From c464d91fe8b2d0c0e85326be848e33b5834e48b0 Mon Sep 17 00:00:00 2001 From: Graham Pentheny Date: Wed, 8 Jun 2016 11:06:01 -0400 Subject: [PATCH] Updated some old documentation (#209) --- Docs/Conceptual/mainpage_c.txt | 62 ++++-- Docs/footer.html | 4 +- Doxyfile | 385 ++++++++++++++++++++------------- README.md | 2 +- 4 files changed, 276 insertions(+), 177 deletions(-) diff --git a/Docs/Conceptual/mainpage_c.txt b/Docs/Conceptual/mainpage_c.txt index f699bc1..14dd1cf 100644 --- a/Docs/Conceptual/mainpage_c.txt +++ b/Docs/Conceptual/mainpage_c.txt @@ -4,22 +4,22 @@ /// ///

Recast

/// -/// _Recast_ is state of the art navigation mesh construction toolset for +/// _Recast_ is a state of the art navigation mesh construction toolset for /// games. /// /// - It is automatic, which means that you can throw any level /// geometry at it and you will get a robust mesh out. -/// - It is fast which means swift turnaround times for level designers. -/// - It is open source so it comes with full source and you can +/// - It is fast, which means swift turnaround times for level designers. +/// - It is open source, so it comes with full source and you can /// customize it to your hearts content. /// /// The latest version can be found on -/// GitHub. +/// GitHub. /// /// The _Recast_ process starts with constructing a voxel mold from level /// geometry and then casting a navigation mesh over it. The process -/// consists of three steps, building the voxel mold, partitioning the -/// mold into simple regions, and peeling off the regions as simple polygons. +/// consists of three steps: building the voxel mold, partitioning the +/// mold into simple regions, and triangulating the regions as simple polygons. /// /// -# The voxel mold is built from the input triangle mesh by /// rasterizing the triangles into a multi-layer heightfield. Some @@ -29,7 +29,7 @@ /// overlayed 2D regions. The resulting regions have only one /// non-overlapping contour, which simplifies the final step of the /// process tremendously. -/// -# The navigation polygons are peeled off from the regions by first +/// -# The navigation polygons are generated from the regions by first /// tracing the boundaries and then simplifying them. The resulting /// polygons are finally converted to convex polygons which makes them /// perfect for pathfinding and spatial reasoning about the level. @@ -50,29 +50,40 @@ ///

Recast Demo

/// /// You can find a comprehensive demo project in the `RecastDemo` folder. It -/// is a kitchen sink demo containing all the functionality of the library. +/// is a kitchen sink demo containing all the major functionality of the library. /// If you are new to _Recast_ & _Detour_, check out -/// +/// /// Sample_SoloMesh.cpp to get started with building navmeshes and -/// +/// /// NavMeshTesterTool.cpp to see how _Detour_ can be used to find paths. /// ///

Building RecastDemo

/// -/// _RecastDemo_ uses premake4 -/// to build platform specific projects, now is good time to install it if -/// you don't have it already. To build _RecastDemo_, in your favourite terminal -/// navigate into the `RecastDemo` folder, then: -/// -/// - OS X: `premake4 xcode4` -/// - Windows: `premake4 vs2010` -/// - Linux: `premake4 gmake` -/// -/// See the _premake4_ documentation for full list of supported build file types. -/// The projects will be created in the `RecastDemo/Build` folder. After you have -/// compiled the project, the _RecastDemo_ executable will be located in -/// `RecastDemo/Bin` folder. +/// RecastDemo uses [premake5](http://premake.github.io/) to build platform specific projects. +/// Download it and make sure it's available on your path, or specify the path to it. /// +///

Linux

+/// +/// - Install SDl2 and its dependencies according to your distro's guidelines. +/// - run `premake5 gmake` from the `RecastDemo` folder. +/// - `cd Build/gmake` then `make` +/// - Run `RecastDemo\Bin\RecastDemo` +/// +///

OSX

+/// +/// - Grab the latest SDL2 development library dmg from [here](https://www.libsdl.org/download-2.0.php) and place `SDL2.framework` in `/Library/Frameworks/` +/// - Navigate to the `RecastDemo` folder and run `premake5 xcode4` +/// - Open `Build/xcode4/recastnavigation.xcworkspace` +/// - Select the "RecastDemo" project in the left pane, go to the "BuildPhases" tab and expand "Link Binary With Libraries" +/// - Remove the existing entry for SDL2 (it should have a white box icon) and re-add it by hitting the plus, selecting "Add Other", and selecting `/Library/Frameworks/SDL2.framework`. It should now have a suitcase icon. +/// - Set the RecastDemo project as the target and build. +/// +///

Windows

+/// +/// - Grab the latest SDL2 development library release from [here](https://www.libsdl.org/download-2.0.php) and unzip it `RecastDemo\Contrib`. Rename the SDL folder such that the path `RecastDemo\Contrib\SDL\lib\x86` is valid. +/// - Run `"premake5" vs2015` from the `RecastDemo` folder +/// - Open the solution, build, and run. +/// ///

Integrating With Your Own Project

/// /// It is recommended to add the source directories `DebugUtils`, `Detour`, @@ -81,6 +92,9 @@ /// level building tool could include `DebugUtils`, `Recast`, and `Detour`, /// and your game runtime could just include `Detour`. /// +///

Contributing

+/// All development is centralized in github. Check out the Contributing Guidelines for more information. +/// ///

Discuss

/// /// - Discuss _Recast_ and _Detour_: @@ -92,4 +106,4 @@ ///

License

/// /// _Recast Navigation_ is licensed under the ZLib license. -/// \ No newline at end of file +/// diff --git a/Docs/footer.html b/Docs/footer.html index 0448037..5bd570a 100644 --- a/Docs/footer.html +++ b/Docs/footer.html @@ -4,7 +4,7 @@