refactor nav coverage into clustered windows
Replace region-based runtime pathing with interest-cluster coverage windows so active nav areas stay contiguous and spawn anchors participate in initial coverage.
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@@ -7,10 +7,14 @@ namespace InfiniteWorld.VoxelWorld.NavMesh
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public sealed class VoxelWorldNavMeshConfig
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{
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[Min(0)] public int agentTypeId;
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[Min(1)] public int navRegionSizeInChunks = 2;
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[Min(1)] public int maxNavMeshBuildsPerFrame = 1;
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[Min(0f)] public float navBoundsHorizontalPadding = 1f;
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[Min(0f)] public float navBoundsVerticalPadding = 2f;
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[Min(0)] public int navWarmupRadiusInRegions = 1;
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[Min(1)] public int maxActiveCoverageWindows = 3;
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[Min(0f)] public float clusterMergeDistanceInChunks = 4f;
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[Min(0f)] public float coveragePaddingInChunks = 2f;
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[Min(0.25f)] public float coverageQuantizationInChunks = 1f;
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[Min(1f)] public float minCoverageWindowSizeInChunks = 4f;
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[Min(0)] public int chunkCollectionMarginInChunks = 1;
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}
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}
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