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>
This commit is contained in:
David Markowitz 2023-08-12 07:20:00 -07:00 committed by GitHub
parent 0337449aa7
commit c26086aff5
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 39 additions and 8 deletions

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@ -10,6 +10,7 @@
#include "BinaryPathFinder.h"
#include "dZoneManager.h"
#include "DluAssert.h"
dNavMesh::dNavMesh(uint32_t zoneId) {
m_ZoneId = zoneId;
@ -118,7 +119,7 @@ void dNavMesh::LoadNavmesh() {
m_NavMesh = mesh;
}
float dNavMesh::GetHeightAtPoint(const NiPoint3& location) {
float dNavMesh::GetHeightAtPoint(const NiPoint3& location, const float halfExtentsHeight) const {
if (m_NavMesh == nullptr) {
return location.y;
}
@ -130,15 +131,27 @@ float dNavMesh::GetHeightAtPoint(const NiPoint3& location) {
pos[2] = location.z;
dtPolyRef nearestRef = 0;
float polyPickExt[3] = { 32.0f, 32.0f, 32.0f };
float polyPickExt[3] = { 0.0f, halfExtentsHeight, 0.0f };
float nearestPoint[3] = { 0.0f, 0.0f, 0.0f };
dtQueryFilter filter{};
m_NavQuery->findNearestPoly(pos, polyPickExt, &filter, &nearestRef, 0);
auto hasPoly = m_NavQuery->findNearestPoly(pos, polyPickExt, &filter, &nearestRef, nearestPoint);
m_NavQuery->getPolyHeight(nearestRef, pos, &toReturn);
if (toReturn == 0.0f) {
toReturn = location.y;
#ifdef _DEBUG
if (toReturn != 0.0f) {
DluAssert(toReturn == nearestPoint[1]);
}
#endif
if (toReturn == 0.0f) {
// If we were unable to get the poly height, but the query returned a success, just use the height of the nearest point.
// This is what seems to happen anyways and it is better than returning zero.
if (hasPoly == DT_SUCCESS) {
toReturn = nearestPoint[1];
} else {
toReturn = location.y;
}
}
// If we failed to even find a poly, do not change the height since we have no idea what it should be.
return toReturn;
}

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@ -15,7 +15,15 @@ public:
dNavMesh(uint32_t zoneId);
~dNavMesh();
float GetHeightAtPoint(const NiPoint3& location);
/**
* Get the height at a point
*
* @param location The location to check for height at. This is the center of the search area.
* @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.
* The larger the value of halfExtentsHeight is, the larger the performance cost of the query.
* @return float The height at the point. If the point is not on the navmesh, the height of the point is returned.
*/
float GetHeightAtPoint(const NiPoint3& location, const float halfExtentsHeight = 32.0f) const;
std::vector<NiPoint3> GetPath(const NiPoint3& startPos, const NiPoint3& endPos, float speed = 10.0f);
class dtNavMesh* GetdtNavMesh() { return m_NavMesh; }

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

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@ -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);