Blacksite/.cursor/plans/navigation_authoring_2026-07-11.plan.md
Rbanh 0798aa5d57 Build renderer and material component foundations
Add dedicated skinned rendering, pose restoration, shared Material and Material Instance slots, registry-driven components, Surface/Solari integration, transactional schema upgrades, navigation authoring, documentation, and evaluation evidence.
2026-07-12 00:24:06 -04:00

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# Navigation Mesh Authoring, Bake Diagnostics, And Path Preview
Working implementation plan for Gitea issue
[`#48`](https://git.spacetrainclubhouse.com/Falling-Metal-Interactive/Blacksite/issues/48).
This is the navigation production loop required by the M7 content-production milestone.
## Status
Architecture and dependency compatibility are established. Implementation and production
acceptance are in progress.
## Outcome
A level designer can author navigation bounds, obstacles, areas, links, and agent profiles; bake a
deterministic versioned artifact; inspect stale or invalid data; preview a path in the viewport; and
use the same artifact through a game-owned runtime query API and headless release validation.
## Architecture
- Shared reflected components own bounds, obstacles, area volumes, links, and scene bake settings.
- The scene crate owns deterministic source fingerprinting, bake artifact IO, and validation.
- Rerecast performs the 3D walkable-surface bake without coupling navigation to a Bevy plugin
release. Polyanya performs proven any-angle runtime and editor-preview path queries.
- Overlapping primitive and additive-brush triangles enter the deterministic bake source; distant
geometry and navigation authoring are excluded from each bounds fingerprint.
- The game crate owns loading and querying baked artifacts. Editor UI calls that public API for
preview rather than implementing a second pathfinder.
- Generated artifacts live under `assets/navigation/generated/`, are project-relative runtime
dependencies, and never serialize viewport helpers into authored scenes.
## Implementation Sequence
1. Add reflected authoring schema, versioned bake artifact, source fingerprint, validation, and
exact agent-profile settings.
2. Add deterministic Rerecast bake input extraction for authored bounds/obstacles and headless bake
command coverage.
3. Add game-owned artifact loading and Polyanya path-query API, including authored off-mesh links.
4. Add typed inspectors, create commands, bake/stale status, viewport overlay, and start/end path
preview.
5. Add owner-attributed project validation for invalid links, missing/stale artifacts, unreachable
preview samples, and bake failures.
6. Commit a small sample scene/artifact and run automated, headless, live editor, PIE, and packaged
runtime acceptance.
## Acceptance Gates
- A designer can create bounds and obstacles, bake, view the resulting mesh, and preview a valid
start-to-end path.
- Agent radius, height, climb, and slope settings deterministically affect the bake fingerprint.
- Relevant geometry or navigation-authoring changes mark the artifact stale; unrelated scene
metadata does not.
- Invalid or dangling links, samples outside the mesh, isolated regions, and bake failures identify
the owning actor or setting and provide a repair action.
- Runtime path queries and editor preview use the same game-owned API and versioned artifact.
- Helper meshes, lines, endpoints, and bake state are transient and never serialize.
- Headless bake and project validation pass for the committed sample fixture, and package dependency
collection includes the current artifact.
## Deliberate Boundaries
- V1 supports static baked navigation plus explicit links. Dynamic crowd avoidance and runtime tile
carving are separate work.
- Full partial-tile regeneration waits for upstream Rerecast tiling support. V1 records affected
source bounds and debounces a deterministic full bake while reporting the dirty region.
- Area costs are authored and validated in V1; path-cost weighting beyond walkable/blocked areas is
deferred until the runtime exposes per-polygon cost callbacks.
- Imported static meshes remain obstacle-authored in V1 because their normalized manifests do not
yet expose deterministic collision triangles to the headless scene crate.