This is what I get from running test.py (after building the pyd again):
C:\p3recastnavigation-git\samples\python>ppython test.py
Known pipe types:
wglGraphicsPipe
(all display modules loaded.)
create a nav mesh manager
RNNavMeshManager::RNNavMeshManager: creating the singleton manager.
get a sceneNP as owner model
create a nav mesh and attach it to render
mandatory: set sceneNP as owner of navMesh
setup the nav mesh with scene as its owner object
RNNavMesh::setup
GeomNodes number: 2
Geoms number: 1
Vertices number: 2640 - Start index: 0
Primitives number: 1
---
Primitive type: GeomTriangles - number: 996
Decomposed Primitive type: GeomTriangles - number: 996
Geoms number: 1
Vertices number: 1295 - Start index: 2640
Primitives number: 1
---
Primitive type: GeomTriangles - number: 616
Decomposed Primitive type: GeomTriangles - number: 616
Build log nav_test.egg:
Building navigation:
- 305 x 258 cells
- 3.9K verts, 1.6K tris
Build Times
- Rasterize: 26.38ms (25.4%)
- Build Compact: 10.40ms (10.0%)
- Filter Border: 9.88ms (9.5%)
- Filter Walkable: 1.50ms (1.4%)
- Erode Area: 6.41ms (6.2%)
- Median Area: 0.00ms (0.0%)
- Mark Box Area: 0.00ms (0.0%)
- Mark Convex Area: 0.00ms (0.0%)
- Mark Cylinder Area: 0.00ms (0.0%)
- Build Distance Field: 8.89ms (8.6%)
- Distance: 5.71ms (5.5%)
- Blur: 3.14ms (3.0%)
- Build Regions: 23.94ms (23.0%)
- Watershed: 21.85ms (21.0%)
- Expand: 15.22ms (14.6%)
- Find Basins: 1.16ms (1.1%)
- Filter: 1.83ms (1.8%)
- Build Layers: 0.00ms (0.0%)
- Build Contours: 4.24ms (4.1%)
- Trace: 3.07ms (3.0%)
- Simplify: 0.52ms (0.5%)
- Build Polymesh: 1.51ms (1.4%)
- Build Polymesh Detail: 8.72ms (8.4%)
- Merge Polymeshes: 0.00ms (0.0%)
- Merge Polymesh Details: 0.00ms (0.0%)
=== TOTAL: 103.87ms
>> Polymesh: 352 vertices 155 polygons
reparent navMeshNP to a reference NodePath
get the agent model
create the crowd agent and set the position
attach the agent model to crowdAgent
attach the crowd agent to the nav mesh
start the path finding default update task
enable debug draw
This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
But after commenting out navMesh.enable_debug_drawing(app.camera) and then navMesh.toggle_debug_drawing(True) - IT WORKS!
I’ve yet to say how good it is or is it usable for my own devious purposes, I hope I can get it to return a list of positions (or nods with positions) and do the moving myself - if not I may have a feature request
I have one more, important question - Are you dead set on a GPL license? A MIT/BSD license would perhaps allow an integration with the p3d sdk - if that’s what you want, and the style is coherent with the p3d style guide (if there is such a thing)… but that’s a topic for rdb and other core developers, I’m just repeating what I read on IRC