Makes it easier to get the height of the terrain at a specific point, as well as the triangle at that point, chunk ID, etc.
Closes #16. Picking random nav graph nodes will have to come later, and will probably be based more on this functionality than the navigation graph iterators anyway. It is likely way faster to try to get a triangle at a certain point, retrying if it's invalid for the given entity, rather than iterate through thousands of nodes, filtering each one, to pick one randomly.
Makes it easier to get the height of the terrain at a specific point, as well as the triangle at that point, chunk ID, etc.
Closes #16. Picking random nav graph nodes will have to come later, and will probably be based more on this functionality than the navigation graph iterators anyway. It is likely way faster to try to get a triangle at a certain point, retrying if it's invalid for the given entity, rather than iterate through thousands of nodes, filtering each one, to pick one randomly.