4.8 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_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_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.