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NavMeshData

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Defined in: ai/nav/NavMesh.ts:40

agentRadius: number

Defined in: ai/nav/NavMesh.ts:54

How far the mesh was pulled back from every wall when it was baked. An agent no wider than this fits along any route over it; the mesh IS the set of places such an agent’s centre may stand.


areas: Uint8Array

Defined in: ai/nav/NavMesh.ts:62

What crossing each polygon costs, as an area id the cost table is read by.


maxVertsPerPoly: number

Defined in: ai/nav/NavMesh.ts:48


neis: Int32Array

Defined in: ai/nav/NavMesh.ts:46

maxVertsPerPoly neighbour polygon indices, one per edge, -1 for none.


polyCount: number

Defined in: ai/nav/NavMesh.ts:47


polys: Int32Array

Defined in: ai/nav/NavMesh.ts:44

maxVertsPerPoly vertex indices per polygon, padded with -1.


snapDistance: number

Defined in: ai/nav/NavMesh.ts:60

How far off the mesh a world point may be and still be taken as standing on it, in world pixels — the bake’s own resolution, since a point is only ever off by the grid it was voxelised on plus the erosion.


verticalReach: number

Defined in: ai/nav/NavMesh.ts:69

How far above or below a point a floor may be and still be the one it stands on. Over more than one floor the nearest wins; this is what makes a point with no floor anywhere near it answer “nowhere” rather than name the roof three storeys up.


verts: Float32Array

Defined in: ai/nav/NavMesh.ts:42

vertCount * 3 world-space floats.