Photon Quantum 3.0.0

Public Member Functions | Public Attributes | List of all members
Quantum.NavMeshBakeData Class Reference

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...
 

Detailed Description

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.

Member Function Documentation

◆ Serialize()

void Quantum.NavMeshBakeData.Serialize ( ByteStream  stream,
bool  write 
)
inline

Asset serialization.

Parameters
streamInput stream
writeWriting or readin.

Member Data Documentation

◆ Name

string Quantum.NavMeshBakeData.Name

The name of the navmesh accessible inside the simulation by Quantum.Map.NavMeshes.

◆ Position

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.

◆ AgentRadius

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.

◆ Regions

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.

◆ Vertices

NavMeshBakeDataVertex [] Quantum.NavMeshBakeData.Vertices

The vertices of the navmesh.

◆ Triangles

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.

◆ Links

NavMeshBakeDataLink [] Quantum.NavMeshBakeData.Links

Link between positions on the same navmesh.

◆ ClosestTriangleCalculation

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.

◆ ClosestTriangleCalculationDepth

int Quantum.NavMeshBakeData.ClosestTriangleCalculationDepth

The number of grid cells to expand the NavMeshBakeDataFindClosestTriangle.SpiralOut search.

◆ EnableQuantum_XY

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.