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12 commits

Author SHA1 Message Date
jvoisin
28d5e5e8be Remove some superfluous includes in components/detournavigator 2021-05-14 20:45:59 +02:00
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.
2021-05-04 13:00:06 +02:00
elsid
3a2cea5271
Use raw recast mesh data and off mesh connections for navmesh key
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.
2021-02-04 01:01:15 +01:00
elsid
ad1f8c1e84
Sort water and off mesh connections for recast mesh
Inconsisten order of these objects in navmesh cache key leads to cache misses
due to key inequality.
2021-02-04 01:00:41 +01:00
elsid
7ae7cb181d
Support recast mesh rendering 2020-03-14 09:38:24 +01:00
elsid
0f6a64ad54
Split makeNavMeshTileData 2018-10-13 22:22:15 +03:00
elsid
ed73d130f9
Cache navmesh tiles
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
c95cea414c
Support water for NavMesh 2018-10-13 22:16:32 +03:00
elsid
72f211ef28
Add enums for area type and flags 2018-10-13 22:16:32 +03:00
elsid
fa23b590a4
Add unwalkable areas to NavMesh 2018-10-13 22:16:32 +03:00
elsid
f8909218ee
Store recast mesh bounds 2018-10-13 22:16:27 +03:00
elsid
fafba8ea0c
Use recastnavigation to find path 2018-10-13 22:16:25 +03:00