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perf: Add path height correction on world load (#1178)
* Add path height correction on world load * Increase height because Nexus Tower is tall * Update height checker - Only go up and down, do not deviate from the point you are on - As a backup, use the nearestPoint on the nearestPoly, should detour be able to find one. - Add a debug assert to fail the program should toReturn differ from nearestPoint[1]. Update dNavMesh.cpp Update dNavMesh.cpp * Fix if condition to actually return the value... --------- Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
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@ -10,6 +10,7 @@
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#include "BinaryPathFinder.h"
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#include "dZoneManager.h"
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#include "DluAssert.h"
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dNavMesh::dNavMesh(uint32_t zoneId) {
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m_ZoneId = zoneId;
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@ -118,7 +119,7 @@ void dNavMesh::LoadNavmesh() {
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m_NavMesh = mesh;
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}
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float dNavMesh::GetHeightAtPoint(const NiPoint3& location) {
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float dNavMesh::GetHeightAtPoint(const NiPoint3& location, const float halfExtentsHeight) const {
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if (m_NavMesh == nullptr) {
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return location.y;
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}
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@ -130,15 +131,27 @@ float dNavMesh::GetHeightAtPoint(const NiPoint3& location) {
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pos[2] = location.z;
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dtPolyRef nearestRef = 0;
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float polyPickExt[3] = { 32.0f, 32.0f, 32.0f };
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float polyPickExt[3] = { 0.0f, halfExtentsHeight, 0.0f };
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float nearestPoint[3] = { 0.0f, 0.0f, 0.0f };
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dtQueryFilter filter{};
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m_NavQuery->findNearestPoly(pos, polyPickExt, &filter, &nearestRef, 0);
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auto hasPoly = m_NavQuery->findNearestPoly(pos, polyPickExt, &filter, &nearestRef, nearestPoint);
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m_NavQuery->getPolyHeight(nearestRef, pos, &toReturn);
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if (toReturn == 0.0f) {
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toReturn = location.y;
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#ifdef _DEBUG
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if (toReturn != 0.0f) {
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DluAssert(toReturn == nearestPoint[1]);
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}
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#endif
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if (toReturn == 0.0f) {
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// If we were unable to get the poly height, but the query returned a success, just use the height of the nearest point.
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// This is what seems to happen anyways and it is better than returning zero.
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if (hasPoly == DT_SUCCESS) {
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toReturn = nearestPoint[1];
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} else {
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toReturn = location.y;
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}
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}
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// If we failed to even find a poly, do not change the height since we have no idea what it should be.
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return toReturn;
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}
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@ -15,7 +15,15 @@ public:
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dNavMesh(uint32_t zoneId);
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~dNavMesh();
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float GetHeightAtPoint(const NiPoint3& location);
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/**
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* Get the height at a point
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*
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* @param location The location to check for height at. This is the center of the search area.
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* @param halfExtentsHeight The half extents height of the search area. This is the distance from the center to the top and bottom of the search area.
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* The larger the value of halfExtentsHeight is, the larger the performance cost of the query.
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* @return float The height at the point. If the point is not on the navmesh, the height of the point is returned.
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*/
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float GetHeightAtPoint(const NiPoint3& location, const float halfExtentsHeight = 32.0f) const;
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std::vector<NiPoint3> GetPath(const NiPoint3& startPos, const NiPoint3& endPos, float speed = 10.0f);
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class dtNavMesh* GetdtNavMesh() { return m_NavMesh; }
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@ -3,4 +3,5 @@ set(DZONEMANAGER_SOURCES "dZoneManager.cpp"
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"Spawner.cpp"
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"Zone.cpp")
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add_library(dZoneManager STATIC ${DZONEMANAGER_SOURCES})
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add_library(dZoneManager STATIC ${DZONEMANAGER_SOURCES})
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target_link_libraries(dZoneManager dPhysics)
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@ -13,6 +13,7 @@
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#include "CDZoneTableTable.h"
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#include "Spawner.h"
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#include "dZoneManager.h"
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#include "dpWorld.h"
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#include "eTriggerCommandType.h"
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#include "eTriggerEventType.h"
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@ -554,6 +555,14 @@ void Zone::LoadPath(std::istream& file) {
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if (ldfConfig) waypoint.config.push_back(ldfConfig);
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}
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}
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// We verify the waypoint heights against the navmesh because in many movement paths,
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// the waypoint is located near 0 height,
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if (path.pathType == PathType::Movement) {
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if (dpWorld::Instance().IsLoaded()) {
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// 2000 should be large enough for every world.
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waypoint.position.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(waypoint.position, 2000.0f);
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}
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}
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path.pathWaypoints.push_back(waypoint);
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}
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m_Paths.push_back(path);
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