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Navigation across a VisualModel using the minimal triangle mesh (NavMesh)#85

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sebsjames merged 109 commits into
mainfrom
dev/tri_mesh_code
Dec 7, 2025
Merged

Navigation across a VisualModel using the minimal triangle mesh (NavMesh)#85
sebsjames merged 109 commits into
mainfrom
dev/tri_mesh_code

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@sebsjames
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@sebsjames sebsjames commented Oct 23, 2025

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

…dle the start posn being 'not in a triangle'
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Is the final commit here a demo of the following process? Probably.

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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
@sebsjames sebsjames merged commit ec2e95c into main Dec 7, 2025
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@sebsjames sebsjames deleted the dev/tri_mesh_code branch January 30, 2026 15:26
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