Deeper dive into obstacles - Nav3D Doc

Docy Child

Deeper dive into obstacles

  • Nav3D keeps a single global navigation octree (the obstacle storage) that holds the navigation graph of all obstacles in the scene. It is used during pathfinding.
  • All operations with obstacles (adding or removing) are placed in an execution queue and performed sequentially on a background thread.
  • Each operation is built off the live octree and published in a single atomic swap, so an in-progress pathfinding query never observes a half-updated graph.
  • Obstacle processing means collecting the obstacle geometry, clustering nearby triangles, building the passability (navigation) graph for the affected region of the octree, and publishing it into the global octree.
en_USEnglish