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openmw/apps/openmw_test_suite/detournavigator
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
..
asyncnavmeshupdater.cpp Cull navmesh objects by scene bounds 2022-02-03 22:09:37 +01:00
generate.hpp Add a binary to generate navmesh from content files 2021-12-11 00:21:56 +01:00
gettilespositions.cpp Remove unused z coordinate 2022-02-03 21:43:53 +01:00
navigator.cpp Remove objects, water and heightfields when no longer required 2022-02-03 02:43:35 +01:00
navmeshdb.cpp move most of the files from esm to esm3, keep common code in esm; this is make space for a future with esm4 2022-01-23 17:04:48 +01:00
navmeshtilescache.cpp Write generated navmesh to navmeshdb 2021-12-11 00:22:04 +01:00
operators.hpp Cull navmesh objects by scene bounds 2022-02-03 22:09:37 +01:00
recastmeshbuilder.cpp move most of the files from esm to esm3, keep common code in esm; this is make space for a future with esm4 2022-01-23 17:04:48 +01:00
recastmeshobject.cpp Store mesh source data in recast mesh 2021-12-10 23:55:02 +01:00
settings.hpp Write generated navmesh to navmeshdb 2021-12-11 00:22:04 +01:00
settingsutils.cpp Split navigator settings into subtypes 2021-12-10 23:55:03 +01:00
tilecachedrecastmeshmanager.cpp Cull navmesh objects by scene bounds 2022-02-03 22:09:37 +01:00