Commit Graph

144 Commits (00997fa7327293db6075d47d18bd36516537ba44)

Author SHA1 Message Date
elsid 08b026e907
Store copies of ref_ptr for btCollisionShape wrappers in Navigator
To keep btCollisionShape lifetime.
3 years ago
elsid 668788a5a2
Use RecastMeshBuilder once to create RecastMesh
This allows to move all data out of the object instead of copying.
3 years ago
psi29a 0394f848cd Merge branch 'fix_malexa_escape' into 'master'
Inscribe physical bounding box into navmesh agent cylinder (#6114)

Closes #6114

See merge request OpenMW/openmw!967

(cherry picked from commit 67f32263b2f7e4be9f50d46de842a8727449cae2)

84d6dea2 Inscribe physical bounding box into navmesh agent cylinder
4 years ago
elsid e9433a91fb
Add more tests for TileCachedRecastMeshManager 4 years ago
elsid d122e184cc
Report navmesh change for not posted tiles
Corresponding recast mesh tiles can be updated but navmesh tiles may never
appear for them. Report back zero navmesh version to allow oscillating recast
objects detection to work. This version is always less than any generated
navmesh tile version so any report for generated navmesh will override it.
If zero navmesh version is reported after recast mesh tile got report about
generated navmesh tile it is a no-op since generated version is always greater
than zero.
4 years ago
elsid 105cd5b06f
Add more checks to NavMeshTilesCache tests 4 years ago
psi29a e9fbd76e9b Merge branch 'windows_tests' into 'master'
Support running tests and benchmarks for windows

See merge request OpenMW/openmw!839
4 years ago
elsid 3ef1b27099
Add missing includes 4 years ago
elsid 59f89d22f8
Apply min distance only for not present tiles
To avoid waiting when navmesh update is triggered by transformed object for
already present tiles.
4 years ago
elsid 7a51d0db18
Wait until navmesh is generated within given distance around player
Add a setting to change this distance.

To prevent situations when there is not enough navmesh generated and actors
can't find path correctly.
4 years ago
elsid f169f8e6f0
Wait until navmesh is generated for interior cells
Add special loading progress bar.

It should be fast enough to not keep loading screen for noticably long but
will provide better pathfinding for actors inside interior cells.
4 years ago
elsid ec87b3f8f7
Remove redundant ChunkyTriMesh
This AABB tree required when need to filter out input mesh that has not
influence navmesh tile output. This filtering is already done before. Each
recast mesh corresponds to a single navmesh tile and has appropriate bounds.
4 years ago
psi29a 16bb3919d1 Merge branch 'navmesh_cache_simplification' into 'master'
Simplify navmesh cache

See merge request OpenMW/openmw!691
4 years ago
elsid 3e67f5ffa5
Detect and ignore updates for oscillating objects
To avoid triggering NavMesh update when RecastMesh change should not change
NavMesh.

Based on the following assumption:
Given a set of transformations and a bounding shape for all these
tranformations, a new object transformation that does not change this
bounding shape also should not change navmesh if for all of this object
transformations resulting navmesh tiles are equivalent

The idea is to report back to RecastMeshManager all changes of NavMesh if there
are any assiciated with RecastMesh version. So we know the last time when
RecastMesh change resulted into the NavMesh change. When later report shows
that there was no NavMesh change for a new RecastMesh version we can assume
that any object transformation within the same bounding box should not change
NavMesh.
4 years ago
elsid 8e1c92d9af
Use std::variant for ESM::Variant implementation 4 years ago
elsid 7f577f5f08
Do not compare hash in tests
Different std libraries have different implementation that produce different
results for the same values.
4 years ago
elsid dae3f022ba
Add tests for ESM::Variant 4 years ago
elsid f2ebad5115
Return cached element when set existing 4 years ago
elsid fac5759748
Set bounding min and max height for btHeightfieldTerrainShape
They must be set for proper AABB based filtering. Use
+-max(abs(min), abs(max)) to make sure bullet does not shift coordinates by z.
4 years ago
elsid fdca76ce86
Remove unused includes 4 years ago
elsid 8dba61f7ae
Use navmesh raycast to find reachable position around target 4 years ago
Sergey Fukanchik f3271cb66b Add unit test for swapEndiannessInplace(). Part of Bug #5837 4 years ago
elsid 489107c5ee
Count navmesh cache key once in item size
Key is stored only in NavMeshTilesCache::Item, TileMap uses KeyView with
a pointer to a vector.
4 years ago
Alexei Dobrohotov 8db2ba2b38
Merge pull request #3032 from akortunov/gtest
Mark mock methods as overrides (requires GTest 1.10)
4 years ago
Alexei Dobrohotov 8fd45d85ec Unify NiGeometry/NiGeometryData handling 4 years ago
Alexei Dobrohotov 15291f15d3 Make actor collision box components a struct 4 years ago
psi29a 7156b11dbc be explicit about narrowing to resolve: error: type 'btScalar *' (aka 'float *') cannot be narrowed to 'bool' in initializer list [-Wc++11-narrowing] 4 years ago
AnyOldName3 fd4a62ce35 Use correct variable types when loading config for tests 4 years ago
Andrei Kortunov 807367ca3f Mark mock methods as overrides (requires GTest 1.10) 4 years ago
Alexei Dobrohotov df9667e923 Read NIF bounding volume data correctly 4 years ago
Bret Curtis f6bead88a9 purge boost/optional.hpp headers 4 years ago
Bret Curtis 5a824d0333 components/compiler cleanup; also cleaned up related cascading warnings; fixed up final/override issues 4 years ago
Bret Curtis c99be77a32
Merge pull request #3008 from akortunov/strings
Rework fixed strings handling
4 years ago
psi29a bca698d951 Merge branch 'shader_line_numbering' into 'master'
Correctly resetting line numbering during shader processing.

See merge request OpenMW/openmw!317
4 years ago
Andrei Kortunov 822764d0fa Rework fixed strings handling 4 years ago
Alexei Dobrohotov 29ccb09da5 Introduce some extended NIF definitions 4 years ago
Mads Buvik Sandvei d5450a7d88 Correctly resetting line numbering during shader processing. 4 years ago
Evil Eye 6ad20ec9c7 Mutate base records when adding/removing spells 4 years ago
elsid 00197e1cd9
Optimize recast mesh size by vertex deduplication 5 years ago
elsid b095ca6c86
Use actor speed to define area cost for pathfinding 5 years ago
Bret Curtis c69c7d0b3b
Merge pull request #2049 from elsid/bullet_double_precision
Support bullet double precision
5 years ago
Capostrophic 30558c2434 Try to resolve CI concerns 5 years ago
elsid 2d7c3bae61
Support bullet with double precision 5 years ago
elsid ef5a5ef43f
Print not matched values with full precision 5 years ago
elsid 1f3dfaedcc
Add tests for ShaderManager 5 years ago
elsid b150d681a9
Update same navmesh tile with limited frequency 5 years ago
elsid bd1ef4dd6d
Add detournavigator test for multiple worker threads 5 years ago
elsid df6e85b619
Use callback to handle changed tiles
Instead of collecting changed tiles into a temporary vector.
5 years ago
Alexey Sokolov ddab86d940 Use approximate comparison for floating point in test
This fixes test suite on my machine
5 years ago
elsid 208a50340d
Specialize DetourNavigator::ObjectId ctor for pointers
To fix msvc error:
components\detournavigator\objectid.hpp(14,13): error C2440: 'reinterpret_cast': cannot convert from 'const T' to 'size_t'
          with
          [
              T=unsigned long
          ]
5 years ago