Difference between revisions of "Viewerhelp:Pathfinding View/Test"

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==Visualization ==
{{UIgroup|
{{UIref| Show Navmesh <i>checkbox</i> | Toggles the display of the navmesh within the Viewer.}}
'''Show'''
{{UIref| Show Walkability Map <i>drop-down</i> | This does nothing currently.
{{UIref| Navmesh | Toggles the display of the navmesh within the Viewer.}}
'''FUTURE''': If the navmesh is displayed, this drop-down will allow the user to select to view the navmesh as a heatmap.  This mode will allow the user to view the walkability values baked into the navmesh.  This view will be in the style of a heatmap illustrating the values across the navmesh.}}
{{UIref| Show Walkability Map | Not currently implemented.
{{UIref| Show Walkables <i>checkbox</i> | Toggles the display of Walkables used when the navmesh was generated.  This functionality can be used to visualize how objects of type Walkable affected the navmesh generation.}}
'''FUTURE''': If the navmesh is displayed, the drop-down enables you to view the navmesh as a heatmap.  This mode enables you to view the walkability values baked into the navmesh in the style of a heatmap illustrating the values across the navmesh.}}
{{UIref| Show Material Volumes <i>checkbox</i> | Toggles the display of Material Volumes used when the navmesh was generated.  This functionality can be used to visualize how objects of type Material Volume affected the navmesh generation.}}
{{UIref| Walkables | Select to display the walkables used when the navmesh was generated.  Use this option to visualize how objects of type ''Walkable'' affected the navmesh generation.}}
{{UIref| Show Static Obstacles <i>checkbox</i> | Toggles the display of Static Obstacles used when the navmesh was generated.  This functionality can be used to visualize how objects of type Static Obstacle affected the navmesh generation.}}
{{UIref| Material Volumes | Select to display of material volumes used when the navmesh was generated.  Use this option to visualize how objects of type ''material volume'' affected the navmesh generation.}}
{{UIref| Show Exclusion Volumes <i>checkbox</i> | Toggles the display of Exclusion Volumes used when the navmesh was generated.  This functionality can be used to visualize how objects of type Exclusion Volume affected the navmesh generation.}}
{{UIref| Static Obstacles | Select to display static obstacles used when the navmesh was generated.  Use this option to visualize how objects of type ''static obstacle'' affected the navmesh generation.}}
{{UIref| Show World <i>checkbox</i> | Toggles the display of the world with the navmesh.}}
{{UIref| Exclusion Volumes | Toggles display of exclusion volumes used when the navmesh was generated.  Use this option to visualize how objects of type exclusion volume affected the navmesh generation.}}
{{UIref| Status <i>text</i> | Reports the status of the pathfinding navmesh including the download process of retrieving the navmesh data from the server.
{{UIref| World | Select to display the navmesh in the world view.}}
'''FUTURE''': This status will eventually also report on the status of the server-side navmesh re-generation including when the navmesh is dirty, baking, or clean.}}
{{UIref| Status | Reports the status of the pathfinding navmesh including the download process of retrieving the navmesh data from the server.
'''FUTURE''': Status text will also report on the status of the server-side navmesh re-generation including when the navmesh is dirty, baking, or clean.}}
 
{{UIref|Characters.... | Click to display the {{Vh|Pathfinding characters}} window.}}


== Edit Tab ==
== Edit Tab ==


{{UIref| Unfreeze <i>button</i> | Allows the user to switch from the default <b>FROZEN</b> state to the <b>UNFROZEN</b> state.  In the <b>UNFROZEN</b>, the user is allowed to move permanent objects and to alter the terrain.}}
{{UIref| Unfreeze | Click to switch from the default FROZEN state to UNFROZEN state.  In the UNFROZEN state, you can move permanent objects and to edit the terrain.}}
{{UIref| Linksets <i>button</i> | After switching to <b>UNFROZEN</b> mode, the user is allowed to access the Linksets <i>button</i> which opens the Pathfinding Linksets floater.}}
{{UIref| Linksets | After switching to UNFROZEN mode, click to open the Pathfinding {{Vh|Pathfinding linksets}} window.}}
{{UIref| Freeze <i>button</i> | After making the desired changes to permanent objects and/or terrain, the user will use the <i>Freeze</i> button to switch back to <b>FROZEN</b> mode.
{{UIref| Freeze <i>button</i> | After making the desired changes to permanent objects and/or terrain, the user will use the <i>Freeze</i> button to switch back to <b>FROZEN</b> mode.
FUTURE: Upcoming changes to the simulator will also re-generate the navmesh when a user switches back to the FROZEN state.
FUTURE: Upcoming changes to the simulator will also re-generate the navmesh when a user switches back to the FROZEN state.
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==Test Tab ==
==Test Tab ==


{{UIref| Character Width <i>slider</i> | This slider allows the user to specify the width of the test character, ranging from 0.1 meter to 2 meters.}}
To specify the starting point of the test character path, hold down the &lt;CTRL&gt; key and click the left mouse button in the Viewer window.
{{UIref| Character Type <i>radio button</i> | This controls allows the user to specify the character type of the test character.}}
 
{{UIref| Ctrl-click <i>left mouse button</i> | By holding down the &lt;CTRL&gt; key and clicking the left mouse button in the viewer window, the user specifies the starting point of the test character path.}}
To specify the ending point of the test character path, hold down the &lt;SHIFT&gt; key and click the left mouse button in the Viewer window.
{{UIref| Shift-click <i>left mouse button</i> | By holding down the &lt;SHIFT&gt; key and clicking the left mouse button in the viewer window, the user specifies the endpoint of the test character path.}}
 
{{UIref| Clear Path <i>button</i> | After a path is generated and displayed, it will remain displayed within the Viewer until the user clicks the Clear Path <i>button</i>. }}
{{UIref| Character Width | Use the slider to specify the width of the test character, ranging from 0.1 meter to 2 meters.}}
{{UIref| Character Type  | Specify the character type of the test character.}}
 
{{UIref| Clear Path | Click to clear a path generated and displayed in the Viewer. }}

Revision as of 16:02, 2 March 2012

{{UIgroup| Show

Navmesh   Toggles the display of the navmesh within the Viewer.
Show Walkability Map   Not currently implemented.

FUTURE: If the navmesh is displayed, the drop-down enables you to view the navmesh as a heatmap. This mode enables you to view the walkability values baked into the navmesh in the style of a heatmap illustrating the values across the navmesh.

Walkables   Select to display the walkables used when the navmesh was generated. Use this option to visualize how objects of type Walkable affected the navmesh generation.
Material Volumes   Select to display of material volumes used when the navmesh was generated. Use this option to visualize how objects of type material volume affected the navmesh generation.
Static Obstacles   Select to display static obstacles used when the navmesh was generated. Use this option to visualize how objects of type static obstacle affected the navmesh generation.
Exclusion Volumes   Toggles display of exclusion volumes used when the navmesh was generated. Use this option to visualize how objects of type exclusion volume affected the navmesh generation.
World   Select to display the navmesh in the world view.
Status   Reports the status of the pathfinding navmesh including the download process of retrieving the navmesh data from the server.

FUTURE: Status text will also report on the status of the server-side navmesh re-generation including when the navmesh is dirty, baking, or clean.

Characters....   Click to display the Pathfinding characters window.

Edit Tab

Unfreeze   Click to switch from the default FROZEN state to UNFROZEN state. In the UNFROZEN state, you can move permanent objects and to edit the terrain.
Linksets   After switching to UNFROZEN mode, click to open the Pathfinding Pathfinding linksets window.
Freeze button   After making the desired changes to permanent objects and/or terrain, the user will use the Freeze button to switch back to FROZEN mode.

FUTURE: Upcoming changes to the simulator will also re-generate the navmesh when a user switches back to the FROZEN state.


Test Tab

To specify the starting point of the test character path, hold down the <CTRL> key and click the left mouse button in the Viewer window.

To specify the ending point of the test character path, hold down the <SHIFT> key and click the left mouse button in the Viewer window.

Character Width   Use the slider to specify the width of the test character, ranging from 0.1 meter to 2 meters.
Character Type   Specify the character type of the test character.
Clear Path   Click to clear a path generated and displayed in the Viewer.