`, `nav_near_x/y/z()` | the nearest walkable point within a couple of metres | | `nav_path(kind, filter, sx, sy, sz, ex, ey, ez) -> int`, `nav_corners()`, `nav_corner_x/y/z(i)`, `nav_partial(kind)` | a way as corners | | `nav_next_corner(kind, filter, sx, sy, sz, ex, ey, ez) -> bool` | the next corner of that way, read back as the nearest point is (a walker's one question a frame) | | `nav_straight(kind, filter, sx, sy, sz, ex, ez) -> bool` | does the straight line stay walkable | | `nav_random_near(kind, filter, x, y, z, r, seed) -> bool`, `nav_near_x/y/z()` | a reachable point about r away, from the caller's seed | | `nav_asked()`, `nav_found()`, `nav_short()`, `nav_us()` | paths asked for, found and cut short since the meshes loaded, and the microseconds they took (timed in the shim by the OS clock: a game's measure of how often its walkers had a way, and what it cost) | | `nav_area_cost(kind, filter, area, cost)` | how dear a kind of ground is to cross by that filter | ## Tests ```bash ludic test packages/ludic.nav ``` A 40 m meadow built by hand: a path round a post and a boulder's footprint, round a band of thicket by a filter that dislikes it and straight through by the plain one, over a river's ford, stopping at the bank of a river with none, the nearest point, random points that never cross the river, and a saved mesh answering as the built one did. And a 128 m meadow as four tiles: a path across the seams, a tile under water with no polygons, and the set saved and loaded. ## The native library `native/build.sh` fetches Recast & Detour v1.6.0, checks its SHA-256, and builds Recast, Detour and the shim (`native/shim/nav_shim.cpp`) into `lib//` - the same script on the Mac and on the PC (Git Bash, the LLVM installer's clang). `native/LICENSE-recastnavigation` ships with it. Every byte Recast and Detour allocate - the tiles in, the queries, the crowds - goes through a counted allocator registered when the library loads (`native/shim/nav_alloc.inl`, as ludic.physics counts Jolt's): `nav_heap_bytes()`, `nav_heap_peak()` and `nav_heap_allocs()`. A tile's bytes are staged from it too, since Detour frees them with the tile. `tests/nav_heap_test` holds fifty crossings of the map and a thousand crowd walkers to the bytes of the first, and a reset to the bytes before the mesh. ## Crowds (phase 18) `nav_crowd_start(kind, max, max_radius)` puts a DetourCrowd on a kind's mesh, with the mesh's tastes as its filters. `nav_crowd_add(kind, x, y, z, radius, height, speed, filter, separation)` adds a walker (snapped to the mesh, -1 off it), `nav_crowd_target` and `nav_crowd_speed` say where and how fast, and `nav_crowd_step(dt)` steps every crowd. `nav_crowd_read` puts a walker into `nav_agent_x/y/z/vx/vz`, and `nav_crowd_us()` is what the stepping has cost. `nav_crowd_add_fixed` adds a walker the crowd avoids but never steers (a player), which `nav_crowd_place` puts where it is, and how fast it goes, each frame. The mechanic decides and the crowd moves, and dropping a mesh drops its crowd first. On the test meadow, twenty walkers crossing head-on never come closer than their two radii, and a step costs about 12 us. ## Tiles resident by chunk (phase 23.5b) `nav_load_index(kind, path)` loads a baked mesh as an index of its tiles and keeps its file open, with no tile in yet. `nav_tiles_keep(kind, xs, zs, n, rin, rout)` reads in the tiles within `rin` of any of the n points and lets go of those past `rout` of all of them. It is asked now and then, not every frame. The file is read through `file_open`, so a shipped game reads straight from its pack. `nav_tiles_in` / `_bytes` / `_all` say what is resident. Dropping the mesh closes the file. On Maroon the 900 / 1100 m ring round the start holds 617 of 1807 tiles, 8.9 MB of a person's mesh.