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...

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Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
This commit is contained in:
David Markowitz
2023-08-12 07:20:00 -07:00
committed by GitHub
parent 0337449aa7
commit c26086aff5
4 changed files with 39 additions and 8 deletions

View File

@@ -3,4 +3,5 @@ set(DZONEMANAGER_SOURCES "dZoneManager.cpp"
"Spawner.cpp"
"Zone.cpp")
add_library(dZoneManager STATIC ${DZONEMANAGER_SOURCES})
add_library(dZoneManager STATIC ${DZONEMANAGER_SOURCES})
target_link_libraries(dZoneManager dPhysics)

View File

@@ -13,6 +13,7 @@
#include "CDZoneTableTable.h"
#include "Spawner.h"
#include "dZoneManager.h"
#include "dpWorld.h"
#include "eTriggerCommandType.h"
#include "eTriggerEventType.h"
@@ -554,6 +555,14 @@ void Zone::LoadPath(std::istream& file) {
if (ldfConfig) waypoint.config.push_back(ldfConfig);
}
}
// We verify the waypoint heights against the navmesh because in many movement paths,
// the waypoint is located near 0 height,
if (path.pathType == PathType::Movement) {
if (dpWorld::Instance().IsLoaded()) {
// 2000 should be large enough for every world.
waypoint.position.y = dpWorld::Instance().GetNavMesh()->GetHeightAtPoint(waypoint.position, 2000.0f);
}
}
path.pathWaypoints.push_back(waypoint);
}
m_Paths.push_back(path);