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.
This commit is contained in:
jackpoz
2014-06-20 22:13:10 +02:00
parent ffcdcea13a
commit 0892c71a16
40 changed files with 4096 additions and 164 deletions

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@@ -41,5 +41,5 @@ gSOAP (a portable development toolkit for C and C++ XML Web services and XML dat
Version: 2.8.10
recastnavigation (Recast is state of the art navigation mesh construction toolset for games)
http://code.google.com/p/recastnavigation/
Version: 1.4
https://github.com/memononen/recastnavigation
Version: 740a7ba51600a3c87ce5667ae276a38284a1ce75

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@@ -9,13 +9,14 @@
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
set(Detour_STAT_SRCS
DetourAlloc.cpp
DetourCommon.cpp
DetourNavMesh.cpp
DetourNavMeshBuilder.cpp
DetourNavMeshQuery.cpp
DetourNode.cpp
Source/DetourAlloc.cpp
Source/DetourCommon.cpp
Source/DetourNavMesh.cpp
Source/DetourNavMeshBuilder.cpp
Source/DetourNavMeshQuery.cpp
Source/DetourNode.cpp
)
include_directories(Include)
if(WIN32)
include_directories(

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@@ -32,9 +32,6 @@ the regions as simple polygons.
The toolset code is located in the Recast folder and demo application using the Recast
toolset is located in the RecastDemo folder.
The project files with this distribution can be compiled with Microsoft Visual C++ 2008
(you can download it for free) and XCode 3.1.
Detour
@@ -43,78 +40,7 @@ Recast is accompanied with Detour, path-finding and spatial reasoning toolkit. Y
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.
Latest code available at http://code.google.com/p/recastnavigation/
--
Release Notes
----------------
* Recast 1.4
Released August 24th, 2009
- Added detail height mesh generation (RecastDetailMesh.cpp) for single,
tiled statmeshes as well as tilemesh.
- Added feature to contour tracing which detects extra vertices along
tile edges which should be removed later.
- Changed the tiled stat mesh preprocess, so that it first generated
polymeshes per tile and finally combines them.
- Fixed bug in the GUI code where invisible buttons could be pressed.
----------------
* Recast 1.31
Released July 24th, 2009
- Better cost and heuristic functions.
- Fixed tile navmesh raycast on tile borders.
----------------
* Recast 1.3
Released July 14th, 2009
- Added dtTileNavMesh which allows to dynamically add and remove navmesh pieces at runtime.
- Renamed stat navmesh types to dtStat* (i.e. dtPoly is now dtStatPoly).
- Moved common code used by tile and stat navmesh to DetourNode.h/cpp and DetourCommon.h/cpp.
- Refactores the demo code.
----------------
* Recast 1.2
Released June 17th, 2009
- Added tiled mesh generation. The tiled generation allows to generate navigation for
much larger worlds, it removes some of the artifacts that comes from distance fields
in open areas, and allows later streaming and dynamic runtime generation
- Improved and added some debug draw modes
- API change: The helper function rcBuildNavMesh does not exists anymore,
had to change few internal things to cope with the tiled processing,
similar API functionality will be added later once the tiled process matures
- The demo is getting way too complicated, need to split demos
- Fixed several filtering functions so that the mesh is tighter to the geometry,
sometimes there could be up error up to tow voxel units close to walls,
now it should be just one.
----------------
* Recast 1.1
Released April 11th, 2009
This is the first release of Detour.
----------------
* Recast 1.0
Released March 29th, 2009
This is the first release of Recast.
The process is not always as robust as I would wish. The watershed phase sometimes swallows tiny islands
which are close to edges. These droppings are handled in rcBuildContours, but the code is not
particularly robust either.
Another non-robust case is when portal contours (contours shared between two regions) are always
assumed to be straight. That can lead to overlapping contours specially when the level has
large open areas.
Latest code available at https://github.com/memononen/recastnavigation
Mikko Mononen
memon@inside.org

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@@ -9,18 +9,20 @@
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
set(Recast_STAT_SRCS
Recast.cpp
RecastAlloc.cpp
RecastArea.cpp
RecastContour.cpp
RecastFilter.cpp
RecastLayers.cpp
RecastMesh.cpp
RecastMeshDetail.cpp
RecastRasterization.cpp
RecastRegion.cpp
Source/Recast.cpp
Source/RecastAlloc.cpp
Source/RecastArea.cpp
Source/RecastContour.cpp
Source/RecastFilter.cpp
Source/RecastLayers.cpp
Source/RecastMesh.cpp
Source/RecastMeshDetail.cpp
Source/RecastRasterization.cpp
Source/RecastRegion.cpp
)
include_directories(Include)
if(WIN32)
include_directories(
${CMAKE_SOURCE_DIR}/dep/zlib

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@@ -1,20 +0,0 @@
TODO/Roadmap
Summer/Autumn 2009
- Off mesh links (jump links)
- Area annotations
- Embed extra data per polygon
- Height conforming navmesh
Autumn/Winter 2009/2010
- Detour path following
- More dynamic example with tile navmesh
- Faster small tile process
More info at http://digestingduck.blogspot.com/2009/07/recast-and-detour-roadmap.html
-

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@@ -1,13 +0,0 @@
diff --git a/dep/recastnavigation/Detour/DetourNavMesh.h b/dep/recastnavigation/Detour/DetourNavMesh.h
index 52d2c50..99e30c7 100644
--- a/dep/recastnavigation/Detour/DetourNavMesh.h
+++ b/dep/recastnavigation/Detour/DetourNavMesh.h
@@ -21,7 +21,7 @@
#include "DetourAlloc.h"
-#ifdef WIN32
+#if defined(WIN32) && !defined(__MINGW32__)
typedef unsigned __int64 uint64;
#else
#include <stdint.h>

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@@ -1,38 +0,0 @@
diff --git a/dep/recastnavigation/Detour/DetourNavMesh.h b/dep/recastnavigation/Detour/DetourNavMesh.h
index c094e41..9c61a9b 100644
--- a/dep/recastnavigation/Detour/DetourNavMesh.h
+++ b/dep/recastnavigation/Detour/DetourNavMesh.h
@@ -25,7 +25,8 @@
// Edited by TC
#if defined(WIN32) && !defined(__MINGW32__)
-typedef unsigned __int64 uint64;
+/// Do not rename back to uint64. Otherwise mac complains about typedef redefinition
+typedef unsigned __int64 uint64_d;
#else
#include <stdint.h>
#ifndef uint64_t
@@ -33,7 +34,8 @@ typedef unsigned __int64 uint64;
#include <linux/types.h>
#endif
#endif
-typedef uint64_t uint64;
+/// Do not rename back to uint64. Otherwise mac complains about typedef redefinition
+typedef uint64_t uint64_d;
#endif
// Note: If you want to use 64-bit refs, change the types of both dtPolyRef & dtTileRef.
@@ -48,11 +50,11 @@ static const int STATIC_POLY_BITS = 31;
/// A handle to a polygon within a navigation mesh tile.
/// @ingroup detour
-typedef uint64 dtPolyRef; // Edited by TC
+typedef uint64_d dtPolyRef; // Edited by TC
/// A handle to a tile within a navigation mesh.
/// @ingroup detour
-typedef uint64 dtTileRef; // Edited by TC
+typedef uint64_d dtTileRef; // Edited by TC
/// The maximum number of vertices per navigation polygon.
/// @ingroup detour

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@@ -34,6 +34,7 @@ include_directories(
${CMAKE_BINARY_DIR}
${CMAKE_SOURCE_DIR}/dep/g3dlite/include
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour/Include
${CMAKE_SOURCE_DIR}/src/server/shared
${CMAKE_SOURCE_DIR}/src/server/shared/Configuration
${CMAKE_SOURCE_DIR}/src/server/shared/Debugging

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@@ -103,7 +103,9 @@ set(game_STAT_SRCS
include_directories(
${CMAKE_BINARY_DIR}
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour/Include
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Recast
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Recast/Include
${CMAKE_SOURCE_DIR}/dep/g3dlite/include
${CMAKE_SOURCE_DIR}/dep/SFMT
${CMAKE_SOURCE_DIR}/dep/zlib

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@@ -47,7 +47,9 @@ message("")
include_directories(
${CMAKE_BINARY_DIR}
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour/Include
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Recast
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Recast/Include
${CMAKE_SOURCE_DIR}/dep/g3dlite/include
${CMAKE_SOURCE_DIR}/dep/SFMT
${CMAKE_SOURCE_DIR}/dep/zlib

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@@ -45,6 +45,7 @@ include_directories(
${CMAKE_BINARY_DIR}
${CMAKE_SOURCE_DIR}/dep/g3dlite/include
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour/Include
${CMAKE_SOURCE_DIR}/dep/gsoap
${CMAKE_SOURCE_DIR}/dep/sockets/include
${CMAKE_SOURCE_DIR}/dep/SFMT

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@@ -18,7 +18,9 @@ set(mmap_gen_Includes
${CMAKE_SOURCE_DIR}/dep/bzip2
${CMAKE_SOURCE_DIR}/dep/g3dlite/include
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Recast
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Recast/Include
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour/Include
${CMAKE_SOURCE_DIR}/src/server/shared
${CMAKE_SOURCE_DIR}/src/server/game/Conditions
${CMAKE_SOURCE_DIR}/src/server/collision