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72 commits

Author SHA1 Message Date
elsid
44429f0393
Limit NavMeshManager update range by player tile and max tiles
Object AABB may be much larger than area currently covered by navmesh. In this
case all tiles beyond covered range should be ignored. Attempt to iterate over
them will not result in any new tile updates but can take quite a while. At
maximum this can be pow(INT_MAX - INT_MIN, 2) iterations.

Use arbitrary time limit to check for update call to finish in the test.
2023-01-15 04:46:29 +01:00
elsid
b4ab153418
Use ESM::RefId for worldspace in detournavigator 2022-12-29 23:49:49 +01:00
clang-format-bot
ddb0522bbf
Apply clang-format to code base 2022-09-22 21:35:26 +03:00
elsid
22ee592dd3
Lock TileCachedRecastMeshManager once per changing a cell
To save time on locking mutex and prevent AsyncNavMeshUpdater to use RecastMesh
for a tile in the middle of objects loading.
2022-09-08 11:06:35 +02:00
elsid
d15e1dca84
Use R-tree for objects to be used for navmesh generation
Instead of storing a set of objects per tile.
2022-09-07 22:51:56 +02:00
elsid
d1a294664e
Do not try to update tile to post
changedTiles contains unique set of positions and tilesToPost is empty initially
therefore it's not possible to add the same position twice.
2022-09-06 21:51:48 +02:00
elsid
e2d566b89d
Store changed tiles in TileCachedRecastMeshManager 2022-09-05 11:49:39 +02:00
elsid
c15848932b
Separate reading navigator stats and reporting 2022-08-28 14:52:34 +02:00
elsid
e1bed86d7e
Do single navigator update per frame
Primarily for crossing cell border case. Each Navigator::update call has a cost.
Doing it multiple times per frame increased frame duration on cell loading.

Call Navigator::wait only when cell has changed but do not use
Scene::hasCellChanged because it doesn't always indicates it.
2022-08-20 19:15:55 +02:00
elsid
b1fb42a28c
Cleanup detournavigator includes 2022-08-15 19:46:10 +02:00
elsid
1a5932a669
Move std::ostream& operator<< to .cpp 2022-06-26 22:43:53 +02:00
elsid
1a12c453d6
Support different agent collision shape type for pathfinding
Actors may have different collision shapes. Currently there are axis-aligned
bounding boxes and rotating bounding boxes. With AABB it's required to use
bounding cylinder for navmesh agent to avoid providing paths where actor can't
pass. But for rotating bounding boxes cylinder with diameter equal to the front
face width should be used to not reduce of available paths. For example rats
have rotating bounding box as collision shape because of the difference between
front and side faces width.

* Add agent bounds to navmesh tile db cache key. This is required to distinguish
  tiles for agents with different bounds.
* Increase navmesh version because navmesh tile db cache key and data has changed.
* Move navmesh version to the code to avoid misconfiguration by users.
* Fix all places where wrong half extents were used for pathfinding.
2022-06-21 12:57:32 +02:00
elsid
05b54cbfb8
Cull navmesh objects by scene bounds
If object is too big iteration over all tiles covering it can take too much
time. Limit bounds to a square around a player position to cover only tiles
that will be present in navmesh based on max tiles number option.

Each object is associated with a set of tiles its present in. Culling can
reduce this set but it has to be update when bounds change position. Do this
in TileCachedRecastMeshManager::setBounds updating the set and adding/removing
objects to the corresponding CachedRecastMeshManagers.
2022-02-03 22:09:37 +01:00
elsid
7ea5aa250b
Revert "Cull navmesh objects by scene bounds"
This reverts commit b0ef20c303.
2022-01-30 21:43:23 +01:00
elsid
ecc654a369 Limit and filter navmesh input (#5858) 2022-01-25 14:06:53 +00:00
elsid
96eb8d7be9
Write generated navmesh to navmeshdb
Perform all request to db in a single thread to avoid blocking navmesh
generator threads due to slow write operations.

Write to db navmesh for all changes except update as it done for memory cache.

Batch multiple db operations into a single transaction to speed up writing by
not executing fsync after each insert/update query. All reads are performed in
the same transaction so they see uncommited data.
2021-12-11 00:22:04 +01:00
elsid
c9b8ba7b46
Read navmesh tile data from database
When tile is not found in memory cache try to find it in the database.
2021-12-11 00:22:04 +01:00
elsid
01c712d5f1
Split navigator settings into subtypes
Mostly to distinguish settings that affect properties of the generated navmesh.
2021-12-10 23:55:03 +01:00
elsid
7dcb219ecf
Add raw heightfield data to navigator 2021-12-03 01:16:15 +01:00
elsid
8571c317d8
Add raw water data to navigator 2021-12-03 01:16:15 +01:00
elsid
0c8a811ad5
Render only cached recast mesh
To avoid waiting while recast mesh is generating.

Remove redundant continue.
2021-10-10 13:13:57 +02:00
elsid
c8987bda2f
Store reference to BulletShapeInstance for btCollisionShape
To keep btCollisionShape lifetime.
2021-08-03 12:21:56 +02:00
elsid
9a5ec5fd03
Store heightfields as array of heights instead of triangles
To reduce size of RecastMesh and therefore cache size.
2021-07-26 00:22:21 +02:00
elsid
5d6c93566d
Rename DetourNavigator::Water -> Cell 2021-07-26 00:22:21 +02:00
elsid
753767d6d9
Store only water shift
Rotation is not used.
2021-07-26 00:22:20 +02:00
jvoisin
1123dc46ee Add a ton of const refs 2021-06-23 23:13:59 +02:00
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.
2021-05-27 12:40:00 +02:00
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.
2021-05-14 22:41:11 +02:00
psi29a
fd89582e0c Merge branch 'navmesh_wait' into 'master'
Wait until navmesh is generated within given distance around player (#5500)

Closes #5500

See merge request OpenMW/openmw!819
2021-05-13 16:56:39 +00:00
Andrei Kortunov
8d4a374516 Add missing include for std::inserter 2021-05-07 11:30:10 +04:00
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.
2021-05-05 19:27:49 +02:00
elsid
c4cd3b2c4f
Add pathgrid to navmesh as off mesh connection 2020-06-12 21:04:02 +02:00
Bret Curtis
b7f7aabd8b
Merge pull request #2806 from elsid/detournavigator_tests
Add detournavigator test for multiple worker threads
2020-04-30 14:48:02 +02:00
elsid
899a6b5aa3
Workaround for GCC 5 bug
https://gcc.gnu.org/bugzilla/show_bug.cgi?id=61636
2020-04-29 13:54:52 +02:00
elsid
bd1ef4dd6d
Add detournavigator test for multiple worker threads 2020-04-26 22:00:55 +02:00
elsid
df6e85b619
Use callback to handle changed tiles
Instead of collecting changed tiles into a temporary vector.
2020-04-25 17:56:41 +02:00
elsid
5168f2059f
Compare revisions by equality to support overflow 2020-03-14 09:38:24 +01:00
elsid
7ae7cb181d
Support recast mesh rendering 2020-03-14 09:38:24 +01:00
Andrei Kortunov
14b756a692 Use a generic logging system for RecastNavigation 2019-04-08 20:31:21 +04:00
Bret Curtis
45221418bd
Merge pull request #2260 from elsid/fix_clean_unused_navmeshes
Fix clean unused navmeshes
2019-03-18 08:57:46 +01:00
elsid
4624f31788
Report navigator stats 2019-03-17 22:15:18 +03:00
elsid
8adc83f6e2
Fix clean unused navmeshes
weak_ptr doesn't have constructor for shared_ptr&& type, so ptr wasn't
moved, just copied.
2019-03-17 21:28:34 +03:00
Bret Curtis
cb1a5f3679
Merge pull request #2245 from elsid/navigator_refactor
Refactor navigator related code
2019-03-11 07:51:43 +01:00
elsid
c05fc9e054
Add missing cleanup 2019-03-10 23:58:49 +03:00
elsid
ce9aebcba1
Clear all changed tiles after post 2019-03-10 23:58:48 +03:00
elsid
614d5243c3
Make NavMeshCacheItem consistent
Move all logic related to this type into its methods.
2019-03-10 23:07:36 +03:00
elsid
ccc709a316
Store guarded navmesh cache item in shared_ptr
Remove useless SharedGuarded type.
2019-03-10 17:06:19 +03:00
elsid
0479ebf5ae
Remove unused actors and navmeshes on update
When there is only one actor (player) on a scene and it moving to other
cell first it will be removed from navigator then added. Remove cause
navmesh removing for its half extents. After it is added navmesh for
same half extents is created and added. While this all happens there are
still jobs for old navmesh are processing. Old navmesh still exists
because it is stored by shared pointer. So jobs take tiles from cache
and place them into old navmesh. After that other jobs take same tiles
from cache (half extents and coordinates are equal) and place them into
other navmesh. dtNavMesh changes tile data on add and remove. Adding tile
to two dtNavMesh corrupts tile in both nameshes.
2019-03-10 17:06:15 +03:00
elsid
f2e47d640d
Add option to limit max number of navmesh tiles 2019-03-08 17:39:04 +03:00
Andrei Kortunov
3032b177a1 Remove redundant includes 2019-02-23 08:02:12 +04:00