Npc positioning Implemented slope check to avoid unwanted climbing for some kind of movements (backwards, repositioning etc.) Implemented backwards movement Re-implemented circle repositioning algorithm (smartest than retail, but with the same feeling) Fixed random position of summoned minions Improved pet following movement. Also, they attack NPC from behind now. Thanks to @Footman Swimming creatures Fixed max_z coordinate for swimming creatures. Now only part of their body is allowed to be out of the water level Fixed pathfinder for swimming creatures creating shortcuts for specific segments, now they swim underwater to reach the seashore instead of flying above the water level. Creatures with water InhabitType but no swimming flag now, when not in combat, will walk on water depth instead of swimming. Thanks @jackpoz for the original code UNIT_FLAG_SWIMMING in UpdateEnvironmentIfNeeded to show the swimming animation correctly when underwater Implemented HasEnoughWater check to avoid swimming creatures to go where the water level is too low but also to properly enable swimming animation only when a creature has enough water to swim. Walking creatures Extended the DetourNavMeshQuery adding area cost based on walkability (slope angle + source height) to find better paths at runtime instead of completely remove them from mmaps improve Z height in certain conditions (see #4205, #4203, #4247 ) Flying creatures Rewriting of the hover system Removed hacks and improved the UpdateEnvironmentIfNeeded. Now creatures can properly switch from flying to walk etc. Spells LOS on spell effect must be calculated on CollisionHeight and HitSpherePoint instead of position coords. Improved position for object/creature spawned via spells Improved checks for Fleeing movements (fear spells) Other improvements Implemented method to calculate the CollisionWidth from dbc (used by repositioning algorithm etc.) Improved raycast and collision checks Co-authored-by: Footman <p.alexej@freenet.de> Co-authored-by: Helias <stefanoborzi32@gmail.com> Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com> Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
Recast & Detour
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 heart's content.
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.
Detour
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.
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.
Recast Demo
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 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.
- run
premake5 gmakefrom theRecastDemofolder. cd Build/gmakethenmake- Run
RecastDemo\Bin\RecastDemo
OSX
- Grab the latest SDL2 development library dmg from here and place
SDL2.frameworkin/Library/Frameworks/ - Navigate to the
RecastDemofolder and runpremake5 xcode4 - Open
Build/xcode4/recastnavigation.xcworkspace - Select the "RecastDemo" project in the left pane, go to the "BuildPhases" tab and expand "Link Binary With Libraries"
- Remove the existing entry for SDL2 (it should have a white box icon) and re-add it by hitting the plus, selecting "Add Other", and selecting
/Library/Frameworks/SDL2.framework. It should now have a suitcase icon. - 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\x86is valid. - Run
"premake5" vs2015from theRecastDemofolder - Open the solution, 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 own project
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.
Contributing
See the Contributing document for guidelines for 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.
