Higher Value in rcConfig walkableRadius Creates Long, Thin Triangles

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Pan Papik

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Jul 9, 2020, 10:51:04 AM7/9/20
to recastnavigation
I get long and thin triangles (see the attachment) by increasing rcConfig::walkableRadius from 0.6 m (6 in voxels) to 1 m (10 in voxels) and whatever I try with the other parameters (maxEdgeLen, mergeRegionArea, minRegionArea, etc.) does not help me to get rid of those triangles.

In the image, blue and white areas represent different area types with different area cost. Black regions are obstacles. It is an open world environment.

I cannot say I really get how agent radius can have such effect on the result, so I am not able to figure out a solution on my own. Your help would be much appreciated.

Thank you!
ltt.PNG

Mikko Mononen

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Jul 9, 2020, 4:53:55 PM7/9/20
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Can you post all the values you use for building the navmesh?

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Pan Papik

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Jul 10, 2020, 5:32:02 AM7/10/20
to recastnavigation
Sure!

cs: 0.1
ch
: 0.1
walkableSlopeAngle: 50.0
walkableHeight: 20
walkableClimb: 2
walkableRadius: 6 (if it's 10, then I get thin and long triangles)
maxEdgeLen: 1200 (I have a big open world, mostly covered by terrain, there are sometimes flat polygons. That's why I keep this value high. But, even if I decrease it to something like 250 or even lower, the main problem occurs. Also, when I decrease the value, the flat polygons I mentioned includes several triangles, which I don't need for their case).
maxSimplificationError: 1
minRegionArea: 100
mergeRegionArea: 400
maxVertsPerPoly: 6
detailSampleDist: 0.6
detailSampleMaxError: 0.1
borderSize: 9
tileSize: 500
width: 518
height: 518




On Thursday, 9 July 2020 22:53:55 UTC+2, Mikko Mononen wrote:
Can you post all the values you use for building the navmesh?

On Thu, Jul 9, 2020 at 5:51 PM Pan Papik <panosl...@gmail.com> wrote:
I get long and thin triangles (see the attachment) by increasing rcConfig::walkableRadius from 0.6 m (6 in voxels) to 1 m (10 in voxels) and whatever I try with the other parameters (maxEdgeLen, mergeRegionArea, minRegionArea, etc.) does not help me to get rid of those triangles.

In the image, blue and white areas represent different area types with different area cost. Black regions are obstacles. It is an open world environment.

I cannot say I really get how agent radius can have such effect on the result, so I am not able to figure out a solution on my own. Your help would be much appreciated.

Thank you!

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Mikko Mononen

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Jul 10, 2020, 3:55:00 PM7/10/20
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The maxSimplificationError seems low. I recommend to read this blog post: http://digestingduck.blogspot.com/2009/08/recast-settings-uncovered.html

--mikko

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Pan Papik

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Jul 14, 2020, 12:00:02 PM7/14/20
to recastnavigation
Hello again Mikko,

Thank you for the suggestion, it indeed worked. However, I had to increase maxSimplificationError value up to 5 to get a full improvement (1.5 improved most of the areas).

Mikko Mononen

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Jul 15, 2020, 5:26:53 PM7/15/20
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That is too much, it will break things elsewhere. It looks as if your input is very rough to begin with. You should fix that instead.

--mikko


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Pan Papik

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Jul 16, 2020, 5:02:01 AM7/16/20
to recastnavigation
You mean the triangles I provide to Recast, right? So, I need nicer triangles representing my environment?


On Wednesday, 15 July 2020 23:26:53 UTC+2, Mikko Mononen wrote:
That is too much, it will break things elsewhere. It looks as if your input is very rough to begin with. You should fix that instead.

--mikko


On Tue, Jul 14, 2020 at 7:00 PM Pan Papik <panosl...@gmail.com> wrote:
Hello again Mikko,

Thank you for the suggestion, it indeed worked. However, I had to increase maxSimplificationError value up to 5 to get a full improvement (1.5 improved most of the areas).

On Friday, 10 July 2020 21:55:00 UTC+2, Mikko Mononen wrote:
The maxSimplificationError seems low. I recommend to read this blog post: http://digestingduck.blogspot.com/2009/08/recast-settings-uncovered.html

--mikko

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