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GiantsTools/NavMeshGenerator/NavMeshGenerator.h

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#pragma once
// Recast
#include "Recast.h"
#include "DetourNavMesh.h"
#include "DetourNavMeshQuery.h"
// Framework
#include "Framework/InputGeom.h"
#include "Framework/Sample.h"
#include "NavMeshUtil.h"
#include "RecastContext.h"
class NavMeshGenerator
{
public:
NavMeshGenerator(std::shared_ptr<InputGeom> geom, std::shared_ptr<RecastContext> context);
virtual ~NavMeshGenerator();
bool BuildNavMesh();
bool Serialize(const std::filesystem::path& path, bool saveStatistics = true);
private:
void BuildAllTiles();
void CalculateTileSize();
void Cleanup();
bool WriteStatistics(const std::filesystem::path& path);
unsigned char* BuildTileMesh(const int tx, const int ty, const float* bmin, const float* bmax, int& dataSize);
std::shared_ptr<InputGeom> m_geom;
std::unique_ptr<dtNavMesh, NavMeshDeleter> m_navMesh;
std::unique_ptr<dtNavMeshQuery, NavMeshQueryDeleter> m_navMeshQuery;
std::shared_ptr<rcContext> m_ctx;
unsigned char* m_triareas{};
rcHeightfield* m_solid{};
rcCompactHeightfield* m_chf{};
rcContourSet* m_cset{};
rcPolyMesh* m_pmesh{};
rcPolyMeshDetail* m_dmesh{};
rcConfig m_cfg{};
// Core configuration
float m_cellSize = 0.3f;
float m_cellHeight = 0.2f;
float m_agentHeight = 2.0f;
float m_agentRadius = 0.6f;
float m_agentMaxClimb = 0.9f;
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float m_agentMaxSlope = 50.0f; // Sample: 45.0f
float m_regionMinSize = 8;
float m_regionMergeSize = 20;
float m_edgeMaxLen = 12.0f;
float m_edgeMaxError = 1.3f;
float m_vertsPerPoly = 6.0f;
float m_detailSampleDist = 6.0f;
float m_detailSampleMaxError = 1.0f;
int m_partitionType = SAMPLE_PARTITION_WATERSHED;
bool m_keepInterResults = false;
// Core filtering configuration
bool m_filterLowHangingObstacles = true;
bool m_filterLedgeSpans = true;
bool m_filterWalkableLowHeightSpans = true;
// Tile configuration
int m_maxTiles = 0;
int m_maxPolysPerTile = 0;
float m_tileSize = 96; //Sample: 32
unsigned int m_tileCol{};
float m_lastBuiltTileBmin[3]{};
float m_lastBuiltTileBmax[3]{};
float m_tileMemUsage{};
float m_tileBuildTime{};
int m_tileTriCount{};
};