Tiled Runtime Nav-mesh generation for 3D worlds in Bevy. Based on Recast's Nav-mesh generation but in Rust.
Takes in Bevy Rapier3D colliders from entities with the NavMeshAffector
component and asynchronously generates tiles of navigation meshes based on NavMeshSettings
.
Nav-mesh generation:
1. Insert an instance of the NavMeshSettings
resource into your Bevy app.
2. Add OxidizedNavigationPlugin
as a plugin.
3. Attach a NavMeshAffector
component and a rapier collider to any entity you want to affect the nav-mesh.
At this point nav-meshes will be automatically generated whenever the collider or GlobalTransform
of any entity with a NavMeshAffector
is changed.
Querying the nav-mesh / Pathfinding:
1. Your system needs to take in the NavMesh
resource.
2. Get the underlying data from the nav-mesh using NavMesh::get
. This data is wrapped in an RwLock
.
3. To access the data call RwLock::read
. This will block until you get read acces on the lock. If a task is already writing to the lock it may take time.
4. Call query::find_path
with the NavMeshTiles
returned from the RwLock
.
Also see the examples for how to run pathfinding in an async task which may be preferable.
| Crate Version | Bevy Version | Bevy Rapier 3D Version | | ------------- | ------------ | ---------------------- | | 0.3.0 | 0.10.0 | 0.21 | | 0.2.0 | 0.9.X | 0.20 | | 0.1.X | 0.9.X | 0.19 |
[X] Quick "How to use" guide.
[X] Mark areas too close to walls as unwalkable based on character width.
NavMeshAffector
).NavMeshSettings
are changed. Ideally, one would want to have the ability to change the resolution of the nav-mesh when changing level & the resolution of individual tiles. [ ] Nav-mesh "layers" for different sized agents.
[ ] Remove create_nav_mesh_tile_from_poly_mesh
in favor of simply creating the data in the right format from the start.
Whilst not included in the plugin currently, you can use Bevy Prototype Debug Lines and the draw_nav_mesh_system
in the blocking_async
example: