csharp/XINCGer/ColaFrameWork/Assets/3rd/AstarPathfindingProject/Generators/Utilities/Voxels/VoxelRasterization.cs

VoxelRasterization.cs
using UnityEngine;
using System.Collections.Generic;

namespace Pathfinding.Voxels {
	/** Voxelizer for recast graphs.
	 *
	 * In comments: units wu are World Units, vx are Voxels
	 *
	 * \astarpro
	 */
	public partial clast Voxelize {
		public List inputMeshes;

		/** Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]  */
		public readonly int voxelWalkableClimb;

		/** Minimum floor to 'ceiling' height that will still allow the floor area to
		 * be considered walkable. [Limit: >= 3] [Units: vx] */
		public readonly uint voxelWalkableHeight;

		/** The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu] */
		public readonly float cellSize = 0.2F;

		/** The y-axis cell size to use for fields. [Limit: > 0] [Units: wu] */
		public readonly float cellHeight = 0.1F;

		public int minRegionSize = 100;

		/** The size of the non-navigable border around the heightfield. [Limit: >=0] [Units: vx] */
		public int borderSize = 0;

		/** The maximum allowed length for contour edges along the border of the mesh. [Limit: >= 0] [Units: vx]  */
		public float maxEdgeLength = 20;

		/** The maximum slope that is considered walkable. [Limits: 0