Mikko Mononen 6de4d30705 Monster update which adds detail height meshes.
- Added detail height mesh generation (RecastDetailMesh.cpp) for single,tiled statmeshes as well as tilemesh.
- Added feature to contour tracing which detects extra vertices along tile edges which should be removed later.
- Changed the tiled stat mesh preprocess, so that it first generated polymeshes per tile and finally combines them.
- Fixed bug in the GUI code where invisible buttons could be pressed.
2009-08-24 12:44:44 +00:00

53 lines
1.1 KiB
C++

#ifndef RECASTSAMPLE_H
#define RECASTSAMPLE_H
class Sample
{
protected:
const float* m_verts;
int m_nverts;
const int* m_tris;
const float* m_trinorms;
int m_ntris;
float m_bmin[3], m_bmax[3];
float m_cellSize;
float m_cellHeight;
float m_agentHeight;
float m_agentRadius;
float m_agentMaxClimb;
float m_agentMaxSlope;
float m_regionMinSize;
float m_regionMergeSize;
float m_edgeMaxLen;
float m_edgeMaxError;
float m_vertsPerPoly;
float m_detailSampleDist;
float m_detailSampleMaxError;
public:
Sample();
virtual ~Sample();
virtual void handleSettings();
virtual void handleTools();
virtual void handleDebugMode();
virtual void setToolStartPos(const float* p);
virtual void setToolEndPos(const float* p);
virtual void handleRender();
virtual void handleRenderOverlay(double* proj, double* model, int* view);
virtual void handleMeshChanged(const float* verts, int nverts,
const int* tris, const float* trinorms, int ntris,
const float* bmin, const float* bmax);
virtual bool handleBuild();
void resetCommonSettings();
void handleCommonSettings();
};
#endif // RECASTSAMPLE_H