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			587 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			Text
		
	
	
	
	
	
// This file contains the detail API documentation for
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// elements defined in the Recast.h.
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/**
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@defgroup recast Recast
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Members in this module are used to create mesh data that is then
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used to create Detour navigation meshes.
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The are a large number of possible ways to building navigation mesh data.
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One of the simple piplines is as follows:
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-# Prepare the input triangle mesh.
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-# Build a #rcHeightfield.
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-# Build a #rcCompactHeightfield.
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-# Build a #rcContourSet.
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-# Build a #rcPolyMesh.
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-# Build a #rcPolyMeshDetail.
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-# Use the rcPolyMesh and rcPolyMeshDetail to build a Detour navigation mesh
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   tile.
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The general life-cycle of the main classes is as follows:
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-# Allocate the object using the Recast allocator. (E.g. #rcAllocHeightfield)
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-# Initialize or build the object. (E.g. #rcCreateHeightfield)
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-# Update the object as needed. (E.g. #rcRasterizeTriangles)
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-# Use the object as part of the pipeline.
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-# Free the object using the Recast allocator. (E.g. #rcFreeHeightField)
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@note This is a summary list of members.  Use the index or search 
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feature to find minor members.
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@struct rcConfig
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@par
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The is a convenience structure that represents an aggregation of parameters 
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used at different stages in the Recast build process. Some 
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values are derived during the build process. Not all parameters 
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are used for all build processes.
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Units are usually in voxels (vx) or world units (wu).  The units for voxels, 
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grid size, and cell size are all based on the values of #cs and #ch.
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In this documentation, the term 'field' refers to heightfield and
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contour data structures that define spacial information using an integer
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grid.
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The upper and lower limits for the various parameters often depend on 
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the platform's floating point accuraccy as well as interdependencies between 
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the values of multiple parameters.  See the individual parameter 
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documentation for details.
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@var rcConfig::borderSize
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@par
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This value represents the the closest the walkable area of the heightfield 
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should come to the xz-plane AABB of the field. It does not have any
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impact on the borders around internal obstructions.
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@var rcConfig::tileSize
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@par
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This field is only used when building multi-tile meshes.
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@var rcConfig::cs
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@par
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@p cs and #ch define voxel/grid/cell size.  So their values have significant 
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side effects on all parameters defined in voxel units.
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The minimum value for this parameter depends on the platform's floating point 
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accuracy, with the practical minimum usually around 0.05.
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@var rcConfig::ch
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@par
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#cs and @p ch define voxel/grid/cell size.  So their values have significant 
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side effects on all parameters defined in voxel units.
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The minimum value for this parameter depends on the platform's floating point 
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accuracy, with the practical minimum usually around 0.05.
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@var rcConfig::walkableSlopeAngle
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@par
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The practical upper limit for this parameter is usually around 85 degrees.
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@var rcConfig::walkableHeight
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@par
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Permits detection of overhangs in the source geometry that make the geometry
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below un-walkable. The value is usually set to the maximum agent height.
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@var rcConfig::walkableClimb
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@par
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Allows the mesh to flow over low lying obstructions such as curbs and 
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up/down stairways. The value is usually set to how far up/down an agent can step.
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@var rcConfig::walkableRadius
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@par
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In general, this is the closest any part of the final mesh should get to an 
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obstruction in the source geometry.  It is usually set to the maximum
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agent radius.
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While a value of zero is legal, it is not recommended and can result in
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odd edge case issues.
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@var rcConfig::maxEdgeLen
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@par
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Extra vertices will be inserted as needed to keep contour edges below this
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length. A value of zero effectively disables this feature.
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@var rcConfig::maxSimplificationError
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@par
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The effect of this parameter only applies to the xz-plane.
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@var rcConfig::minRegionArea
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@par
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Any regions that are smaller than this area will be marked as unwalkable.
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This is useful in removing useless regions that can sometimes form on 
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geometry such as table tops, box tops, etc.
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@var rcConfig::maxVertsPerPoly
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@par
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If the mesh data is to be used to construct a Detour navigation mesh, then the upper limit
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is limited to <= #DT_VERTS_PER_POLYGON.
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@struct rcHeightfield
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@par
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The grid of a heightfield is layed out on the xz-plane based on the
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value of #cs.  Spans exist within the grid columns with the span
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min/max values at increments of #ch from the base of the grid.  The smallest 
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possible span size is <tt>(#cs width) * (#cs depth) * (#ch height)</tt>. (Which is a single voxel.)
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The standard process for buidling a heightfield is to allocate it using
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#rcAllocHeightfield, initialize it using #rcCreateHeightfield, then
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add spans using the various helper functions such as #rcRasterizeTriangle.
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Building a heightfield is one of the first steps in creating a polygon mesh
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from source geometry.  After it is populated, it is used to build a 
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rcCompactHeightfield.
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Example of iterating the spans in a heightfield:
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@code
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// Where hf is a reference to an heightfield object.
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const float* orig = hf.bmin;
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const float cs = hf.cs;
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const float ch = hf.ch;
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const int w = hf.width;
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const int h = hf.height;
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for (int y = 0; y < h; ++y)
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{
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    for (int x = 0; x < w; ++x)
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    {
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        // Deriving the minimum corner of the grid location.
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        float fx = orig[0] + x*cs;
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        float fz = orig[2] + y*cs;
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        // The base span in the column. (May be null.)
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        const rcSpan* s = hf.spans[x + y*w]; 
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        while (s)
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        {
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            // Detriving the minium and maximum world position of the span.
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            float fymin = orig[1]+s->smin*ch;
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            float fymax = orig[1] + s->smax*ch;
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            // Do other things with the span before moving up the column.
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            s = s->next;
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        }
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    }
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}
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@endcode
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@see rcAllocHeightfield, rcFreeHeightField, rcCreateHeightfield
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@struct rcCompactCell
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@par
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See the rcCompactHeightfield documentation for an example of how compact cells
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are used to iterate the heightfield.
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Useful instances of this type can only by obtained from a #rcCompactHeightfield object.
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@see rcCompactHeightfield
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@struct rcCompactSpan
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@par
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The span represents open, unobstructed space within a compact heightfield column.
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See the rcCompactHeightfield documentation for an example of iterating spans and searching 
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span connections.
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Useful instances of this type can only by obtained from a #rcCompactHeightfield object.
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@see rcCompactHeightfield
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@struct rcCompactHeightfield
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@par
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For this type of heightfield, the spans represent the open (unobstructed) 
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space above the solid surfaces of a voxel field. It is usually created from 
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a #rcHeightfield object.  Data is stored in a compact, efficient manner,  
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but the structure is not condusive to adding and removing spans.
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The standard process for buidling a compact heightfield is to allocate it 
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using #rcAllocCompactHeightfield, build it using #rcBuildCompactHeightfield,
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then run it through the various helper functions to generate neighbor
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and region data.
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Connected neighbor spans form non-overlapping surfaces.  When neighbor 
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information is generated, spans will include data that can be used to 
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locate axis-neighbors. Axis-neighbors are connected
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spans that are offset from the current cell column as follows:
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<pre>
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Direction 0 = (-1, 0)
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Direction 1 = (0, 1)
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Direction 2 = (1, 0)
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Direction 3 = (0, -1)
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</pre>
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Example of iterating and inspecting spans, including connected neighbors:
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@code
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// Where chf is an instance of a rcCompactHeightfield.
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const float cs = chf.cs;
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const float ch = chf.ch;
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for (int y = 0; y < chf.height; ++y)
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{
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    for (int x = 0; x < chf.width; ++x)
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    {
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        // Deriving the minimum corner of the grid location.
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        const float fx = chf.bmin[0] + x*cs;
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        const float fz = chf.bmin[2] + y*cs;
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        // Get the cell for the grid location then iterate
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        // up the column.
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        const rcCompactCell& c = chf.cells[x+y*chf.width];
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        for (unsigned i = c.index, ni = c.index+c.count; i < ni; ++i)
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        {
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            const rcCompactSpan& s = chf.spans[i];
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            Deriving the minimum (floor) of the span.
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            const float fy = chf.bmin[1] + (s.y+1)*ch;
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            // Testing the area assignment of the span.
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            if (chf.areas[i] == RC_WALKABLE_AREA)
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            { 
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                // The span is in the default 'walkable area'.
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            }
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            else if (chf.areas[i] == RC_NULL_AREA)
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            { 
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                // The surface is not considered walkable.
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                // E.g. It was filtered out during the build processes.
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            }
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            else
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            { 
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                // Do something. (Only applicable for custom build
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                // build processes.)
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            }
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            // Iterating the connected axis-neighbor spans.
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            for (int dir = 0; dir < 4; ++dir)
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            {
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                if (rcGetCon(s, dir) != RC_NOT_CONNECTED)
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                {
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                    // There is a neighbor in this direction.
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                    const int nx = x + rcGetDirOffsetX(dir);
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                    const int ny = y + rcGetDirOffsetY(dir);
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                    const int ni = (int)chf.cells[nx+ny*w].index + rcGetCon(s, 0);
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                    const rcCompactSpan& ns = chf.spans[ni];
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                    // Do something with the neighbor span.
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                }
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            }
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        }
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    }
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}
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@endcode
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@see rcAllocCompactHeightfield, rcFreeCompactHeightfield, rcBuildCompactHeightfield
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@struct rcContour
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@par
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A contour only exists within the context of a #rcContourSet object.
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While the height of the contour's border may vary, the contour will always 
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form a simple polygon when projected onto the xz-plane.
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Example of converting vertices into world space:
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@code
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// Where cset is the rcContourSet object to which the contour belongs.
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float worldX = cset.bmin[0] + vertX * cset.cs;
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float worldY = cset.bmin[1] + vertY * cset.ch;
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float worldZ = cset.bmin[2] + vertZ * cset.cs;
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@endcode
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@see rcContourSet
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@var rcContour::verts
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@par
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The simplified contour is a version of the raw contour with all 
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'unnecessary' vertices removed. Whether a vertex is 
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considered unnecessary depends on the contour build process.
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The data format is as follows: (x, y, z, r) * #nverts
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A contour edge is formed by the current and next vertex. The r-value 
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represents region and connection information for the edge. For example:
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@code
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int r = verts[i*4+3];
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int regionId = r & RC_CONTOUR_REG_MASK;
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if (r & RC_BORDER_VERTEX)
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{
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    // The edge represents a solid border.
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}
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if (r & RC_AREA_BORDER)
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{
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    // The edge represents a transition between different areas.
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}
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@endcode
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@var rcContour::rverts
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@par
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See #verts for information on element layout.
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@struct rcContourSet
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@par
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All contours within the set share the minimum bounds and cell sizes of the set.
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The standard process for building a contour set is to allocate it
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using #rcAllocContourSet, then initialize it using #rcBuildContours.
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@see rcAllocContourSet, rcFreeContourSet, rcBuildContours
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@struct rcPolyMesh
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@par
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A mesh of potentially overlapping convex polygons of between three 
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and #nvp vertices. The mesh exists within the context of an axis-aligned 
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bounding box (AABB) with vertices laid out in an evenly spaced grid, based 
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on the values of #cs and #ch.
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The standard process for building a contour set is to allocate it using
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#rcAllocPolyMesh, the initialize it using #rcBuildPolyMesh
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Example of iterating the polygons:
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@code
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// Where mesh is a reference to a rcPolyMesh object.
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const int nvp = mesh.nvp;
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const float cs = mesh.cs;
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const float ch = mesh.ch;
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const float* orig = mesh.bmin;
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for (int i = 0; i < mesh.npolys; ++i)
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{
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   const unsigned short* p = &mesh.polys[i*nvp*2];
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    // Iterate the vertices.
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   unsigned short vi[3];  // The vertex indices.
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   for (int j = 0; j < nvp; ++j)
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   {
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      if (p[j] == RC_MESH_NULL_IDX) 
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            break; // End of vertices.
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        if (p[j + nvp] == RC_MESH_NULL_IDX)
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        {
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            // The edge beginning with this vertex is a solid border.
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        }
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        else
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        {
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            // The edge beginning with this vertex connects to 
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            // polygon p[j + nvp].
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        }
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        // Convert to world space.
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       const unsigned short* v = &mesh.verts[p[j]*3];
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      const float x = orig[0] + v[0]*cs;
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      const float y = orig[1] + v[1]*ch;
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      const float z = orig[2] + v[2]*cs;
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      // Do something with the vertices.
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   }
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}
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@endcode
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@see rcAllocPolyMesh, rcFreePolyMesh, rcBuildPolyMesh
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@var rcPolyMesh::verts
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@par
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The values of #bmin ,#cs, and #ch are used to convert vertex coordinates
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to world space as follows:
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@code
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float worldX = bmin[0] + verts[i*3+0] * cs
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float worldY = bmin[1] + verts[i*3+1] * ch
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float worldZ = bmin[2] + verts[i*3+2] * cs
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@endcode
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@var rcPolyMesh::polys
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@par
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Each entry is <tt>2 * #nvp</tt> in length. The first half of the entry 
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contains the indices of the polygon. The first instance of #RC_MESH_NULL_IDX
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indicates the end of the indices for the entry. The second half contains 
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indices to neighbor polygons. A value of #RC_MESH_NULL_IDX indicates no 
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connection for the associated edge. (I.e. The edge is a solid border.)
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For example:
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<pre>
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nvp = 6
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For the entry: (1, 3, 4, 8, RC_MESH_NULL_IDX, RC_MESH_NULL_IDX, 
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                18, RC_MESH_NULL_IDX , 21, RC_MESH_NULL_IDX, RC_MESH_NULL_IDX, RC_MESH_NULL_IDX)
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(1, 3, 4, 8) defines a polygon with 4 vertices.
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Edge 1->3 is shared with polygon 18.
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Edge 4->8 is shared with polygon 21.
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Edges 3->4 and 4->8 are border edges not shared with any other polygon.
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</pre>
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@var rcPolyMesh::areas
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@par
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The standard build process assigns the value of #RC_WALKABLE_AREA to all walkable polygons.
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This value can then be changed to meet user requirements.
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@struct rcPolyMeshDetail
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@par
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The detail mesh is made up of triangle sub-meshes that provide extra 
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height detail for each polygon in its assoicated polygon mesh.
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The standard process for building a detail mesh is to allocate it 
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using #rcAllocPolyMeshDetail, then build it using #rcBuildPolyMeshDetail.
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See the individual field definitions for details realted to the structure
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the mesh.
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@see rcAllocPolyMeshDetail, rcFreePolyMeshDetail, rcBuildPolyMeshDetail, rcPolyMesh
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@var rcPolyMeshDetail::meshes
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@par
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[(baseVertIndex, vertCount, baseTriIndex, triCount) * #nmeshes]
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Maximum number of vertices per sub-mesh: 127<br/>
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Maximum number of triangles per sub-mesh: 255
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The sub-meshes are stored in the same order as the polygons from the
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rcPolyMesh they represent.  E.g. rcPolyMeshDetail sub-mesh 5 is associated
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with #rcPolyMesh polygon 5.
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Example of iterating the triangles in a sub-mesh.
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@code
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// Where dmesh is a reference to a rcPolyMeshDetail object.
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// Iterate the sub-meshes. (One for each source polygon.)
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for (int i = 0; i < dmesh.nmeshes; ++i)
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{
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	const unsigned int* meshDef = &dmesh.meshes[i*4];
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	const unsigned int baseVerts = meshDef[0];
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	const unsigned int baseTri = meshDef[2];
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	const int ntris = (int)meshDef[3];	
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	const float* verts = &dmesh.verts[baseVerts*3];
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	const unsigned char* tris = &dmesh.tris[baseTri*4];
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    // Iterate the sub-mesh's triangles.
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	for (int j = 0; j < ntris; ++j)
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	{
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		const float x = verts[tris[j*4+0]*3];
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		const float y = verts[tris[j*4+1]*3];
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		const float z = verts[tris[j*4+2]*3];
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		// Do something with the vertex.
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	}
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}
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@endcode
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@var rcPolyMeshDetail::verts
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@par
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[(x, y, z) * #nverts] 
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The vertices are grouped by sub-mesh and will contain duplicates since 
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each sub-mesh is independently defined.
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The first group of vertices for each sub-mesh are in the same order as 
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the vertices for the sub-mesh's associated PolyMesh polygon. These 
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vertices are followed by any additional detail vertices. So it the 
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associated polygon has 5 vertices, the sub-mesh will have a minimum 
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of 5 vertices and the first 5 vertices will be equivalent to the 5 
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polygon vertices.
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@var rcPolyMeshDetail::tris
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@par
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[(vertIndexA, vertIndexB, vertIndexC, flags) * #ntris] 
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The triangles are grouped by sub-mesh.
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<b>Vertex Indices</b>
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The vertex indices in the triangle array are local to the sub-mesh, not global. 
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To translate into an global index in the vertices array, the values must be 
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offset by the sub-mesh's base vertex index.
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Example: If the baseVertexIndex for the sub-mesh is 5 and the triangle entry 
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is (4, 8, 7, 0), then the actual indices for the vertices are (4 + 5, 8 + 5, 7 + 5).
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@b Flags
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The flags entry indicates which edges are internal and which are external to 
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the sub-mesh. Internal edges connect to other triangles within the same sub-mesh. 
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External edges represent portals to other sub-meshes or the null region.
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Each flag is stored in a 2-bit position. Where position 0 is the lowest 2-bits 
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and position 4 is the highest 2-bits:
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<tt>
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Position 0: Edge AB (>> 0)<br/>
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Position 1: Edge BC (>> 2)<br/>
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Position 2: Edge CA (>> 4)<br/>
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Position 4: Unused<br/>
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</tt>
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Testing can be performed as follows:
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@code
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if (((flags >> 2) & 0x3) != 0)
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{
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    // Edge BC is an external edge.
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}
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@endcode
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@fn void rcSetCon(rcCompactSpan &s, int dir, int i)
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@par
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This function is used by the build process. It is rarely of use to end users.
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@see #rcCompactHeightfield, #rcCompactSpan
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@fn int rcGetCon(const rcCompactSpan &s, int dir)
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@par
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Can be used to locate neighbor spans in a compact heightfield. See the 
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#rcCompactHeightfield documentation for details on its use.
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@see #rcCompactHeightfield, #rcCompactSpan
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@fn int rcGetDirOffsetX(int dir)
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@par
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The value of @p dir will be automatically wrapped. So a value of 6 will be interpreted as 2.
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See the #rcCompactHeightfield documentation for usage details.
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@fn int rcGetDirOffsetY(int dir)
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@par
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The value of @p dir will be automatically wrapped. So a value of 6 will be interpreted as 2.
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See the #rcCompactHeightfield documentation for usage details.
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*/
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