Fix new game guard 3 (#6126)
Closes#6126
See merge request OpenMW/openmw!976
(cherry picked from commit 89ca56632c6bc37f07e430e7f5cd23d855610b19)
a3942a1e Remove redundant check for y coordinate in inRange function
cc08a45c Move include where it is needed
7e1630a7 Remove redundant getPolyHeight wrapper
793c30ab Check dtNavMeshQuery::getPolyHeight status
a54c4bc2 Check dtNavMeshQuery::findStraightPath status
94e460ba Use proper check for distance
5624fe19 Consider path not found when there is navmesh query error
Optimize off mesh connections
See merge request OpenMW/openmw!969
(cherry picked from commit 9dcea247d2cd7d25d719fabc142cef5360233e2a)
3e98db8d Fix styleguide
7f65a2c4 Remove unused code
81e569c3 Move OffMeshConnectionsManager implementation into cpp
a8ba9a0e Cleanup unused tile positions from OffMeshConnectionsManager
ff1af5e8 Use only off mesh connections starting or ending in a given tile
1552e7e3 Add pathgrid edges as one direction off mesh connection
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.
When player tile changes distance to player that is part of jobs priority is
invalidated. So jobs are no longer in the right order. This can lead to
processing of farests tiles first.
Sort queue each time player tile is changed.
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.
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.
It fills areas.data with walkable triangles but right after it's overwritten
and rcClearUnwalkableTriangles is called instead that fills areas.data with
unwalkable triangles.
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.
mLastBuildRevision == mRevision with current use cases does not happen. But
even if this will happen when another use case will be added it does not save
much computation. The most expensive operation is not adding objects to the
MeshBuilder but to optimize resulting navmesh that will happen anyway in
MeshBuilder::create call.
When distance between start and end point is greater than max radius of area
possibly covered by navmesh there is no way to find path via navmesh. Also if
distance is greater than cell size navmesh might not exists withing mentioned
area because cell is not loaded therefore navmesh is not generated. So minumum
of these values is used to limit max path distance. Assuming that path
actually exists it's possible to build path to the edge of a circle. When
actor reaches initial edge path is built further. However it will not be
optimal.
Serialization into a vector of chars produces inconsistent results that leads
to reduced cache hit rate. Using a structured object is a more clear solution
and allows to remove serialization and nontrivial key compare logic with more
straigt forward structured object comparison.