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HeightNavigationMesh

Struct HeightNavigationMesh 

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pub struct HeightNavigationMesh<CS: CoordinateSystem> {
    pub polygons: Vec<HeightPolygon>,
    pub vertices: Vec<CS::Coordinate>,
    pub triangles: Vec<[u8; 3]>,
}
Expand description

An (optional) part of the navigation mesh dedicated to “refining” the height of a point.

NavigationMesh is used for the actual pathfinding. However, in order to get there we need to know where to start (and end) the search. Or in other words, we need to know which polygons the search should start and end at.

Navgation meshes may have very coarse/simplified polygons for improving search efficiency. However this can come at the cost of accurately representing the height of the geometry. This means an agent “on the ground” may actually be above or below the nav mesh. This “height mesh” is explicitly for accurately representing the height so that agents on the ground will be recognized as being on the correct node. In other words, we use the height mesh to figure out where the agent is, then use the regular nav mesh to do the actual pathfinding.

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§polygons: Vec<HeightPolygon>

The list of height polygons that correspond to the original polygons.

The length of this Vec must match the number of NavigationMesh::polygons.

§vertices: Vec<CS::Coordinate>

The list of vertices that make up the height mesh.

These are a pool of vertices that can be used to create the triangles.

§triangles: Vec<[u8; 3]>

The list of triangles that make up the height mesh.

The indices that make up the triangle are relative to HeightPolygon::base_vertex_index. The indices must be oriented counter-clockwise.

Trait Implementations§

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impl<CS: CoordinateSystem> Clone for HeightNavigationMesh<CS>

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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