123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109 |
- /// @mainpage Recast Navigation
- ///
- /// @image html recast_intro.png
- ///
- /// <h2>Recast</h2>
- ///
- /// _Recast_ is a 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 a 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 hearts content.
- ///
- /// The latest version can be found on
- /// <a href="https://github.com/recastnavigation/recastnavigation">GitHub</a>.
- ///
- /// The _Recast_ process starts with constructing a voxel mold from 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, and triangulating the regions as simple polygons.
- ///
- /// -# 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.
- /// -# 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 generated 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.
- ///
- /// <h2>Detour</h2>
- ///
- /// _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.
- ///
- /// <h2>Recast Demo</h2>
- ///
- /// You can find a comprehensive demo project in the `RecastDemo` folder. It
- /// is a kitchen sink demo containing all the major functionality of the library.
- /// If you are new to _Recast_ & _Detour_, check out
- /// <a href="https://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/Sample_SoloMesh.cpp">
- /// Sample_SoloMesh.cpp</a> to get started with building navmeshes and
- /// <a href="https://github.com/recastnavigation/recastnavigation/blob/master/RecastDemo/Source/NavMeshTesterTool.cpp">
- /// NavMeshTesterTool.cpp</a> to see how _Detour_ can be used to find paths.
- ///
- /// <h3>Building RecastDemo</h3>
- ///
- /// 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.
- ///
- /// <h4>Linux</h4>
- ///
- /// - Install SDl2 and its dependencies according to your distro's guidelines.
- /// - run `premake5 gmake` from the `RecastDemo` folder.
- /// - `cd Build/gmake` then `make`
- /// - Run `RecastDemo\Bin\RecastDemo`
- ///
- /// <h4>OSX</h4>
- ///
- /// - Grab the latest SDL2 development library dmg from [here](https://www.libsdl.org/download-2.0.php) and place `SDL2.framework` in `/Library/Frameworks/`
- /// - Navigate to the `RecastDemo` folder and run `premake5 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.
- ///
- /// <h4>Windows</h4>
- ///
- /// - Grab the latest SDL2 development library release from [here](https://www.libsdl.org/download-2.0.php) and unzip it `RecastDemo\Contrib`. Rename the SDL folder such that the path `RecastDemo\Contrib\SDL\lib\x86` is valid.
- /// - Run `"premake5" vs2015` from the `RecastDemo` folder
- /// - Open the solution, build, and run.
- ///
- /// <h2>Integrating With Your Own Project</h2>
- ///
- /// 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`.
- ///
- /// <h2>Contributing</h2>
- /// All development is centralized in github. Check out the <a href="https://github.com/recastnavigation/recastnavigation/blob/master/CONTRIBUTING.md">Contributing Guidelines</a> for more information.
- ///
- /// <h2>Discuss</h2>
- ///
- /// - Discuss _Recast_ and _Detour_:
- /// <a href="http://groups.google.com/group/recastnavigation">
- /// Recast Navigation Group</a>
- /// - Development Blog:
- /// <a href="http://digestingduck.blogspot.com/">Digesting Duck</a>
- ///
- /// <h2>License</h2>
- ///
- /// _Recast Navigation_ is licensed under the ZLib license.
- ///
|