Commit Graph

6 Commits (7cea0344b28125c5afbff74c234d4c942597f552)

Author SHA1 Message Date
clang-format-bot ddb0522bbf
Apply clang-format to code base 2 years ago
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.
3 years ago
elsid 1b2954f2db
Remove unused z coordinate 3 years ago
elsid 7dcb219ecf
Add raw heightfield data to navigator 3 years ago
elsid 9a5ec5fd03
Store heightfields as array of heights instead of triangles
To reduce size of RecastMesh and therefore cache size.
3 years ago
elsid fafba8ea0c
Use recastnavigation to find path 6 years ago