/// @mainpage Recast Navigation /// /// @note A documentation effort is currently underway. /// This documentation is in a draft state until the effort is complete. /// /// @section intro_recast Recast /// /// Recast is 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 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 /// customize it to your hearts content. /// /// The Library is free for commercial use and open source under the /// ZLib License. /// /// Please use the latest version from the /// SVN. /// /// @image html recast_intro.png /// /// The Recast process starts with constructing a voxel mold from a 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, peeling off the regions as simple polygons. /// /// -# The voxel mold is build from the input triangle mesh by /// rasterizing the triangles into a multi-layer heightfield. Some /// simple filters are then applied to the mold to prune out locations /// where the character would not be able to move. /// -# The walkable areas described by the mold are divided into simple /// 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 /// 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. /// /// @section intro_detour Detour /// /// Recast is accompanied by Detour, a path-finding and spatial reasoning /// toolkit. You can use any navigation mesh with Detour, but of course /// the data generated by Recast fits perfectly. /// /// Detour offers a simple static navigation mesh that is suitable for /// many simple cases, as well as a tiled navigation mesh that allows you /// to add and remove pieces of the mesh. The tiled mesh allows you to /// create systems where you stream new navigation data in and out as /// the player progresses the level, or regenerate tiles as the /// world changes. /// /// You can discuss and give feedback for Recast and Detour in the /// /// discussion group. ///