elsid
ab8d1c02d4
Set idle priority for navmesh generation thread
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Support Linux, Windows, FreeBSD.
2021-04-14 21:39:06 +02:00
Bret Curtis
62b0781f7d
use std::optional instead of boost::optional
2020-10-25 00:33:41 +02:00
psi29a
9a912486f9
Merge branch 'deprecated-exception' into 'master'
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Use C++11 exception specification
See merge request OpenMW/openmw!343
2020-10-13 13:31:48 +00:00
fredzio
460e69e92a
Get rid of warning: dynamic exception specifications are deprecated
2020-10-10 12:12:55 +02:00
elsid
f637dc38bd
Add cached flag to update navmesh status
2020-10-08 19:55:55 +02:00
elsid
eb140ed15f
Write unknown status numeric value
2020-10-08 19:55:55 +02:00
elsid
b150d681a9
Update same navmesh tile with limited frequency
2020-05-01 18:05:58 +02:00
elsid
bd1ef4dd6d
Add detournavigator test for multiple worker threads
2020-04-26 22:00:55 +02:00
elsid
7502db1570
Add number of thread jobs to update jobs stats
2020-04-25 17:51:50 +02:00
elsid
7729e396b2
Fix exceptions logging
2019-11-30 10:33:14 +01:00
Andrei Kortunov
6832a2fa9a
Remove BOM from CPP files (allows to build OpenMW with LCC on Elbrus)
2019-05-21 19:22:34 +04:00
elsid
c683dc8565
Lock navmesh tile by thread while processing
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To avoid duplicated work on a same tile by different threads.
If tile is locked by another thread, then post job into this thread queue.
2019-04-10 22:01:50 +02:00
Andrei Kortunov
14b756a692
Use a generic logging system for RecastNavigation
2019-04-08 20:31:21 +04:00
elsid
4624f31788
Report navigator stats
2019-03-17 22:15:18 +03:00
Bret Curtis
cb1a5f3679
Merge pull request #2245 from elsid/navigator_refactor
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Refactor navigator related code
2019-03-11 07:51:43 +01:00
elsid
ece111d05a
Check for jobs using predicate
2019-03-10 23:58:49 +03:00
elsid
614d5243c3
Make NavMeshCacheItem consistent
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Move all logic related to this type into its methods.
2019-03-10 23:07:36 +03:00
elsid
f6a1d3cecf
Store weak pointers to navmesh in jobs queue
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To avoid useless processing for removed navmeshes.
2019-03-10 17:06:19 +03:00
elsid
ccc709a316
Store guarded navmesh cache item in shared_ptr
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Remove useless SharedGuarded type.
2019-03-10 17:06:19 +03:00
elsid
ff47df4f2c
Repost navmesh update jobs when failed because of out of memory
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DT_OUT_OF_MEMORY error is returned when limit of tiles is reached.
2019-03-08 17:39:04 +03:00
elsid
82e2739bae
Notify workers when only at least one job is posted
2019-03-08 15:27:16 +03:00
elsid
b9b8ed177c
Store priority values as named fields
2019-03-08 15:23:36 +03:00
elsid
0c16fef285
Add navmesh update status builder
2019-03-08 15:07:07 +03:00
Andrei Kortunov
3032b177a1
Remove redundant includes
2019-02-23 08:02:12 +04:00
elsid
dc2eb2e16b
Do not write to global log async navmesh updater exceptions
2018-10-15 22:47:07 +03:00
elsid
e57504ae7c
Lower log level
2018-10-13 22:22:15 +03:00
elsid
ed73d130f9
Cache navmesh tiles
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Use LRU modification to hold currently used items. Use RecastMesh binary
data for item key.
Store original pointer of btCollisionShape in user pointer to make available
it as an identifier within all duplicates. Use pointer to heights data array
for btHeightfieldTerrainShape.
2018-10-13 22:22:12 +03:00
elsid
ae7285e960
Use ScopeGuarded instead of raw mutex
2018-10-13 22:16:35 +03:00
elsid
7c80bb9411
Support multiple threads for async nav mesh updater
2018-10-13 22:16:34 +03:00
elsid
346e9e3141
Add off mesh connections for doors without teleport
2018-10-13 22:16:33 +03:00
elsid
c771986c56
Prioritise NavMesh jobs first to remove and last to add
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When player move fast enough, tiles update for specific area square
couldn't catch player move. Tiles to be removed are left in the queue
with lower priority then tiles to be added which are nearest to player.
This can lead to overflow for amount of tiles. So we try to do remove
first. But we detect change type approximately using mixed change type,
because even if we do it precise, change type could change while job
is in queue.
2018-10-13 22:16:31 +03:00
elsid
144e1a063b
Support animated objects
2018-10-13 22:16:30 +03:00
elsid
4aba0fa85f
Limit number of NavMesh tiles to add by distance from player tile
2018-10-13 22:16:30 +03:00
elsid
d2fd9abd51
Split RecastMesh into tiles
2018-10-13 22:16:30 +03:00
elsid
dbb1d99bff
Add NavMeshItem generation to fix update NavMesh for render
2018-10-13 22:16:30 +03:00
elsid
f268ec5d34
Measure total time for NavMesh build from first pop
2018-10-13 22:16:29 +03:00
elsid
c26773bd29
Log update NavMesh status
2018-10-13 22:16:29 +03:00
elsid
dd5f4498f6
Increment NavMesh revision on remove or add tile
2018-10-13 22:16:29 +03:00
elsid
70a369f70e
Add command to enable NavMesh render
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togglenavmesh or tnm
2018-10-13 22:16:28 +03:00
elsid
1caa18bb4f
Use one recast mesh for all jobs
2018-10-13 22:16:27 +03:00
elsid
373adc6ec4
Option to enable/disable file names revisions
2018-10-13 22:16:27 +03:00
elsid
d1d034a1ec
Update NavMesh one by one tile in order from nearest to player
2018-10-13 22:16:26 +03:00
elsid
41caca24ee
Options to enable/disable write recast mesh and nav mesh into file
2018-10-13 22:16:26 +03:00
elsid
430ba9d7a5
Build NavMesh tile data only for changed tiles
2018-10-13 22:16:25 +03:00
elsid
fafba8ea0c
Use recastnavigation to find path
2018-10-13 22:16:25 +03:00