Hi guys,--first of all, thank you for this amazing project :)I found this topic: https://groups.google.com/forum/#!topic/recastnavigation/bku5sMRP4S0 and i need to build a navmesh in the Z-up coordinate system, and i have taken the Recast Demo to test it before implementing to my enginethis is the code from the topic:inline void customToRecast(const Vec3& v, float* p)
{
p[0] = -v.x;
p[1] = v.z;
p[2] = v.y;
}
inline Vec3 recastToCustom(const float* p)
{
return Vec3(-p[0], p[2], p[1]);
}and this is how the modified code:*dst++ = -x*m_scale;
*dst++ = z*m_scale;
*dst++ = y*m_scale;i know that i need to transform my meshes and after that transform the navmesh back, but i don't know exactly how to do itthe first thing i switch Y and Z on MeshLoaderObj.cpp line 55, maybe isn't the best way to do it but the mesh and the InputGeom are working fine, as you can see here:but, how can i do to the navmesh to be generated properly? (i mean, what file and line i can modify)Thanks
---
You received this message because you are subscribed to the Google Groups "recastnavigation" group.
To unsubscribe from this group and stop receiving emails from it, send an email to recastnavigati...@googlegroups.com.
For more options, visit https://groups.google.com/d/optout.
Actually the result on the image is exactly what i want, because i need to get it "wrong" inside RecastDemo, so when i implement this on my engine it will appear correctly (my objective inside RecastDemo is to build the navmesh on the "wall", because it works with Y-up, but only my engine uses Z-up)only the generated navmesh on the image that is wrong
sorry, maybe i don't know if i'm the right way, but i choose a bad way to explain itmy OBJ is the same as recast demo, this image is actually the recast demo with just these lines modified, nothing more,but i was thinking that if i transform the original mesh it will generate a InputGeom, so, when i send it to the Recast navmesh builder it generates the navmesh on the right "shape", the navmesh will be on the wrong axis, so after that i transform the navmesh "back" and it will be on the right placebut nevermind, i think i'm explaining in a confuse way, lolin another point of view, i just want to change the direction where Recast builds the navmesh, instead of in the floor it needs to be on the "wall", so when i move the code to my engine it will generate the navmesh on the "right" place
actually inside my engine Recast builds the navmesh perfectly in my mesh on the scene, but not in the top, but the side of the object, so i can make a character follow my camera up/down position without any conversion, if i transform the mesh before building the navmesh it continues building the side of the object, but now the character follows the camera on "top" of the object, but the navmesh is wrong because Recast build it using the side of the object