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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 | ||