@driftengine/nav 4.0.0
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- package/LICENSE +202 -0
- package/NOTICE +29 -0
- package/README.md +63 -0
- package/dist/contour.d.ts +52 -0
- package/dist/contour.js +516 -0
- package/dist/index.d.ts +30 -0
- package/dist/index.js +31 -0
- package/dist/polymesh.d.ts +55 -0
- package/dist/polymesh.js +234 -0
- package/dist/portalGraph.d.ts +36 -0
- package/dist/portalGraph.js +285 -0
- package/dist/query.d.ts +59 -0
- package/dist/query.js +336 -0
- package/dist/regions.d.ts +36 -0
- package/dist/regions.js +244 -0
- package/dist/testField.d.ts +18 -0
- package/dist/testField.js +73 -0
- package/dist/voxelise.d.ts +71 -0
- package/dist/voxelise.js +237 -0
- package/package.json +58 -0
- package/src/contour.ts +642 -0
- package/src/index.ts +43 -0
- package/src/polymesh.ts +301 -0
- package/src/portalGraph.ts +359 -0
- package/src/query.ts +369 -0
- package/src/regions.ts +308 -0
- package/src/testField.ts +97 -0
- package/src/voxelise.ts +318 -0
package/LICENSE
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Copyright 2026 Drift Technologies
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package/NOTICE
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DriftEngine
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Copyright 2026 Drift Technologies
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This product includes software developed at Drift Technologies
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(https://github.com/drftrun/driftengine).
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Licensed under the Apache License, Version 2.0. Section 4(d) of that licence
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requires this NOTICE to be reproduced in any derivative work you distribute,
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in the source, the documentation, or a display generated by the work.
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Models run by DriftCapture
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--------------------------
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DriftCapture runs the models below. Their weights are not in this repository
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and are not distributed with it: tools/capture-weights/ fetches each at the
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revision its manifest pins, verifies it, and converts it, and a game that
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ships one ships it under that model's own licence. Each model's definition in
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this engine is written from its project's published code.
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- Depth Anything 3 Small and Depth Anything 3 Base. Apache License 2.0.
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Copyright (c) 2025 ByteDance Ltd. and/or its affiliates.
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- Depth Anything V2 Small. Apache License 2.0. The University of Hong Kong
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and TikTok; converted to the Transformers layout by The HuggingFace Team.
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- MobileSAM. Apache License 2.0. Its image encoder is TinyViT, Copyright (c)
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2022 Microsoft; its prompt encoder and mask decoder are Segment Anything's,
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Copyright (c) Meta Platforms, Inc. and affiliates.
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- SAM 2.1 tiny. Apache License 2.0. Copyright (c) Meta Platforms, Inc. and
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affiliates.
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- OWLv2 base patch16. Apache License 2.0. Copyright 2023 Google AI and The
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HuggingFace Team.
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package/README.md
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# `@driftengine/nav`
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A navigation mesh: geometry in, convex walkable polygons out, and a straight line across them.
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**8,401 bytes gzipped**, measured by `scripts/size-gate.test.mjs` against
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`scripts/fixtures/size/nav-only.ts`. Optional — nothing in `@driftengine/core` imports it, so a game
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that does not path pays nothing.
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## Why this exists when `NavGraph` already does
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`core/src/nav/navGraph.ts` says in its own header that it is a graph rather than a mesh, that this
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is a decision rather than a first step, and that _"if a world's walkable space genuinely is a
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region, this is the wrong structure and a mesh is the row that is still open."_ A streamed open
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world is that world. The module named its own trigger; this pulls it.
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**The graph is not replaced.** It stays right for the case it was built for — roads, corridors,
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rails, docking lanes — which is what consumers kept arriving with, and a mesh would have asked them
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to throw that away. Two structures for two shapes of world, and **one search**: `NavMeshQuery`
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builds a `NavGraph` over polygons and hands it to core's `NavSearch`, so there is exactly one A* in
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this repository.
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## The pipeline
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| Step | What it produces |
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| ------------------ | ------------------------------------------------------------------------------ |
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| `voxeliseWalkable` | Where an agent of a given size could stand, as spans in grid columns |
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| `buildRegions` | Watershed partitioning, so a corridor splits two rooms instead of joining them |
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| `buildContours` | One closed boundary per region, simplified and checked for self-intersection |
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| `buildPolyMesh` | Convex polygons that tile the region and border each other both ways |
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| `NavMeshQuery` | A* over the polygons, then a funnel — so open ground is one straight line |
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```ts
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const field = voxeliseWalkable(geometry, {
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cellSize: 0.3,
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cellHeight: 0.2,
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maxSlope: 45,
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agentHeight: 2,
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agentRadius: 0.5,
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});
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const regions = buildRegions(field, { minRegionSpans: 8, maxStep: 1 });
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const mesh = buildPolyMesh(buildContours(field, regions, 1.3), 6, field);
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const query = new NavMeshQuery(mesh);
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const path = new Float64Array(256);
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const count = query.findPath(from.x, from.z, to.x, to.z, 2, path);
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+
```
|
|
47
|
+
|
|
48
|
+
`findPath` returns `0` for no route, which is an answer rather than an error: a world with a gap in
|
|
49
|
+
it has two components, and an agent that asks for the other side has to be told.
|
|
50
|
+
|
|
51
|
+
## What it does not do
|
|
52
|
+
|
|
53
|
+
- **Steering.** §6.5 of the design reverses the refusal of a navigation _mesh_, which is a function
|
|
54
|
+
from geometry to a graph. What an agent does with a path stays a game's decision, and
|
|
55
|
+
`ai/src/entities/context.ts`'s refusal is upheld on exactly that line.
|
|
56
|
+
- **Holes.** `buildContours` takes a region's outer loop and drops any inner one, so a room with a
|
|
57
|
+
free-standing pillar becomes a room and an agent walks through the pillar. There is a test that
|
|
58
|
+
pins that behaviour rather than a comment that hopes about it. The fix is a bridge edge joining
|
|
59
|
+
the inner loop to the outer; until it is built, leave a gap between a pillar and the floor so the
|
|
60
|
+
watershed splits around it.
|
|
61
|
+
- **Optimal paths.** The funnel gives the shortest path through the corridor A* chose, and the
|
|
62
|
+
corridor comes from polygon centres. On the wall in `query.test.ts` that is 10.75 against an ideal
|
|
63
|
+
9.81 — about a tenth, from the region split putting a portal corner a cell below the wall's foot.
|
|
@@ -0,0 +1,52 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* A region's boundary, as a closed loop that never crosses itself.
|
|
3
|
+
*
|
|
4
|
+
* **A self-intersecting contour produces a polygon the funnel algorithm walks out of** — a path
|
|
5
|
+
* that leaves the mesh, and an agent that walks through a wall. So simplification is *checked*
|
|
6
|
+
* rather than trusted: Douglas–Peucker on a simple closed polygon is usually simple, and "usually"
|
|
7
|
+
* is not a property a pathfinder can rest on. Where the simplified loop crosses itself the
|
|
8
|
+
* deviation is halved and it is tried again, down to the raw boundary, which cannot cross itself
|
|
9
|
+
* because it is a walk along cell edges.
|
|
10
|
+
*
|
|
11
|
+
* **The raw boundary is kept beside the simplified one.** The deviation is a claim about the two
|
|
12
|
+
* together, and a test that cannot see the original cannot check it.
|
|
13
|
+
*/
|
|
14
|
+
import type { VoxelField } from './voxelise.ts';
|
|
15
|
+
import type { RegionField } from './regions.ts';
|
|
16
|
+
export interface Contour {
|
|
17
|
+
readonly region: number;
|
|
18
|
+
/** x,z pairs in cell units. A closed loop: the last point joins the first. */
|
|
19
|
+
readonly points: Int32Array;
|
|
20
|
+
/** The boundary before simplification, same layout. What the deviation is measured against. */
|
|
21
|
+
readonly raw: Int32Array;
|
|
22
|
+
}
|
|
23
|
+
/**
|
|
24
|
+
* One closed loop per region, holes bridged into it, simplified.
|
|
25
|
+
*
|
|
26
|
+
* **This took the longest loop and dropped the rest until 2026-09-16, and the limitation was worse
|
|
27
|
+
* than it was written down as.** It was stated as losing a pillar — an agent walking through a
|
|
28
|
+
* column in the middle of a room. What it actually did was *claim ground*: a ring's outer loop is
|
|
29
|
+
* the room's whole perimeter, so simplifying it gives a rectangle covering the pillar and whatever
|
|
30
|
+
* else the watershed carved out of the middle. Measured on
|
|
31
|
+
* `['..........', '....##....', '....##....', '..........']`, the ring's polygon came out as the
|
|
32
|
+
* entire ten-by-four map, area 40 where the region is 32 — a navigation mesh asserting that a wall
|
|
33
|
+
* and a neighbouring region are both walkable by the same agent.
|
|
34
|
+
*
|
|
35
|
+
* **Holes are bridged rather than emitted separately.** A hole as its own contour would become its
|
|
36
|
+
* own walkable polygon, which is the same defect pointing the other way. A bridge joins the inner
|
|
37
|
+
* loop to the outer along a segment traversed once each way, so the pair becomes **one closed loop
|
|
38
|
+
* with a zero-width slit** — weakly simple rather than simple, which is what ear clipping wants and
|
|
39
|
+
* what `segmentsCross` tolerates, since it requires a *strict* crossing and the two bridge edges
|
|
40
|
+
* are coincident.
|
|
41
|
+
*/
|
|
42
|
+
export declare function buildContours(field: VoxelField, regions: RegionField, maxDeviation: number): Contour[];
|
|
43
|
+
/** The furthest any raw point sits from the simplified loop. What the deviation bound means. */
|
|
44
|
+
export declare function maxDeviationOf(raw: Int32Array, simplified: Int32Array): number;
|
|
45
|
+
/**
|
|
46
|
+
* Whether any two non-adjacent segments of a closed loop cross.
|
|
47
|
+
*
|
|
48
|
+
* Adjacent segments share an endpoint by construction and are skipped; everything else is a proper
|
|
49
|
+
* crossing test, so a loop that merely touches itself at a vertex is not reported — that is a
|
|
50
|
+
* pinch rather than a crossing, and a polygon built from it is still walkable.
|
|
51
|
+
*/
|
|
52
|
+
export declare function contourSelfIntersects(points: Int32Array): boolean;
|