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<DIV><SPAN class=937362108-28062010><FONT color=#0000ff size=2
face=Arial>Right.. Then the Recast function could be provided as a script: if
you provide a Python API to call the Recast algorithm and making sure that all
parameters of the algorithm are accessible through the API, then the Recast
function can be implemented as a UI script with buttons for the parameters and
the current selection for the list of objects from which the navigation mesh
will be created. Again I'm not familiar enough with that part of Blender to tell
if this is the best way, but it seems flexible enough.</FONT></SPAN></DIV>
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<DIV dir=ltr lang=en-us class=OutlookMessageHeader align=left><FONT size=2
face=Tahoma>-----Original Message-----<BR><B>From:</B>
soc-2010-dev-bounces@blender.org [mailto:soc-2010-dev-bounces@blender.org]
<B>On Behalf Of </B>Nick Samarin<BR><B>Sent:</B> samedi 26 juin 2010
13:20<BR><B>To:</B> soc-2010-dev@blender.org<BR><B>Subject:</B> Re:
[Soc-2010-dev] Status report (Pathfiding)<BR><BR></FONT></DIV>Yes, I haven't
thought about the creation navmesh from multiple objects. So it seems that the
modifier isn't a good idea...<BR><BR>
<DIV class=gmail_quote>2010/6/26 Tom M <SPAN dir=ltr><<A
href="mailto:letterrip@gmail.com">letterrip@gmail.com</A>></SPAN><BR>
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class=gmail_quote>Nick and Benoit,<BR><BR>how do you envision this working
as a modifier?<BR><BR>Generally you are baking a navmesh for the entire
scene - so<BR>potentially multiple ground meshes, buildings, obstacles
etc.<BR>
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<DIV class=h5><BR>On Fri, Jun 25, 2010 at 1:33 PM, Nick Samarin <<A
href="mailto:nicks1987@bigmir.net">nicks1987@bigmir.net</A>>
wrote:<BR>> Project: Recast&Detour integration<BR>><BR>> Done
this week:<BR>> I started the Recast integration<BR>> After
discussion with Benoit I decided to use modifier for creation<BR>>
navigation mesh. So I've created new modifier type, added all
parameters<BR>> and added base code for navmesh
generation.<BR>><BR>> Plan for next week: creation blender mesh for
navmesh representation :<BR>> creation mesh edges from detailed meshes
(currently it's not correct),<BR>> marking the triangles with
polygon id), etc<BR>><BR>> --<BR>> Yours sincerely, Nick
Samarin<BR>><BR></DIV></DIV>
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<DIV class=h5>> _______________________________________________<BR>>
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clear=all><BR>-- <BR>Yours sincerely, Nick
Samarin<BR></BLOCKQUOTE></BODY></HTML>