Commit Graph

5 Commits (84f8a6848a8b05502d7618ca7af8cca74f2c3bae)

Author SHA1 Message Date
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