Integration Phase 6a: Integrating NavData into your Asset Pipeline

Most game development projects have a well-developed pipeline that handles packaging game assets together and streaming them into memory when needed at runtime. If you have such a system in place, you can easily package your NavData along with other types of game assets that are used in the same sectors (such as textures and models).

After a successful generation run, you can use the code below to access the NavData for each sector as raw data, and copy it into an array of unsigned int 8 or char. You can then package up this raw data in any way that fits in with your pipeline.

bool Generate()
{
    ...
    // Launch the generation process using the configuration we set up.
    if (Kaim::Result::Fail(generator.Generate(generatorInputOutput)))
    {
        return false;
    }

    // Get a GeneratorSector object for each sector.
    // (we only generated one sector)
    Kaim::GeneratorSector* generatorSector = 
                generatorInputOutput.GetSectorWithIndex(0);
 
    // Get the NavData.
    Kaim::NavData* pathDataPtr = generatorSector->GetNavData();

    // Access the blob aggregate and retrieve its size.
    Kaim::BlobAggregate& aggregate = *pathDataPtr->m_blobAggregate;
    KyUInt32 aggregateSize = aggregate.ComputeByteSize();

    // Allocate your own array.
    char* myArray = new char[aggregateSize];

    // Copy the NavData there.
    aggregate.SaveToMemory(myArray);

    // Embed your copy into your own actor, an entity, or into your system.
    myLevel.m_navDataBlob = myArray;

    return true;
}

After you load the block of data that contains your sector's NavData into memory at runtime, you can use it to set up a NavData object by calling NavData::LoadFromMemory() and passing the buffer.

class MyGameLevel
{
public:
    bool Initialize(Kaim::World* world);
protected:
    Kaim::Ptr<Kaim::NavData> m_navData;
    char* m_navDataBlob;
};

bool MyGameLevel::Initialize(Kaim::World* world)
{
    // Instantiate and load the NavData from the buffer array
    m_navData = *KY_NEW Kaim::NavData;
    KyResult loadingResult = KY_ERROR;
    loadingResult = m_navData->LoadFromMemory(m_navDataBlob); 
 
    // Check that the NavData have been correctly loaded
    if (KY_FAILED(loadingResult))
        return false;
 
    // Add the NavData to the database
    m_navData->Init(world->GetDatabase(0));
    m_navData->AddToDatabaseImmediate();
 
    return true;
}