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.
This commit is contained in:
Alexander Borisov
2026-04-08 13:52:00 +03:00
parent 7282621211
commit 0b380def78
11 changed files with 680 additions and 219 deletions
@@ -30,8 +30,9 @@ namespace VoxelWorldScene
builder.RegisterMessagePipe();
builder.RegisterInstance(config);
builder.RegisterInstance(worldGenerator).As<IChunkNavSourceReader>().As<IWorldInterestReader>().AsSelf();
builder.RegisterEntryPoint<VoxelWorldNavMeshService>();
builder.RegisterInstance(worldGenerator).As<IChunkNavSourceReader>().AsSelf();
builder.Register<SceneWorldInterestReader>(Lifetime.Singleton).As<IWorldInterestReader>();
builder.RegisterEntryPoint<VoxelWorldNavMeshService>().AsSelf();
builder.RegisterBuildCallback(ResolvePublishers);
}
@@ -48,4 +49,5 @@ namespace VoxelWorldScene
resolver.Resolve<IPublisher<WorldInterestChangedMessage>>());
}
}
}