
Mostly just improving variable names for clarity. Removed a redundant base-case check in AddSpan that resulted in a small but measurable perf improvement due to removing a branch. Also tightened up the bounding box overlap check so it early-outs faster, which also has a small perf improvement to rasterization times. Updated docstrings for user-facing functions. * Moved docstring comments to the header with the rest of the docstring * Removed unused function * Make a cpp-only function static * Added docstring for rasterizeTri * Use spaces to indent function parameter lists so they look good regardless of the editor's tab width * Better parameter names for rcClamp * Cleanup code formatting, a couple variable names, and some comments in rasterizeTri * Clean up dividePoly, added rcAxis enum * Cleanup rasterizeTri docstring * Faster overlapBounds check in rasterization * Renamed some vars in rasterizeTri * cleanup addSpan and remove redundant branch * addSpan docstring * Cleanup the implementations of rcRasterizeTriangle and rcRasterizeTriangles overloads * Added docstrings and renamed vars in rcAllocSpan and rcFreeSpan * Clean up rcRasterizeTriangle and rcRasterizeTriangles in the header. Removed redundant const qualifiers on value parameters * Better parameter names for rasterizeTri, updated docstring, fixed some incorrect comments * Improved parameter names of rcRasterizeTriangle, rcRasterizeTriangles, and rcAddSpan * Fixed some old variable names referenced in the docstring for rcAddSpan
Recast & Detour
Recast
Recast is state of the art navigation mesh construction toolset for games.
Recast is...
- 🤖 Automatic - throw any level geometry at it and you will get a robust navmesh out
- 🏎️ Fast - swift turnaround times for level designers
- 🧘 Flexible - easily customize the navmesh generation and runtime navigation systems to suit your specific game's needs.
Recast constructs a navmesh through a multi-step rasterization process:
- First Recast voxelizes the input triangle mesh by rasterizing the triangles into a multi-layer heightfield.
- Voxels in areas where the character would not be able to move are removed by applying simple voxel data filters.
- The walkable areas described by the voxel grid are then divided into sets of 2D polygonal regions.
- The navigation polygons are generated by triangulating and stiching together the generated 2d plygonal regions.
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 with Recast fits perfectly.
Detour offers a simple static navmesh data representation which is suitable for many simple cases. It also provides a tiled navigation mesh representation, which allows you to stream of navigation data in and out as the player progresses through the world and regenerate sections of the navmesh data as the world changes.
RecastDemo
You can find a comprehensive demo project in the RecastDemo
folder. It's a kitchen sink demo showcasing all the 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 premake5 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.
- Navigate to the
RecastDemo
folder and runpremake5 gmake2
- Navigate to
RecastDemo/Build/gmake2
and runmake
- Navigate to
RecastDemo/Bin
and run./RecastDemo
macOS
- Grab the latest SDL2 development library dmg from here and place
SDL2.framework
inRecastDemo/Bin
- Navigate to the
RecastDemo
folder and runpremake5 xcode4
- Open
Build/xcode4/recastnavigation.xcworkspace
- Set the RecastDemo project as the target and build.
Windows
- Grab the latest SDL2 development library release from here and unzip it
RecastDemo\Contrib
. Rename the SDL folder such that the pathRecastDemo\Contrib\SDL\lib\x86
is valid. - Navigate to the
RecastDemo
folder and runpremake5 vs2022
- Open
Build/vs2022/recastnavigation.sln
. - Set
RecastDemo
as the startup project, build, and run.
Running Unit tests
- Follow the instructions to build RecastDemo above. Premake should generate another build target called "Tests".
- Build the "Tests" project. This will generate an executable named "Tests" in
RecastDemo/Bin/
- Run the "Tests" executable. It will execute all the unit tests, indicate those that failed, and display a count of those that succeeded.
Integrating with your game or engine
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
.
Install through vcpkg
If you are using the vcpkg dependency manager you can download and install Recast with:
vcpkg install recast
Contribute
Check out the Project Roadmap to see what features and functionality you might be able to help with, and the Contributing doc for guidance on making contributions.
Discuss
- Discuss Recast & Detour: http://groups.google.com/group/recastnavigation
- Development blog: http://digestingduck.blogspot.com/
License
Recast & Detour is licensed under ZLib license, see License.txt for more information.