Navigation across a VisualModel using the minimal triangle mesh (NavMesh)#85
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…mly scaled land model
…avoid edge triangles
…dle the start posn being 'not in a triangle'
Making a flat compound ray visualiser, plus some spherical projections
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Is the final commit here a demo of the following process? Probably. |
…eaning we have to determine from the movement which triangle is our ti0
Adds crawler example and puts tn0/ti0 into NavMesh as state
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Think I'm just still doing some final work on EyeVisual before merging this. |
Tweaks to EyeVisual, removing the disc_width option, instead using computed inter-ommatidial distance
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A major PR, this one. Adds code to create a 'navigation mesh' for models in the scene. This allows the positioning of an agent (or camera) with respect to a navigation mesh (which can be any model in the scene). That allows landscape-following camera movements. Nice. Also part of this PR are some improvements to the Voronoi code that I use in mathplot (thanks to J Cash). These improvements were prompted with the addition of
mplot::SphericalProjectionVisual