nav_load_index indexes a saved mesh's tiles (cell, offset, size, ref) from their headers and keeps the file open, with no tile in. nav_tiles_keep reads in the tiles within rin of any player and removes those past rout of all; the file is read through Ludic's pack-aware file_open. The file format is unchanged. tiles_test: tiles come and go with the point, a path works across the seams once they are in, and a reset closes all. Measured on the baked maps (the 900 / 1100 m ring round the start): Maroon 617 of 1807 tiles in, 8.9 MB instead of about 27 MB for a person and 5.4 MB of about 14 for a large walker; Lamar 391 of 1147. Both libraries are rebuilt; nav 17/17 on the Mac and the PC, DLL KERNEL32 only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
6.7 KiB
ludic.nav
A walkable mesh of the world and the ways across it, over
Recast & Detour (zlib) built here from a
pinned tag (phase 17). Uses ludic.base and nothing else.
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) andNAV_SMALL(a hare, a marmot) each have their own, because what a hare slips between a bear walks round. ANavConfigsays 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
NavGroundis 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_buildmakes one mesh of it; a map is square tiles (nav_tiled, thennav_tile_buildfor 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_pathanswers 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 andnav_partialsays 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_nearanswers 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 ownRng, 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
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/<target>/ - the same script on the Mac and on
the PC (Git Bash, the LLVM installer's clang). native/LICENSE-recastnavigation ships with it.
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.