he MapNavMesh.BakeData is a complete mesh that is then further processed and converted to a Quantum navmesh. The mesh is build in the way of a triangle strip. More...
Public Member Functions | |
void | Serialize (ByteStream stream, bool write) |
Asset serialization. More... | |
Public Attributes | |
FP | AgentRadius |
The radius of the largest agents that the navmesh is created for. This value is only used to render debug graphics. Older versions of Quantum were permitting different agent radii, but that has been abolished. Now, agents can walk up until their pivot is on the edge of the navmesh. This way the margin agents should keep away from walls is baked into the triangles. More... | |
NavMeshBakeDataFindClosestTriangle | ClosestTriangleCalculation |
The Quantum navmesh uses a grid for spatial partitioning. Each grid cell will have a fallback triangle assigned. The default search is quite slow (BruteForce) while SpiralOut is more efficient it could result in empty fallback triangles. More... | |
int | ClosestTriangleCalculationDepth |
The number of grid cells to expand the NavMeshBakeDataFindClosestTriangle.SpiralOut search. More... | |
bool | EnableQuantum_XY |
When enabled the navmesh baking will flip Y and Z components of the vertex positions to support navmeshes generated in the XY plane. More... | |
NavMeshBakeDataLink[] | Links |
Link between positions on the same navmesh. More... | |
string | Name |
The name of the navmesh accessible inside the simulation by Quantum.Map.NavMeshes. More... | |
FPVector3 | Position |
The position of the navmesh. Final navmesh vertices are stored in global space and their positions are translated by this during baking. More... | |
string[] | Regions |
All regions ids that are used in this navmesh. During baking the region ids will be added to the Region list of the Map asset and their index is baked into the navmesh triangles region mask (NavMeshTriangle.Regions). The regions are aggregated on the map because a map can have multiple navmeshes that share the region ids. More... | |
NavMeshBakeDataTriangle[] | Triangles |
The triangle of the navmesh. This is a regular mesh data structure where the triangles and vertices are kept in two separate arrays and the triangle points into the vertex array to mark their 3 vertices. More... | |
NavMeshBakeDataVertex[] | Vertices |
The vertices of the navmesh. More... | |
he MapNavMesh.BakeData is a complete mesh that is then further processed and converted to a Quantum navmesh. The mesh is build in the way of a triangle strip.
|
inline |
Asset serialization.
stream | Input stream |
write | Writing or readin. |
string Quantum.NavMeshBakeData.Name |
The name of the navmesh accessible inside the simulation by Quantum.Map.NavMeshes.
FPVector3 Quantum.NavMeshBakeData.Position |
The position of the navmesh. Final navmesh vertices are stored in global space and their positions are translated by this during baking.
FP Quantum.NavMeshBakeData.AgentRadius |
The radius of the largest agents that the navmesh is created for. This value is only used to render debug graphics. Older versions of Quantum were permitting different agent radii, but that has been abolished. Now, agents can walk up until their pivot is on the edge of the navmesh. This way the margin agents should keep away from walls is baked into the triangles.
string [] Quantum.NavMeshBakeData.Regions |
All regions ids that are used in this navmesh. During baking the region ids will be added to the Region list of the Map asset and their index is baked into the navmesh triangles region mask (NavMeshTriangle.Regions). The regions are aggregated on the map because a map can have multiple navmeshes that share the region ids.
NavMeshBakeDataVertex [] Quantum.NavMeshBakeData.Vertices |
The vertices of the navmesh.
NavMeshBakeDataTriangle [] Quantum.NavMeshBakeData.Triangles |
The triangle of the navmesh. This is a regular mesh data structure where the triangles and vertices are kept in two separate arrays and the triangle points into the vertex array to mark their 3 vertices.
NavMeshBakeDataLink [] Quantum.NavMeshBakeData.Links |
Link between positions on the same navmesh.
NavMeshBakeDataFindClosestTriangle Quantum.NavMeshBakeData.ClosestTriangleCalculation |
The Quantum navmesh uses a grid for spatial partitioning. Each grid cell will have a fallback triangle assigned. The default search is quite slow (BruteForce) while SpiralOut is more efficient it could result in empty fallback triangles.
int Quantum.NavMeshBakeData.ClosestTriangleCalculationDepth |
The number of grid cells to expand the NavMeshBakeDataFindClosestTriangle.SpiralOut search.
bool Quantum.NavMeshBakeData.EnableQuantum_XY |
When enabled the navmesh baking will flip Y and Z components of the vertex positions to support navmeshes generated in the XY plane.