60 lines
2.7 KiB
Plaintext
60 lines
2.7 KiB
Plaintext
/// @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 <b>automatic</b>, which means that you can throw any level
|
|
/// geometry at it and you will get robust mesh out.
|
|
/// - It is <b>fast</b> which means swift turnaround times for level
|
|
/// designers.
|
|
/// - It is <b>open source</b> 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.
|
|
///
|
|
/// <b>Please use the latest version from the
|
|
/// <a href="http://code.google.com/p/recastnavigation/">SVN</a>.</b>
|
|
///
|
|
/// @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
|
|
/// <a href="http://groups.google.com/group/recastnavigation">
|
|
/// discussion group</a>.
|
|
/// |