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https://github.com/TrinityCore/TrinityCore.git
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Core/Dependencies: Clean up recastnavigation folder
Remove old files from recastnavigation folder and update the structure to the same of https://github.com/memononen/recastnavigation/ to allow easier updates.
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@@ -41,5 +41,5 @@ gSOAP (a portable development toolkit for C and C++ XML Web services and XML dat
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Version: 2.8.10
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recastnavigation (Recast is state of the art navigation mesh construction toolset for games)
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http://code.google.com/p/recastnavigation/
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Version: 1.4
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https://github.com/memononen/recastnavigation
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Version: 740a7ba51600a3c87ce5667ae276a38284a1ce75
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@@ -9,13 +9,14 @@
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# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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set(Detour_STAT_SRCS
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DetourAlloc.cpp
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DetourCommon.cpp
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DetourNavMesh.cpp
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DetourNavMeshBuilder.cpp
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DetourNavMeshQuery.cpp
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DetourNode.cpp
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Source/DetourAlloc.cpp
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Source/DetourCommon.cpp
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Source/DetourNavMesh.cpp
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Source/DetourNavMeshBuilder.cpp
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Source/DetourNavMeshQuery.cpp
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Source/DetourNode.cpp
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)
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include_directories(Include)
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if(WIN32)
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include_directories(
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@@ -32,9 +32,6 @@ the regions as simple polygons.
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The toolset code is located in the Recast folder and demo application using the Recast
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toolset is located in the RecastDemo folder.
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The project files with this distribution can be compiled with Microsoft Visual C++ 2008
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(you can download it for free) and XCode 3.1.
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Detour
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@@ -43,78 +40,7 @@ Recast is accompanied with Detour, path-finding and spatial reasoning toolkit. Y
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Detour offers simple static navigation mesh which is suitable for many simple cases, as well as tiled navigation mesh which allows you to plug in and out pieces of the mesh. The tiled mesh allows to create systems where you stream new navigation data in and out as the player progresses the level, or you may regenerate tiles as the world changes.
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Latest code available at http://code.google.com/p/recastnavigation/
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--
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Release Notes
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----------------
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* Recast 1.4
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Released August 24th, 2009
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- Added detail height mesh generation (RecastDetailMesh.cpp) for single,
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tiled statmeshes as well as tilemesh.
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- Added feature to contour tracing which detects extra vertices along
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tile edges which should be removed later.
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- Changed the tiled stat mesh preprocess, so that it first generated
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polymeshes per tile and finally combines them.
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- Fixed bug in the GUI code where invisible buttons could be pressed.
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----------------
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* Recast 1.31
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Released July 24th, 2009
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- Better cost and heuristic functions.
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- Fixed tile navmesh raycast on tile borders.
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----------------
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* Recast 1.3
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Released July 14th, 2009
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- Added dtTileNavMesh which allows to dynamically add and remove navmesh pieces at runtime.
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- Renamed stat navmesh types to dtStat* (i.e. dtPoly is now dtStatPoly).
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- Moved common code used by tile and stat navmesh to DetourNode.h/cpp and DetourCommon.h/cpp.
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- Refactores the demo code.
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----------------
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* Recast 1.2
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Released June 17th, 2009
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- Added tiled mesh generation. The tiled generation allows to generate navigation for
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much larger worlds, it removes some of the artifacts that comes from distance fields
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in open areas, and allows later streaming and dynamic runtime generation
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- Improved and added some debug draw modes
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- API change: The helper function rcBuildNavMesh does not exists anymore,
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had to change few internal things to cope with the tiled processing,
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similar API functionality will be added later once the tiled process matures
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- The demo is getting way too complicated, need to split demos
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- Fixed several filtering functions so that the mesh is tighter to the geometry,
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sometimes there could be up error up to tow voxel units close to walls,
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now it should be just one.
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----------------
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* Recast 1.1
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Released April 11th, 2009
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This is the first release of Detour.
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----------------
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* Recast 1.0
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Released March 29th, 2009
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This is the first release of Recast.
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The process is not always as robust as I would wish. The watershed phase sometimes swallows tiny islands
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which are close to edges. These droppings are handled in rcBuildContours, but the code is not
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particularly robust either.
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Another non-robust case is when portal contours (contours shared between two regions) are always
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assumed to be straight. That can lead to overlapping contours specially when the level has
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large open areas.
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Latest code available at https://github.com/memononen/recastnavigation
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Mikko Mononen
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memon@inside.org
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@@ -9,18 +9,20 @@
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# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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set(Recast_STAT_SRCS
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Recast.cpp
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RecastAlloc.cpp
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RecastArea.cpp
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RecastContour.cpp
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RecastFilter.cpp
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RecastLayers.cpp
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RecastMesh.cpp
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RecastMeshDetail.cpp
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RecastRasterization.cpp
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RecastRegion.cpp
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Source/Recast.cpp
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Source/RecastAlloc.cpp
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Source/RecastArea.cpp
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Source/RecastContour.cpp
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Source/RecastFilter.cpp
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Source/RecastLayers.cpp
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Source/RecastMesh.cpp
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Source/RecastMeshDetail.cpp
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Source/RecastRasterization.cpp
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Source/RecastRegion.cpp
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)
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include_directories(Include)
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if(WIN32)
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include_directories(
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${CMAKE_SOURCE_DIR}/dep/zlib
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@@ -1,20 +0,0 @@
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TODO/Roadmap
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Summer/Autumn 2009
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- Off mesh links (jump links)
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- Area annotations
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- Embed extra data per polygon
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- Height conforming navmesh
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Autumn/Winter 2009/2010
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- Detour path following
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- More dynamic example with tile navmesh
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- Faster small tile process
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More info at http://digestingduck.blogspot.com/2009/07/recast-and-detour-roadmap.html
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-
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@@ -1,13 +0,0 @@
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diff --git a/dep/recastnavigation/Detour/DetourNavMesh.h b/dep/recastnavigation/Detour/DetourNavMesh.h
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index 52d2c50..99e30c7 100644
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--- a/dep/recastnavigation/Detour/DetourNavMesh.h
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+++ b/dep/recastnavigation/Detour/DetourNavMesh.h
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@@ -21,7 +21,7 @@
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#include "DetourAlloc.h"
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-#ifdef WIN32
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+#if defined(WIN32) && !defined(__MINGW32__)
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typedef unsigned __int64 uint64;
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#else
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#include <stdint.h>
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@@ -1,38 +0,0 @@
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diff --git a/dep/recastnavigation/Detour/DetourNavMesh.h b/dep/recastnavigation/Detour/DetourNavMesh.h
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index c094e41..9c61a9b 100644
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--- a/dep/recastnavigation/Detour/DetourNavMesh.h
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+++ b/dep/recastnavigation/Detour/DetourNavMesh.h
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@@ -25,7 +25,8 @@
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// Edited by TC
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#if defined(WIN32) && !defined(__MINGW32__)
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-typedef unsigned __int64 uint64;
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+/// Do not rename back to uint64. Otherwise mac complains about typedef redefinition
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+typedef unsigned __int64 uint64_d;
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#else
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#include <stdint.h>
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#ifndef uint64_t
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@@ -33,7 +34,8 @@ typedef unsigned __int64 uint64;
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#include <linux/types.h>
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#endif
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#endif
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-typedef uint64_t uint64;
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+/// Do not rename back to uint64. Otherwise mac complains about typedef redefinition
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+typedef uint64_t uint64_d;
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#endif
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// Note: If you want to use 64-bit refs, change the types of both dtPolyRef & dtTileRef.
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@@ -48,11 +50,11 @@ static const int STATIC_POLY_BITS = 31;
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/// A handle to a polygon within a navigation mesh tile.
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/// @ingroup detour
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-typedef uint64 dtPolyRef; // Edited by TC
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+typedef uint64_d dtPolyRef; // Edited by TC
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/// A handle to a tile within a navigation mesh.
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/// @ingroup detour
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-typedef uint64 dtTileRef; // Edited by TC
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+typedef uint64_d dtTileRef; // Edited by TC
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/// The maximum number of vertices per navigation polygon.
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/// @ingroup detour
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4066
dep/recastnavigation/recastnavigation.diff
Normal file
4066
dep/recastnavigation/recastnavigation.diff
Normal file
File diff suppressed because it is too large
Load Diff
@@ -34,6 +34,7 @@ include_directories(
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${CMAKE_BINARY_DIR}
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${CMAKE_SOURCE_DIR}/dep/g3dlite/include
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${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour
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${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour/Include
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${CMAKE_SOURCE_DIR}/src/server/shared
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${CMAKE_SOURCE_DIR}/src/server/shared/Configuration
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${CMAKE_SOURCE_DIR}/src/server/shared/Debugging
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@@ -103,7 +103,9 @@ set(game_STAT_SRCS
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include_directories(
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${CMAKE_BINARY_DIR}
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${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour
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${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour/Include
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${CMAKE_SOURCE_DIR}/dep/recastnavigation/Recast
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${CMAKE_SOURCE_DIR}/dep/recastnavigation/Recast/Include
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${CMAKE_SOURCE_DIR}/dep/g3dlite/include
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${CMAKE_SOURCE_DIR}/dep/SFMT
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${CMAKE_SOURCE_DIR}/dep/zlib
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@@ -47,7 +47,9 @@ message("")
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include_directories(
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${CMAKE_BINARY_DIR}
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${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour
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${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour/Include
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${CMAKE_SOURCE_DIR}/dep/recastnavigation/Recast
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${CMAKE_SOURCE_DIR}/dep/recastnavigation/Recast/Include
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${CMAKE_SOURCE_DIR}/dep/g3dlite/include
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${CMAKE_SOURCE_DIR}/dep/SFMT
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${CMAKE_SOURCE_DIR}/dep/zlib
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@@ -45,6 +45,7 @@ include_directories(
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${CMAKE_BINARY_DIR}
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${CMAKE_SOURCE_DIR}/dep/g3dlite/include
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${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour
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${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour/Include
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${CMAKE_SOURCE_DIR}/dep/gsoap
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${CMAKE_SOURCE_DIR}/dep/sockets/include
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${CMAKE_SOURCE_DIR}/dep/SFMT
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@@ -18,7 +18,9 @@ set(mmap_gen_Includes
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${CMAKE_SOURCE_DIR}/dep/bzip2
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${CMAKE_SOURCE_DIR}/dep/g3dlite/include
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${CMAKE_SOURCE_DIR}/dep/recastnavigation/Recast
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${CMAKE_SOURCE_DIR}/dep/recastnavigation/Recast/Include
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${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour
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${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour/Include
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${CMAKE_SOURCE_DIR}/src/server/shared
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${CMAKE_SOURCE_DIR}/src/server/game/Conditions
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${CMAKE_SOURCE_DIR}/src/server/collision
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