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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.
		
			
				
	
	
		
			87 lines
		
	
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			87 lines
		
	
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef OPENMW_COMPONENTS_DETOURNAVIGATOR_NAVIGATORIMPL_H
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#define OPENMW_COMPONENTS_DETOURNAVIGATOR_NAVIGATORIMPL_H
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#include "navigator.hpp"
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#include "navmeshmanager.hpp"
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#include <set>
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#include <memory>
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namespace DetourNavigator
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{
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    class NavigatorImpl final : public Navigator
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    {
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    public:
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        /**
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         * @brief Navigator constructor initializes all internal data. Constructed object is ready to build a scene.
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         * @param settings allows to customize navigator work. Constructor is only place to set navigator settings.
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         */
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        explicit NavigatorImpl(const Settings& settings, std::unique_ptr<NavMeshDb>&& db);
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        void addAgent(const osg::Vec3f& agentHalfExtents) override;
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        void removeAgent(const osg::Vec3f& agentHalfExtents) override;
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        void setWorldspace(std::string_view worldspace) override;
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        void updateBounds(const osg::Vec3f& playerPosition) override;
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        bool addObject(const ObjectId id, const ObjectShapes& shapes, const btTransform& transform) override;
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        bool addObject(const ObjectId id, const DoorShapes& shapes, const btTransform& transform) override;
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        bool updateObject(const ObjectId id, const ObjectShapes& shapes, const btTransform& transform) override;
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        bool updateObject(const ObjectId id, const DoorShapes& shapes, const btTransform& transform) override;
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        bool removeObject(const ObjectId id) override;
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        bool addWater(const osg::Vec2i& cellPosition, int cellSize, float level) override;
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        bool removeWater(const osg::Vec2i& cellPosition) override;
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        bool addHeightfield(const osg::Vec2i& cellPosition, int cellSize, const HeightfieldShape& shape) override;
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        bool removeHeightfield(const osg::Vec2i& cellPosition) override;
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        void addPathgrid(const ESM::Cell& cell, const ESM::Pathgrid& pathgrid) override;
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        void removePathgrid(const ESM::Pathgrid& pathgrid) override;
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        void update(const osg::Vec3f& playerPosition) override;
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        void updatePlayerPosition(const osg::Vec3f& playerPosition) override;
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        void setUpdatesEnabled(bool enabled) override;
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        void wait(Loading::Listener& listener, WaitConditionType waitConditionType) override;
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        SharedNavMeshCacheItem getNavMesh(const osg::Vec3f& agentHalfExtents) const override;
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        std::map<osg::Vec3f, SharedNavMeshCacheItem> getNavMeshes() const override;
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        const Settings& getSettings() const override;
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        void reportStats(unsigned int frameNumber, osg::Stats& stats) const override;
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        RecastMeshTiles getRecastMeshTiles() const override;
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        float getMaxNavmeshAreaRealRadius() const override;
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    private:
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        Settings mSettings;
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        NavMeshManager mNavMeshManager;
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        bool mUpdatesEnabled;
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        std::optional<TilePosition> mLastPlayerPosition;
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        std::map<osg::Vec3f, std::size_t> mAgents;
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        std::unordered_map<ObjectId, ObjectId> mAvoidIds;
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        std::unordered_map<ObjectId, ObjectId> mWaterIds;
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        void updateAvoidShapeId(const ObjectId id, const ObjectId avoidId);
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        void updateWaterShapeId(const ObjectId id, const ObjectId waterId);
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        void updateId(const ObjectId id, const ObjectId waterId, std::unordered_map<ObjectId, ObjectId>& ids);
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        void removeUnusedNavMeshes();
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    };
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}
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#endif
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