@woosh/meep-engine
Version:
Pure JavaScript game engine. Fully featured and production ready.
34 lines • 1.54 kB
TypeScript
export class NavigationMesh {
topology: BinaryTopology;
/**
* Used for raycasts and neighborhood search.
* @type {BVH}
*/
bvh: BVH;
/**
* Build from given scene geometry
* @param {BinaryTopology} source
* @param {number} [agent_radius]
* @param {number} [agent_height]
* @param {number} [agent_max_climb_angle] In radians, how steep of an angle can the agent go up by
* @param {Vector3} [up] Defines world's "UP" direction, this is what the agent will respect for climbing constraint
*/
build({ source, agent_radius, agent_height, agent_max_climb_angle, up, }: BinaryTopology): void;
/**
* Compute a walkable path between the two points.
* The result is a sequence of 3d points written into `output`. First point matches start, last point matches goal (snapped onto the mesh).
*
* @param {Float32Array} output packed XYZ triples
* @param {number} start_x
* @param {number} start_y
* @param {number} start_z
* @param {number} goal_x
* @param {number} goal_y
* @param {number} goal_z
* @returns {number} number of 3d points written to `output` (0 if no path was found)
*/
find_path(output: Float32Array, start_x: number, start_y: number, start_z: number, goal_x: number, goal_y: number, goal_z: number): number;
}
import { BinaryTopology } from "../../../core/geom/3d/topology/struct/binary/BinaryTopology.js";
import { BVH } from "../../../core/bvh2/bvh3/BVH.js";
//# sourceMappingURL=NavigationMesh.d.ts.map