Navigation · function

voxeliseWalkable

Rasterise, then decide.

Explained in Navigation.

function voxeliseWalkable(geometry: NavGeometry, settings: VoxeliseSettings): VoxelField
import { voxeliseWalkable } from '@driftengine/nav';

Parameters

ParameterTypeDescription
geometryNavGeometry
settingsVoxeliseSettings

In depth

Three passes and not one, because each answers a question the previous one could not: what is solid, what has headroom, and what an agent's width reaches. Slope is decided per triangle at rasterisation because that is the only place the triangle's normal is known; headroom needs the whole column; and erosion needs the neighbours' answers, so it cannot run until they exist.