- 📐 NavMesh generation
- 🧭 Pathfinding
- 🧑🤝🧑 Crowd simulation
- 🚧 Temporary obstacles
- 🌐 Web and Node support
- 💙 TypeScript friendly
- 🖇 Easy integration with three.js via @recast-navigation/three
recast-navigation-js is a WebAssembly port of the Recast and Detour libraries. Recast is a state of the art navigation mesh construction toolset for games, and Detour is a path-finding and spatial reasoning toolkit.
This library provides high level APIs that make it easy to get started creating navigation meshes, querying them, and simulating crowds. It also provides lower-level APIs that give you fine-grained control over the navmesh generation process.
Go to the examples website to see the project in action:
- live: https://recast-navigation-js.isaacmason.com.
- examples source code: ./packages/recast-navigation/.storybook/stories.
Demonstrations of how to use the library in different environments (such as NodeJS, CommonJS) can be found in the examples directory.
This package ships as both ECMAScript modules and CJS, and is compatible with Node.js and browser environments.
NPM
npm install recast-navigation
Unpkg
<script type="importmap">
{
"imports": {
"@recast-navigation/core": "https://unpkg.com/@recast-navigation/core@0.24.1/dist/index.mjs",
"@recast-navigation/generators": "https://unpkg.com/@recast-navigation/generators@0.24.1/dist/index.mjs",
"@recast-navigation/three": "https://unpkg.com/@recast-navigation/three@0.24.1/dist/index.mjs"
}
}
</script>
<script type="module">
import { init } from '@recast-navigation/core';
await init();
</script>
Usage with bundlers
If you are using Vite, you may need to opt recast-navigation
out of pre-bundling:
export default defineConfig(() => ({
optimizeDeps: { exclude: ['recast-navigation'] }
)}
API Documentation can be found at https://docs.recast-navigation-js.isaacmason.com.
For information on changes between versions, see CHANGELOG.md
To get the most out of this library, you should have some familiarity with the Recast and Detour libraries. These are some good resources to get started:
Documentation for the Recast and Detour c++ libraries can be found here:
The GitHub issues and Google Discussions are great resources for learning about the library and getting guidance on common issues.
Before you can use the library, you must initialize it. This is an asynchronous operation.
Calling init()
after the library has already been initialized will return a promise that resolves immediately.
import { init } from 'recast-navigation';
await init();
The easiest way to generate a NavMesh is using the high level generator functions from recast-navigation/generators
:
generateSoloNavMesh
- Generates a NavMesh with a single tile. You can use this for smaller environments.generateTiledNavMesh
- Generates a NavMesh with multiple tiles. You should use this for larger environments.generateTileCache
- Generates a TileCache that supports temporary obstacles. See the Temporary Obstacles section.
The input positions and indices should adhere to OpenGL conventions:
- Use the right-handed coordinate system
- Indices should be in counter-clockwise winding order
- The
positions
andindices
arguments should be flat arrays of numbers
import { generateSoloNavMesh } from 'recast-navigation/generators';
const positions = [
/* flat array of positions */
/* e.g. x1, y1, z1, x2, y2, z2, ... */
];
const indices = [
/* flat array of indices */
];
const navMeshConfig = {
/* ... */
};
const { success, navMesh } = generateSoloNavMesh(
positions,
indices,
navMeshConfig
);
See the docs for more information on generator options: https://docs.recast-navigation-js.isaacmason.com/modules/generators.html
This library provides low-level APIs that aim to match the recast and detour c++ api, allowing you to create custom navigation mesh generators based on your specific needs. You can use the NavMesh generators provided by @recast-navigation/generators
as a basis: https://github.com/isaac-mason/recast-navigation-js/tree/main/packages/recast-navigation-generators/src/generators
An example of a custom NavMesh generator with custom areas can be found here: https://recast-navigation-js.isaacmason.com/?path=/story/advanced-custom-areas--compute-path
Please note that not all recast and detour functionality is exposed yet. If you require unexposed functionality, please submit an issue or a pull request.
import { NavMeshQuery } from 'recast-navigation';
const navMeshQuery = new NavMeshQuery({ navMesh });
/* find the closest point on the NavMesh to the given position */
const position = { x: 0, y: 0, z: 0 };
const { success, status, point, polyRef, isPointOverPoly } =
navMeshQuery.findClosestPoint(position);
/* get a random point around the given position */
const radius = 0.5;
const {
success,
status,
randomPolyRef,
randomPoint: initialAgentPosition,
} = navMeshQuery.findRandomPointAroundCircle(position, radius);
/* compute a straight path between two points */
const start = { x: 0, y: 0, z: 0 };
const end = { x: 2, y: 0, z: 0 };
const { success, error, path } = navMeshQuery.computePath(start, end);
First, create a Crowd
:
import { Crowd } from 'recast-navigation';
const maxAgents = 10;
const maxAgentRadius = 0.6;
const crowd = new Crowd({ maxAgents, maxAgentRadius, navMesh });
Next, create and interface with agents in the crowd.
const position = { x: 0, y: 0, z: 0 };
const radius = 2;
const {
success,
status,
randomPolyRef,
randomPoint: initialAgentPosition,
} = navMeshQuery.findRandomPointAroundCircle(position, radius);
const agent = crowd.addAgent(initialAgentPosition, {
radius: 0.5,
height: 0.5,
maxAcceleration: 4.0,
maxSpeed: 1.0,
collisionQueryRange: 0.5,
pathOptimizationRange: 0.0,
separationWeight: 1.0,
});
/* get information about the agent */
const agentPosition = agent.position();
const agentVelocity = agent.velocity();
const agentNextTargetPath = agent.nextTargetPath();
const agentState = agent.state();
const agentCorners = agent.corners();
const agentParameters = agent.parameters();
/* tell the agent to move to a target position */
const targetPosition = { x: 0, y: 0, z: 0 };
agent.requestMoveTarget(targetPosition);
/* tell the agent to move in a direction */
const targetVelocity = { x: 0, y: 0, z: 0 };
agent.requestMoveVelocity(targetVelocity);
/* reset the agents target */
agent.resetMoveTarget();
/* teleport the agent to a position */
agent.teleport(targetPosition);
/* update an agent parameter */
agent.maxAcceleration = 4;
/* update multiple parameters for an agent */
agent.updateParameters({
maxAcceleration: 2,
});
/* set all parameters for an agent */
agent.setParameters({
// any omitted parameters will be set to their default values
});
/* remove the agent */
crowd.removeAgent(agent);
To update the crowd, first set a timeStep, then call update
each frame with the delta time.
const dt = 1 / 60;
crowd.timeStep = dt;
// you should call this every frame
crowd.update(dt);
Recast Navigation supports temporary Box and Cylinder obstacles via a TileCache
.
TileCache
assumes small tiles (around 32-64 squared). Using tileSize
values outside this range may result in unexpected behaviour.
import { generateTileCache } from 'recast-navigation/generators';
/* create a tile cache */
const { success, navMesh, tileCache } = generateTileCache(positions, indices, {
/* ... */
tileSize: 16,
});
You can use addCylinderObstacle
, addBoxObstacle
, and removeObstacle
to add and remove obstacles from the TileCache.
After adding or removing obstacles you can call tileCache.update(navMesh)
to rebuild navmesh tiles.
Adding or removing an obstacle will internally create an "obstacle request". TileCache supports queuing up to 64 obstacle requests. If the requests queue is full, calls to addCylinderObstacle
and addBoxObstacle
will fail and return a dtStatus
status code DT_BUFFER_TOO_SMALL
.
The tileCache.update
method returns upToDate
, whether the tile cache is fully up to date with obstacle requests and tile rebuilds. If the tile cache isn't up to date another call will continue processing obstacle requests and tile rebuilds; otherwise it will have no effect.
If not many obstacle requests occur between updates, an easy pattern is to call tileCache.update
periodically, such as every game update.
If many obstacle requests have been made and you need to avoid reaching the 64 obstacle request limit, you can call tileCache.update
multiple times, bailing out when upToDate
is true or after a maximum number of updates.
/* add a Box obstacle to the NavMesh */
const position = { x: 0, y: 0, z: 0 };
const extent = { x: 1, y: 1, z: 1 };
const angle = 0;
const addBoxObstacleResult = tileCache.addBoxObstacle(position, extent, angle);
const boxObstacle = addBoxObstacleResult.obstacle;
/* add a Cylinder obstacle to the NavMesh */
const radius = 1;
const height = 1;
const addCylinderObstacleResult = tileCache.addCylinderObstacle(
position,
radius,
height,
angle
);
const cylinderObstacle = addCylinderObstacleResult.obstacle;
/* remove the obstacles from the NavMesh */
const removeObstacleResult = tileCache.removeObstacle(boxObstacle);
/* update to reflect obstacle changes */
// if few obstacles are added/removed between updates, you could call tileCache.update every game update
tileCache.update(navMesh);
// if your obstacle requests affect many tiles, you may need to call update multiple times
const maxTileCacheUpdates = 5;
for (let i = 0; i < maxTileCacheUpdates; i++) {
const { upToDate } = tileCache.update(navMesh);
if (upToDate) break;
}
Off mesh connections are user-defined connections between two points on a NavMesh. You can use them to create things like ladders, teleporters, jump pads, etc.
Off mesh connections can be bidirectional or unidirectional.
You can provide a list of off mesh connections to the generateSoloNavMesh
and generateTiledNavMesh
high level generator functions.
const { success, navMesh } = generateSoloNavMesh(positions, indices, {
// ...
offMeshConnections: [
{
startPosition: { x: 0, y: 5, z: 0 },
endPosition: { x: 2, y: 0, z: 0 },
radius: 0.5,
bidirectional: false,
area: 0,
flags: 1,
userId: 0, // optional
},
],
});
You can use agent.state()
to determine if an agent is currently traversing an off mesh connection.
To add off mesh connections to a TileCache using generateTileCache
, you must provide a TileCacheMeshProcess implementation that creates off mesh connections. For example:
const tileCacheMeshProcess = new TileCacheMeshProcess(
(navMeshCreateParams, polyAreas, polyFlags) => {
for (let i = 0; i < navMeshCreateParams.polyCount(); ++i) {
polyAreas.set(i, 0);
polyFlags.set(i, 1);
}
navMeshCreateParams.setOffMeshConnections([
{
startPosition: { x: 0, y: 5, z: 0 },
endPosition: { x: 2, y: 0, z: 0 },
radius: 0.5,
bidirectional: false,
area: 0,
flags: 1,
},
]);
}
);
const tileCacheGeneratorConfig = {
// ... other config ...
tileCacheMeshProcess,
};
const { success, navMesh, tileCache } = generateTileCache(
positions,
indices,
tileCacheGeneratorConfig
);
You can use getDebugNavMesh
to get a debug representation of the NavMesh.
const debugNavMesh = navMesh.getDebugNavMesh();
const { positions, indices } = debugNavMesh;
If you are using three.js, you can use NavMeshHelper
and CrowdHelper
to visualize NavMeshes, Crowds, and NavMesh generation intermediates.
See the @recast-navigation/three
package README for usage information.
Many Detour APIs return a status
property. This is a dtStatus
enum, which is a number representing the status of the operation.
You can use the statusToReadableString
function to convert a dtStatus
to a human-readable string.
import { statusToReadableString } from 'recast-navigation';
console.log(statusToReadableString(status));
If you need to work with status codes programmatically, you can use these utilities:
import {
statusSucceed,
statusInProgress,
statusFailed,
statusDetail,
} from 'recast-navigation';
// returns true if the status is a success
const succeeded = statusSucceed(status);
// returns true if the status is in progress
const inProgress = statusInProgress(status);
// returns true if the status is a failure
const failed = statusFailed(status);
// get the detail of the status
const detail = statusDetail(status);
// Raw.Detour.WRONG_MAGIC;
// Raw.Detour.WRONG_VERSION;
// Raw.Detour.OUT_OF_MEMORY;
// Raw.Detour.INVALID_PARAM;
// Raw.Detour.BUFFER_TOO_SMALL;
// Raw.Detour.OUT_OF_NODES;
// Raw.Detour.PARTIAL_RESULT;
// Raw.Detour.ALREADY_OCCUPIED;
A NavMesh and TileCache can be imported and exported as a Uint8Array.
See below for an example of exporting then importing a NavMesh:
import { exportNavMesh, importNavMesh } from 'recast-navigation';
/* export */
const navMeshExport: Uint8Array = exportNavMesh(navMesh);
/* import */
const { navMesh } = importNavMesh(navMeshExport);
To export a TileCache and NavMesh, the usage varies slightly:
import { exportNavMesh, importNavMesh } from 'recast-navigation';
/* exporting */
// pass both the navMesh and the tileCache
const navMeshExport: Uint8Array = exportNavMesh(navMesh, tileCache);
/* importing */
// also pass the TileCacheMeshProcess implementation for the tile cache
// if you used `generateTileCache` and didn't provide one, `createDefaultTileCacheMeshProcess` returns the default TileCacheMeshProcess `generateTileCache` uses
const tileCacheMeshProcess = createDefaultTileCacheMeshProcess();
const { navMesh, tileCache } = importNavMesh(
navMeshExport,
tileCacheMeshProcess
);
Functionality is spread across packages in the @recast-navigation/*
organization, with the recast-navigation
acting as an umbrella package.
You can choose between picking the scoped packages you need, or using the umbrella recast-navigation
package, which provides additional entrypoints for specific frameworks and libraries.
All packages ship as ECMAScript modules, and are compatible with Node.js and browser environments.
The umbrella package for recast-navigation
.
> npm install recast-navigation
The core library!
> npm install @recast-navigation/core
NavMesh generator implementations. Use these to get started, and as a basis for your own NavMesh generator.
> npm install @recast-navigation/generators
Helpers for three.js.
> npm install @recast-navigation/three
A website for generating navmeshes for your game. Drag 'n' drop your GLTF, fine tune your settings, and download your navmesh!
(source)
- This would not exist without Recast Navigation itself!
- The demos use recastnavigation's level mesh
- The WASM build was based on the Babylon.js Recast Extension