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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. |
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.. | ||
asyncnavmeshupdater.cpp | ||
generate.hpp | ||
gettilespositions.cpp | ||
navigator.cpp | ||
navmeshdb.cpp | ||
navmeshtilescache.cpp | ||
operators.hpp | ||
recastmeshbuilder.cpp | ||
recastmeshobject.cpp | ||
settings.hpp | ||
settingsutils.cpp | ||
tilecachedrecastmeshmanager.cpp |