@woosh/meep-engine 2.148.0 → 2.149.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_bridge_islands.d.ts +23 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_bridge_islands.d.ts.map +1 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_bridge_islands.js +295 -0
- package/src/engine/navigation/mesh/NavigationMesh.d.ts +6 -2
- package/src/engine/navigation/mesh/NavigationMesh.d.ts.map +1 -1
- package/src/engine/navigation/mesh/NavigationMesh.js +234 -212
- package/src/engine/navigation/mesh/bt_mesh_face_find_path.d.ts +7 -3
- package/src/engine/navigation/mesh/bt_mesh_face_find_path.d.ts.map +1 -1
- package/src/engine/navigation/mesh/bt_mesh_face_find_path.js +67 -73
- package/src/engine/navigation/mesh/build/enforce_agent_height_clearance.d.ts +16 -5
- package/src/engine/navigation/mesh/build/enforce_agent_height_clearance.d.ts.map +1 -1
- package/src/engine/navigation/mesh/build/enforce_agent_height_clearance.js +262 -147
- package/src/engine/navigation/mesh/build/navmesh_build_topology.d.ts.map +1 -1
- package/src/engine/navigation/mesh/build/navmesh_build_topology.js +33 -3
- package/src/engine/navigation/mesh/bvh_query_nearest_face.d.ts +4 -1
- package/src/engine/navigation/mesh/bvh_query_nearest_face.d.ts.map +1 -1
- package/src/engine/navigation/mesh/bvh_query_nearest_face.js +164 -131
- package/src/engine/physics/broadphase/generate_pairs.js +110 -110
- package/src/engine/physics/queries/raycast.js +201 -201
package/package.json
CHANGED
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@@ -6,7 +6,7 @@
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"description": "Pure JavaScript game engine. Fully featured and production ready.",
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"type": "module",
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"author": "Alexander Goldring",
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"version": "2.
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"version": "2.149.0",
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"main": "build/meep.module.js",
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"module": "build/meep.module.js",
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"exports": {
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@@ -0,0 +1,23 @@
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/**
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* Connect islands that are not topologically joined but lie within a small step (vertical) and/or gap
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* (lateral) of one another, so an agent can path across stairs and small breaks in the floor.
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*
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* The two unused params on the build path (`agent_max_step_height`, `agent_max_step_distance`) drive this.
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* Boundary edges of distinct islands whose endpoints can be paired within the thresholds are stitched
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* with a bridge quad (two triangles). Connectivity is realised by rebuilding the mesh from its triangle
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* soup plus the bridge quads and re-running the same vertex-merge / edge-fuse the build already uses -
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* the bridge corners are copied verbatim from existing boundary vertices, so they fuse onto the islands.
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*
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* Mutates `mesh` in place. Triangulated input is assumed (as produced by the navmesh build pipeline).
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*
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* @param {BinaryTopology} mesh
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* @param {{max_step_height:number, max_step_distance:number, up:Vector3}} options
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* @returns {number} number of bridges added
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*/
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export function bt_mesh_bridge_islands(mesh: BinaryTopology, { max_step_height, max_step_distance, up }: {
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max_step_height: number;
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max_step_distance: number;
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up: Vector3;
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}): number;
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import { BinaryTopology } from "../BinaryTopology.js";
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//# sourceMappingURL=bt_mesh_bridge_islands.d.ts.map
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@@ -0,0 +1 @@
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{"version":3,"file":"bt_mesh_bridge_islands.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/core/geom/3d/topology/struct/binary/io/bt_mesh_bridge_islands.js"],"names":[],"mappings":"AAoHA;;;;;;;;;;;;;;;GAeG;AACH,6CAJW,cAAc,8CACd;IAAC,eAAe,EAAC,MAAM,CAAC;IAAC,iBAAiB,EAAC,MAAM,CAAC;IAAC,EAAE,UAAQ;CAAC,GAC5D,MAAM,CAoKlB;+BAtS8B,sBAAsB"}
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import { BinaryTopology } from "../BinaryTopology.js";
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import { bt_mesh_compute_face_islands } from "../query/bt_mesh_compute_face_islands.js";
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import { bt_query_edge_is_boundary } from "../query/bt_query_edge_is_boundary.js";
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import { bt_mesh_from_unindexed_geometry } from "./bt_mesh_from_unindexed_geometry.js";
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import { bt_mesh_fuse_duplicate_edges } from "./edge/bt_mesh_fuse_duplicate_edges.js";
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import { bt_merge_verts_by_distance } from "./vertex/bt_merge_verts_by_distance.js";
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/**
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* Distance under which rebuilt vertices are fused, matching the navmesh build pipeline. Bridge corner
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* coordinates are copied verbatim from existing boundary vertices, so they fuse exactly.
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* @type {number}
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*/
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const VERTEX_MERGE_DISTANCE = 1e-6;
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/**
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* Tolerance added to the step thresholds so exactly-on-the-limit connections (e.g. a perfectly aligned
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* step with zero lateral gap, tested against max_step_distance = 0) are accepted.
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* @type {number}
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*/
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const THRESHOLD_EPSILON = 1e-6;
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/**
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* Decompose the vector (px,py,pz) - (qx,qy,qz) into components along and perpendicular to `up` and,
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* if it is within the step thresholds, return the perpendicular (lateral) distance; otherwise -1.
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*/
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function connection_lateral_distance(
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px, py, pz,
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qx, qy, qz,
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up_x, up_y, up_z,
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max_step_height, max_step_distance
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) {
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const dx = px - qx;
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const dy = py - qy;
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const dz = pz - qz;
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const along_up = dx * up_x + dy * up_y + dz * up_z;
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const vertical = Math.abs(along_up);
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const lateral = Math.sqrt(Math.max(0, (dx * dx + dy * dy + dz * dz) - along_up * along_up));
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if (vertical <= max_step_height + THRESHOLD_EPSILON && lateral <= max_step_distance + THRESHOLD_EPSILON) {
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return lateral;
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}
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return -1;
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}
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/**
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* Evaluate whether two boundary edges can be bridged and, if so, which endpoint pairing to use.
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* Writes the cheaper valid pairing into `out_best` as `[pairing, cost]` (pairing 1 = a1<->b1 / a2<->b2,
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* pairing 2 = a1<->b2 / a2<->b1) and returns true; returns false (leaving `out_best` untouched) when
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* neither pairing fits the thresholds. `out_best` is supplied by the caller to avoid per-pair allocation.
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*
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* @returns {boolean}
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*/
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function evaluate_pair(a, b, up_x, up_y, up_z, max_step_height, max_step_distance, out_best) {
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// pairing 1: a.p1 <-> b.p1, a.p2 <-> b.p2
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const c1_1 = connection_lateral_distance(b.x1, b.y1, b.z1, a.x1, a.y1, a.z1, up_x, up_y, up_z, max_step_height, max_step_distance);
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const c1_2 = connection_lateral_distance(b.x2, b.y2, b.z2, a.x2, a.y2, a.z2, up_x, up_y, up_z, max_step_height, max_step_distance);
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// pairing 2: a.p1 <-> b.p2, a.p2 <-> b.p1
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const c2_1 = connection_lateral_distance(b.x2, b.y2, b.z2, a.x1, a.y1, a.z1, up_x, up_y, up_z, max_step_height, max_step_distance);
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const c2_2 = connection_lateral_distance(b.x1, b.y1, b.z1, a.x2, a.y2, a.z2, up_x, up_y, up_z, max_step_height, max_step_distance);
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let found = false;
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let pairing = 0;
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let cost = Infinity;
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if (c1_1 >= 0 && c1_2 >= 0) {
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pairing = 1;
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cost = c1_1 + c1_2;
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found = true;
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}
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if (c2_1 >= 0 && c2_2 >= 0) {
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const cost_2 = c2_1 + c2_2;
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if (!found || cost_2 < cost) {
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pairing = 2;
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cost = cost_2;
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found = true;
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}
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}
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if (found) {
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out_best[0] = pairing;
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out_best[1] = cost;
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}
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return found;
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}
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/**
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* Append a triangle to the soup, choosing the winding so its normal points along `up` (keeps bridge
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* faces walkable / consistently oriented with the floor islands they connect).
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*/
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function push_triangle_facing_up(
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soup,
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p0x, p0y, p0z,
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p1x, p1y, p1z,
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p2x, p2y, p2z,
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up_x, up_y, up_z
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) {
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const e1x = p1x - p0x, e1y = p1y - p0y, e1z = p1z - p0z;
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const e2x = p2x - p0x, e2y = p2y - p0y, e2z = p2z - p0z;
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const nx = e1y * e2z - e1z * e2y;
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const ny = e1z * e2x - e1x * e2z;
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const nz = e1x * e2y - e1y * e2x;
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if (nx * up_x + ny * up_y + nz * up_z >= 0) {
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soup.push(p0x, p0y, p0z, p1x, p1y, p1z, p2x, p2y, p2z);
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} else {
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// flip winding so the normal faces up (preserves the undirected edges, only reverses direction)
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soup.push(p0x, p0y, p0z, p2x, p2y, p2z, p1x, p1y, p1z);
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}
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}
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/**
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* Connect islands that are not topologically joined but lie within a small step (vertical) and/or gap
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* (lateral) of one another, so an agent can path across stairs and small breaks in the floor.
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*
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* The two unused params on the build path (`agent_max_step_height`, `agent_max_step_distance`) drive this.
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* Boundary edges of distinct islands whose endpoints can be paired within the thresholds are stitched
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* with a bridge quad (two triangles). Connectivity is realised by rebuilding the mesh from its triangle
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* soup plus the bridge quads and re-running the same vertex-merge / edge-fuse the build already uses -
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* the bridge corners are copied verbatim from existing boundary vertices, so they fuse onto the islands.
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*
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* Mutates `mesh` in place. Triangulated input is assumed (as produced by the navmesh build pipeline).
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*
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* @param {BinaryTopology} mesh
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* @param {{max_step_height:number, max_step_distance:number, up:Vector3}} options
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* @returns {number} number of bridges added
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*/
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export function bt_mesh_bridge_islands(mesh, { max_step_height, max_step_distance, up }) {
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const islands = bt_mesh_compute_face_islands(mesh);
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if (islands.length < 2) {
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// a single (or empty) connected component - nothing to bridge
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return 0;
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}
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// normalize up so the along/perpendicular split uses world distances
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let up_x = up.x;
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let up_y = up.y;
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let up_z = up.z;
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const up_length = Math.sqrt(up_x * up_x + up_y * up_y + up_z * up_z);
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up_x /= up_length;
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up_y /= up_length;
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up_z /= up_length;
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// face -> island index
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const island_of_face = new Map();
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for (let i = 0; i < islands.length; i++) {
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const faces = islands[i];
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for (let k = 0; k < faces.length; k++) {
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island_of_face.set(faces[k], i);
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}
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}
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// collect boundary edges, tagged with their island and endpoint coordinates
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const boundary = [];
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const edge_count = mesh.edges.size;
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const coord_1 = [0, 0, 0];
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const coord_2 = [0, 0, 0];
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for (let e = 0; e < edge_count; e++) {
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if (!mesh.edges.is_allocated(e)) {
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continue;
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}
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if (!bt_query_edge_is_boundary(mesh, e)) {
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continue;
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}
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const loop = mesh.edge_read_loop(e);
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const face = mesh.loop_read_face(loop);
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const island = island_of_face.get(face);
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mesh.vertex_read_coordinate(coord_1, 0, mesh.edge_read_vertex1(e));
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mesh.vertex_read_coordinate(coord_2, 0, mesh.edge_read_vertex2(e));
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boundary.push({
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island,
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x1: coord_1[0], y1: coord_1[1], z1: coord_1[2],
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x2: coord_2[0], y2: coord_2[1], z2: coord_2[2],
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});
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}
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// for each boundary edge, find its cheapest bridgeable partner in another island
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const bridges = [];
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const bridged_pairs = new Set();
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// reused [pairing, cost] scratch, written by evaluate_pair, so the inner loop allocates nothing
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const pair_result = [0, 0];
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for (let i = 0; i < boundary.length; i++) {
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let best_j = -1;
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let best_cost = Infinity;
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let best_pairing = 0;
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for (let j = 0; j < boundary.length; j++) {
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if (boundary[j].island === boundary[i].island) {
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continue;
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}
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if (evaluate_pair(boundary[i], boundary[j], up_x, up_y, up_z, max_step_height, max_step_distance, pair_result)) {
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const cost = pair_result[1];
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if (cost < best_cost) {
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best_cost = cost;
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best_j = j;
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best_pairing = pair_result[0];
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}
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}
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}
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if (best_j === -1) {
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continue;
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}
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const key = i < best_j ? `${i}_${best_j}` : `${best_j}_${i}`;
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if (bridged_pairs.has(key)) {
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continue;
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}
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+
bridged_pairs.add(key);
|
|
226
|
+
|
|
227
|
+
bridges.push({ a: boundary[i], b: boundary[best_j], pairing: best_pairing });
|
|
228
|
+
}
|
|
229
|
+
|
|
230
|
+
if (bridges.length === 0) {
|
|
231
|
+
return 0;
|
|
232
|
+
}
|
|
233
|
+
|
|
234
|
+
// extract the current mesh as a triangle soup
|
|
235
|
+
const soup = [];
|
|
236
|
+
const face_count = mesh.faces.size;
|
|
237
|
+
const coord = [0, 0, 0];
|
|
238
|
+
|
|
239
|
+
for (let f = 0; f < face_count; f++) {
|
|
240
|
+
if (!mesh.faces.is_allocated(f)) {
|
|
241
|
+
continue;
|
|
242
|
+
}
|
|
243
|
+
|
|
244
|
+
const loop_start = mesh.face_read_loop(f);
|
|
245
|
+
let loop = loop_start;
|
|
246
|
+
|
|
247
|
+
do {
|
|
248
|
+
mesh.vertex_read_coordinate(coord, 0, mesh.loop_read_vertex(loop));
|
|
249
|
+
soup.push(coord[0], coord[1], coord[2]);
|
|
250
|
+
loop = mesh.loop_read_next(loop);
|
|
251
|
+
} while (loop !== loop_start);
|
|
252
|
+
}
|
|
253
|
+
|
|
254
|
+
// append the bridge quads (two triangles each)
|
|
255
|
+
for (let i = 0; i < bridges.length; i++) {
|
|
256
|
+
const { a, b, pairing } = bridges[i];
|
|
257
|
+
|
|
258
|
+
// corner0/corner1 are A's boundary edge; corner2/corner3 are B's, ordered so that the quad's
|
|
259
|
+
// first triangle carries A's edge and the second carries B's edge (so both fuse onto their island)
|
|
260
|
+
const b2x = pairing === 1 ? b.x2 : b.x1;
|
|
261
|
+
const b2y = pairing === 1 ? b.y2 : b.y1;
|
|
262
|
+
const b2z = pairing === 1 ? b.z2 : b.z1;
|
|
263
|
+
|
|
264
|
+
const b3x = pairing === 1 ? b.x1 : b.x2;
|
|
265
|
+
const b3y = pairing === 1 ? b.y1 : b.y2;
|
|
266
|
+
const b3z = pairing === 1 ? b.z1 : b.z2;
|
|
267
|
+
|
|
268
|
+
push_triangle_facing_up(
|
|
269
|
+
soup,
|
|
270
|
+
a.x1, a.y1, a.z1,
|
|
271
|
+
a.x2, a.y2, a.z2,
|
|
272
|
+
b2x, b2y, b2z,
|
|
273
|
+
up_x, up_y, up_z
|
|
274
|
+
);
|
|
275
|
+
|
|
276
|
+
push_triangle_facing_up(
|
|
277
|
+
soup,
|
|
278
|
+
a.x1, a.y1, a.z1,
|
|
279
|
+
b2x, b2y, b2z,
|
|
280
|
+
b3x, b3y, b3z,
|
|
281
|
+
up_x, up_y, up_z
|
|
282
|
+
);
|
|
283
|
+
}
|
|
284
|
+
|
|
285
|
+
// rebuild topology from the augmented soup; the same merge/fuse the initial build uses re-establishes
|
|
286
|
+
// connectivity, joining the bridge triangles onto the island boundaries whose vertices they share
|
|
287
|
+
const rebuilt = new BinaryTopology();
|
|
288
|
+
bt_mesh_from_unindexed_geometry(rebuilt, soup);
|
|
289
|
+
bt_merge_verts_by_distance(rebuilt, VERTEX_MERGE_DISTANCE);
|
|
290
|
+
bt_mesh_fuse_duplicate_edges(rebuilt);
|
|
291
|
+
|
|
292
|
+
mesh.copy(rebuilt);
|
|
293
|
+
|
|
294
|
+
return bridges.length;
|
|
295
|
+
}
|
|
@@ -10,13 +10,17 @@ export class NavigationMesh {
|
|
|
10
10
|
* @param {BinaryTopology} source
|
|
11
11
|
* @param {number} [agent_radius]
|
|
12
12
|
* @param {number} [agent_height]
|
|
13
|
+
* @param {number} [agent_max_step_height] agent can bridge vertical gaps in topology, such as stepping up a stair
|
|
14
|
+
* @param {number} [agent_max_step_distance] agent can bridge lateral gaps in topology, such as stepping over a hole in the floor
|
|
13
15
|
* @param {number} [agent_max_climb_angle] In radians, how steep of an angle can the agent go up by
|
|
14
16
|
* @param {Vector3} [up] Defines world's "UP" direction, this is what the agent will respect for climbing constraint
|
|
15
17
|
*/
|
|
16
|
-
build({ source, agent_radius, agent_height, agent_max_climb_angle, up, }: BinaryTopology): void;
|
|
18
|
+
build({ source, agent_radius, agent_height, agent_max_step_height, agent_max_step_distance, agent_max_climb_angle, up, }: BinaryTopology): void;
|
|
17
19
|
/**
|
|
18
20
|
* Compute a walkable path between the two points.
|
|
19
|
-
* The result is a sequence of 3d points written into `output`.
|
|
21
|
+
* The result is a sequence of 3d points written into `output`. The first and last points are the
|
|
22
|
+
* start and goal snapped onto the mesh surface (the closest walkable point to each query position),
|
|
23
|
+
* so they may differ from the raw `start_*`/`goal_*` inputs when those lie off the mesh.
|
|
20
24
|
*
|
|
21
25
|
* @param {Float32Array} output packed XYZ triples
|
|
22
26
|
* @param {number} start_x
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"NavigationMesh.d.ts","sourceRoot":"","sources":["../../../../../src/engine/navigation/mesh/NavigationMesh.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"NavigationMesh.d.ts","sourceRoot":"","sources":["../../../../../src/engine/navigation/mesh/NavigationMesh.js"],"names":[],"mappings":"AAoCA;IAEI,yBAAgC;IAEhC;;;OAGG;IACH,KAFU,GAAG,CAEG;IAEhB;;;;;;;;;OASG;IACH,0HARW,cAAc,QA8BxB;IAGD;;;;;;;;;;;;;;OAcG;IACH,kBATW,YAAY,WACZ,MAAM,WACN,MAAM,WACN,MAAM,UACN,MAAM,UACN,MAAM,UACN,MAAM,GACJ,MAAM,CAyIlB;CAEJ;+BAxO4C,gEAAgE;oBADzF,gCAAgC"}
|