# 五、Recast 参数

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// Specifies a configuration to use when performing Recast builds. struct rcConfig { /// The minimum/maximum bounds of the field's AABB. [(x, y, z)] [Units: wu] /// 环境Mesh中顶点XYZ的最大最小值构成的AABB包围盒,将环境都包含在内。 /// 这个值也可以自定义,毕竟真实的游戏很复杂,有些区域不需要寻路,比如:水里、天空、不可到达的区域... float bmin[3]; float bmax[3]; /// The xz-plane/y-axis cell size/height to use for fields. [Limit: > 0] [Units: wu] /// 体素细分单位。体素长宽高单位大小。 float cs; // cell size -> 立方体XZ的大小 -> XZ平面正方形 float ch; // cell height -> 立方体高度大小 /// The width/height of the field along the x-axis/z-axis. [Limit: >= 0] [Units: vx] /// 将上面的AABB包围盒细分。将X轴细分为width块,将Z轴细分为height块。 int width; // X轴细分。浮点数向上取整。如:width = (fAABBMax_X - fAABBMin_X)/(cs + 0.5f) int height; // Z轴细分。 // 注意:Y轴没有被细分。 /// The size of the non-navigable border around the heightfield. [Limit: >=0] [Units: vx] /// 边界区域大小,这些边界区域不会生成导航网格。 int borderSize; /// The width/height size of tile's on the xz-plane. [Limit: >= 0] [Units: vx] int tileSize; /// The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees] /// 爬坡下坎的角度,斜面超过这个角度不能导航。 float walkableSlopeAngle; /// Minimum floor to 'ceiling(天花板)' height /// that will still allow the floor area to be considered walkable. [Limit: >= 3] [Units: vx] /// 可行走的最小高度 - 体素坐标系 - 单位为体素的高 int walkableHeight; /// Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx] /// 可以攀爬的最大高度 - 体素坐标系 - 单位为体素的高 int walkableClimb; /// The distance to erode/shrink the walkable area of the heightfield away from obstructions. [Limit: >=0] [Units: vx] /// 行走半径。区域圆的半径大于该值时才可以行走。每个物体都有半径,行走物应该都有半径![Limit: >=0] int walkableRadius; /// The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx] int maxEdgeLen; /// The maximum distance a simplified contour's border edges should deviate the original raw contour. [Limit: >=0] [Units: vx] float maxSimplificationError; /// The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx] /// 平面XZ最小可行走区域。 int minRegionArea; /// Any regions with a span count smaller than this value will, if possible, be merged with larger regions. [Limit: >=0] [Units: vx] int mergeRegionArea; /// The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process. [Limit: >= 3] int maxVertsPerPoly; /// Sets the sampling distance to use when generating the detail mesh.(For height detail only.) [Limits: 0 or >= 0.9] [Units: wu] float detailSampleDist; /// The maximum distance the detail mesh surface should deviate from heightfield data. (For height detail only.) [Limit: >=0] [Units: wu] float detailSampleMaxError; };
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