92 lines
5.3 KiB
Markdown
92 lines
5.3 KiB
Markdown
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Recast & Detour
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===============
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[](https://github.com/recastnavigation/recastnavigation/actions/workflows/Build.yaml)
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[](https://github.com/recastnavigation/recastnavigation/actions/workflows/Tests.yaml)
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## Recast
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Recast is state of the art navigation mesh construction toolset for games.
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* It is automatic, which means that you can throw any level geometry at it and you will get robust mesh out
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* It is fast which means swift turnaround times for level designers
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* It is open source so it comes with full source and you can customize it to your heart's content.
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The Recast process starts with constructing a voxel mold from a level geometry
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and then casting a navigation mesh over it. The process consists of three steps,
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building the voxel mold, partitioning the mold into simple regions, peeling off
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the regions as simple polygons.
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1. The voxel mold is built 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.
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2. 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.
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3. 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.
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## Detour
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Recast is accompanied with Detour, path-finding and spatial reasoning toolkit. You can use any navigation mesh with Detour, but of course the data generated with Recast fits perfectly.
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Detour offers simple static navigation mesh which is suitable for many simple cases, as well as tiled navigation mesh which allows you to plug in and out 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 you may regenerate tiles as the world changes.
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## Recast Demo
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You can find a comprehensive demo project in RecastDemo folder. It is a kitchen sink demo containing all the functionality of the library. If you are new to Recast & Detour, check out [Sample_SoloMesh.cpp](/RecastDemo/Source/Sample_SoloMesh.cpp) to get started with building navmeshes and [NavMeshTesterTool.cpp](/RecastDemo/Source/NavMeshTesterTool.cpp) to see how Detour can be used to find paths.
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### Building RecastDemo
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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.
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#### Linux
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- Install SDL2 and its dependencies according to your distro's guidelines.
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- Navigate to the `RecastDemo` folder and run `premake5 gmake2`
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- Navigate to `RecastDemo/Build/gmake2` and run `make`
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- Navigate to `RecastDemo/Bin` and run `./RecastDemo`
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#### macOS
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- Grab the latest SDL2 development library dmg from [here](https://github.com/libsdl-org/SDL) and place `SDL2.framework` in `RecastDemo/Bin`
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- Navigate to the `RecastDemo` folder and run `premake5 xcode4`
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- Open `Build/xcode4/recastnavigation.xcworkspace`
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- Set the RecastDemo project as the target and build.
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#### Windows
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- Grab the latest SDL2 development library release from [here](https://github.com/libsdl-org/SDL) and unzip it `RecastDemo\Contrib`. Rename the SDL folder such that the path `RecastDemo\Contrib\SDL\lib\x86` is valid.
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- Navigate to the `RecastDemo` folder and run `premake5 vs2022`
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- Open `Build/vs2022/recastnavigation.sln`.
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- Set `RecastDemo` as the startup project, build, and run.
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### Running Unit tests
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- Follow the instructions to build RecastDemo above. Premake should generate another build target called "Tests".
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- Build the "Tests" project. This will generate an executable named "Tests" in `RecastDemo/Bin/`
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- Run the "Tests" executable. It will execute all the unit tests, indicate those that failed, and display a count of those that succeeded.
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## Integrating with your own project
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It is recommended to add the source directories `DebugUtils`, `Detour`, `DetourCrowd`, `DetourTileCache`, and `Recast` into your own project depending on which parts of the project you need. For example your level building tool could include `DebugUtils`, `Recast`, and `Detour`, and your game runtime could just include `Detour`.
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### Installation through vcpkg
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If you are using the [vcpkg](https://github.com/Microsoft/vcpkg/) dependency manager you can download and install Recast with:
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```
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vcpkg install recast
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```
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## Contribute
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Check out the [Project Roadmap](Roadmap.md) to see what features and functionality you might be able to help with, and the [Contributing doc](CONTRIBUTING.md) for guidance on making contributions.
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## Discuss
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- Discuss Recast & Detour: http://groups.google.com/group/recastnavigation
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- Development blog: http://digestingduck.blogspot.com/
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## License
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Recast & Detour is licensed under ZLib license, see License.txt for more information.
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