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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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@@ -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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