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;
}