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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.
92 lines
2.4 KiB
C++
92 lines
2.4 KiB
C++
#ifndef OPENMW_TEST_SUITE_DETOURNAVIGATOR_OPERATORS_H
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#define OPENMW_TEST_SUITE_DETOURNAVIGATOR_OPERATORS_H
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#include <components/bullethelpers/operators.hpp>
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#include <components/detournavigator/debug.hpp>
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#include <deque>
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#include <iomanip>
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#include <iostream>
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#include <limits>
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#include <sstream>
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#include <gtest/gtest.h>
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namespace
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{
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template <class T>
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struct Wrapper
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{
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const T& mValue;
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};
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template <class Range>
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inline testing::Message& writeRange(testing::Message& message, const Range& range, std::size_t newLine)
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{
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message << "{";
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std::size_t i = 0;
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for (const auto& v : range)
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{
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if (i++ % newLine == 0)
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message << "\n";
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message << Wrapper<typename std::decay<decltype(v)>::type> {v} << ", ";
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}
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return message << "\n}";
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}
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}
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namespace testing
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{
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template <>
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inline testing::Message& Message::operator <<(const osg::Vec3f& value)
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{
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return (*this) << "Vec3fEq(" << std::setprecision(std::numeric_limits<float>::max_exponent10) << value.x()
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<< ", " << std::setprecision(std::numeric_limits<float>::max_exponent10) << value.y()
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<< ", " << std::setprecision(std::numeric_limits<float>::max_exponent10) << value.z()
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<< ')';
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}
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template <>
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inline testing::Message& Message::operator <<(const Wrapper<osg::Vec3f>& value)
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{
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return (*this) << value.mValue;
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}
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template <>
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inline testing::Message& Message::operator <<(const Wrapper<float>& value)
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{
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return (*this) << std::setprecision(std::numeric_limits<float>::max_exponent10) << value.mValue;
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}
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template <>
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inline testing::Message& Message::operator <<(const Wrapper<int>& value)
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{
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return (*this) << value.mValue;
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}
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template <>
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inline testing::Message& Message::operator <<(const std::deque<osg::Vec3f>& value)
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{
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return writeRange(*this, value, 1);
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}
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template <>
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inline testing::Message& Message::operator <<(const std::vector<osg::Vec3f>& value)
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{
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return writeRange(*this, value, 1);
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}
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template <>
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inline testing::Message& Message::operator <<(const std::vector<float>& value)
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{
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return writeRange(*this, value, 3);
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}
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template <>
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inline testing::Message& Message::operator <<(const std::vector<int>& value)
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{
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return writeRange(*this, value, 3);
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}
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}
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#endif
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