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Recast Navigation - Zig Implementation

English | Русский

Complete Zig implementation of the RecastNavigation library for navigation mesh creation and pathfinding.

✨ Features

  • Memory Safety: Explicit allocators, no hidden memory allocations
  • Type Safety: Leveraging Zig's strong type system and comptime
  • Error Handling: Proper error types instead of boolean returns
  • Modern Design: Clean API following Zig idioms
  • Performance: Optimization through inline functions and comptime generation
  • Zero Dependencies: Pure Zig implementation
  • 100% Accuracy: Byte-for-byte identical with C++ reference implementation

📁 Project Structure

zig-recast/
├── src/                      # Library source code
│   ├── root.zig              # Main entry point
│   ├── math.zig              # Math types (Vec3, AABB, etc.)
│   ├── context.zig           # Build context and logging
│   ├── recast.zig            # Recast module (NavMesh building)
│   ├── detour.zig            # Detour module (pathfinding)
│   ├── detour_crowd.zig      # DetourCrowd (multi-agent simulation)
│   └── detour_tilecache.zig  # TileCache (dynamic obstacles)
│
├── examples/                 # Usage examples
│   ├── simple_navmesh.zig    # Basic NavMesh creation example
│   ├── pathfinding_demo.zig  # Pathfinding demo
│   ├── crowd_simulation.zig  # Crowd agent simulation
│   ├── dynamic_obstacles.zig # Dynamic obstacles
│   ├── 02_tiled_navmesh.zig  # Tiled NavMesh
│   ├── 03_full_pathfinding.zig # Full pathfinding
│   └── 06_offmesh_connections.zig # Off-mesh connections
│
├── bench/                    # Performance benchmarks
│   ├── recast_bench.zig      # Recast pipeline benchmark
│   ├── detour_bench.zig      # Detour queries benchmark
│   ├── crowd_bench.zig       # Crowd simulation benchmark
│   └── findStraightPath_detailed.zig
│
├── test/                     # Tests (183 unit + 21 integration)
│   ├── integration/          # Integration tests
│   └── ...                   # Unit tests
│
├── docs/                     # 📚 Complete documentation
│   ├── README.md             # Documentation navigation
│   ├── en/                   # English documentation
│   ├── ru/                   # Russian documentation
│   └── bug_fixes/            # Bug fix history
│
└── build.zig                 # Build configuration

🧩 Modules

Recast - NavMesh Building

Creating navigation meshes from triangle meshes:

  • Heightfield - Voxel-based heightfield representation
  • CompactHeightfield - Compact representation for processing
  • Region Building - Watershed partitioning with multi-stack system
  • ContourSet - Region contour extraction
  • PolyMesh - Final polygon mesh
  • PolyMeshDetail - Detailed mesh for precise height queries

Detour - Pathfinding and Queries

Navigation queries and pathfinding:

  • NavMesh - Runtime navigation mesh
  • NavMeshQuery - Pathfinding and spatial queries
  • A* Pathfinding - Optimal path search
  • Raycast - Visibility checks and raycast queries
  • Distance Queries - Distance queries

DetourCrowd - Multi-Agent Simulation

Managing multiple agents:

  • Crowd Manager - Crowd management
  • Agent Movement - Agent movement
  • Local Steering - Local steering
  • Obstacle Avoidance - Obstacle avoidance

TileCache - Dynamic Obstacles

Dynamic obstacle support:

  • TileCache - Tile cache with dynamic changes
  • Obstacle Management - Managing obstacles (box, cylinder, oriented box)
  • Dynamic NavMesh Updates - Dynamic NavMesh updates

🚀 Quick Start

Requirements

  • Zig 0.15.0 or newer

Build Library

zig build

Run Tests

# All tests (unit + integration)
zig build test

# Integration tests only
zig build test-integration

# Specific test suite
zig build test:filter
zig build test:rasterization
zig build test:contour

Run Examples

# Build all examples
zig build examples

# Basic NavMesh example
./zig-out/bin/simple_navmesh

# Pathfinding demo
./zig-out/bin/pathfinding_demo

# Crowd simulation
./zig-out/bin/crowd_simulation

# Dynamic obstacles
./zig-out/bin/dynamic_obstacles

Run Benchmarks

# Recast pipeline benchmark
zig build bench-recast

# Detour queries benchmark
zig build bench-detour

# Crowd simulation benchmark
zig build bench-crowd

✅ Testing Status

Current Status:

  • 201/201 tests passing (183 unit + 21 integration)
  • 100% accuracy compared to C++ reference implementation
  • 0 memory leaks in all tests
  • ✅ Recast pipeline fully tested
  • ✅ Detour pipeline fully tested (pathfinding, raycast, queries)
  • ✅ DetourCrowd fully tested (movement, steering, avoidance)
  • ✅ TileCache fully tested (all obstacle types)

🎉 Achievement: Identical NavMesh Generation

The Zig implementation produces byte-for-byte identical navigation meshes with the C++ reference:

  • 44/44 contours ✅
  • 432/432 vertices ✅
  • 206/206 polygons ✅

See docs/bug-fixes/watershed-100-percent-fix for the complete story of achieving 100% accuracy.

📝 Usage Example

const std = @import("std");
const recast_nav = @import("recast-nav");

pub fn main() !void {
    var gpa = std.heap.GeneralPurposeAllocator(.{}){};
    defer _ = gpa.deinit();
    const allocator = gpa.allocator();

    // Create build context
    var ctx = recast_nav.Context.init(allocator);

    // Configure navmesh parameters
    var config = recast_nav.RecastConfig{
        .cs = 0.3,  // Cell size
        .ch = 0.2,  // Cell height
        .walkable_slope_angle = 45.0,
        .walkable_height = 20,
        .walkable_climb = 9,
        .walkable_radius = 8,
        .max_edge_len = 12,
        .max_simplification_error = 1.3,
        .min_region_area = 8,
        .merge_region_area = 20,
        .max_verts_per_poly = 6,
        .detail_sample_dist = 6.0,
        .detail_sample_max_error = 1.0,
    };

    // Set bounds from input geometry
    config.bmin = recast_nav.Vec3.init(0, 0, 0);
    config.bmax = recast_nav.Vec3.init(100, 10, 100);

    // Create heightfield
    var heightfield = try recast_nav.Heightfield.init(
        allocator,
        100, 100,  // width, height
        config.bmin,
        config.bmax,
        config.cs,
        config.ch,
    );
    defer heightfield.deinit();

    // Build navigation mesh...
    // See examples/simple_navmesh.zig for complete example
}

More examples in the examples/ directory:

  • simple_navmesh.zig - basic NavMesh creation
  • pathfinding_demo.zig - pathfinding
  • crowd_simulation.zig - crowd simulation
  • dynamic_obstacles.zig - dynamic obstacles

🔄 Differences from C++ Version

Memory Management

// Zig: Explicit allocator
var heightfield = try Heightfield.init(allocator, ...);
defer heightfield.deinit();

// C++: Global allocator
rcHeightfield* heightfield = rcAllocHeightfield();
rcFreeHeightfield(heightfield);

Error Handling

// Zig: Error unions
const result = try buildNavMesh(allocator, config);

// C++: Boolean returns
bool success = rcBuildNavMesh(...);
if (!success) { /* handle error */ }

Type Safety

// Zig: Strong typing with enums
const area_id = recast_nav.recast.AreaId.WALKABLE_AREA;

// C++: Raw constants
const unsigned char RC_WALKABLE_AREA = 63;

🗺️ Roadmap

Phase 1: Basic Structures ✅ (Complete)

Phase 2: Recast Building ✅ (Complete)

Phase 3: Detour Queries ✅ (Complete)

Phase 4: Advanced Features ✅ (Complete)

Phase 5: Optimization and Polish 🚧 (In Progress)

  • SIMD optimizations
  • influence map
  • Benchmark suite (basic benchmarks ready)
  • Documentation (complete documentation in docs/)
  • Usage examples

🎯 Performance Goals

  • Match or exceed C++ performance
  • Zero allocations in hot paths (pathfinding)
  • Use Zig comptime for code specialization
  • Optional SIMD optimizations for vector operations

📊 Known Achievements

Current State: All 201 tests passing with no memory leaks.

Recent Achievements:

  • ✅ Fixed watershed partitioning for 100% accuracy (details)
  • ✅ Fixed 3 critical raycast bugs (details):
  • ✅ Implemented multi-stack system for deterministic region building
  • ✅ Full implementation of mergeAndFilterRegions
  • ✅ Verified byte-for-byte identity with C++ RecastNavigation

📚 Documentation

📖 Complete Documentation - navigation for all project documentation

Main Sections

🚀 For Beginners

🏗️ Architecture

📖 API Reference

📝 Practical Guides

🧪 Testing

🤝 Contributing

The project is actively developed. Contributions are welcome!

See Contributing Guide for dev environment setup and guidelines.

📄 License

This implementation follows the same license as the original RecastNavigation (zlib license).

🙏 Acknowledgments

  • Mikko Mononen - author of the original RecastNavigation
  • Zig Community - for the excellent language and support

🔗 Links


Status: ✅ Production Ready | Version: 1.0.0-beta | Tests: 201/201 ✅ | Accuracy: 100% 🎯

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