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Remove unused navigation polygon properties

Removes unused navigation polygon properties, a leftover from the old Godot 3 days that used polygon center to polygon center distance for (rather inaccurate) pathfinding cost calculation.
This commit is contained in:
smix8 2024-06-22 21:55:48 +02:00
parent 04bf7d4cad
commit 40fc299aa3
3 changed files with 0 additions and 30 deletions

View File

@ -1127,13 +1127,6 @@ void NavMap::sync() {
new_polygon.points.push_back({ closest_end_point, get_point_key(closest_end_point) });
new_polygon.points.push_back({ closest_end_point, get_point_key(closest_end_point) });
Vector3 center;
for (int p = 0; p < 4; ++p) {
center += new_polygon.points[p].pos;
}
new_polygon.center = center / real_t(new_polygon.points.size());
new_polygon.clockwise = true;
// Setup connections to go forward in the link.
{
gd::Edge::Connection entry_connection;

View File

@ -277,9 +277,6 @@ void NavRegion::update_polygons() {
polygon.surface_area = _new_polygon_surface_area;
_new_region_surface_area += _new_polygon_surface_area;
Vector3 polygon_center;
real_t sum(0);
for (int j(0); j < navigation_mesh_polygon_size; j++) {
int idx = indices[j];
if (idx < 0 || idx >= len) {
@ -290,25 +287,11 @@ void NavRegion::update_polygons() {
Vector3 point_position = transform.xform(vertices_r[idx]);
polygon.points[j].pos = point_position;
polygon.points[j].key = map->get_point_key(point_position);
polygon_center += point_position; // Composing the center of the polygon
if (j >= 2) {
Vector3 epa = transform.xform(vertices_r[indices[j - 2]]);
Vector3 epb = transform.xform(vertices_r[indices[j - 1]]);
sum += map->get_up().dot((epb - epa).cross(point_position - epa));
}
}
if (!valid) {
ERR_BREAK_MSG(!valid, "The navigation mesh set in this region is not valid!");
}
polygon.clockwise = sum > 0;
if (!navigation_mesh_polygon.is_empty()) {
polygon.center = polygon_center / real_t(navigation_mesh_polygon.size());
}
}
surface_area = _new_region_surface_area;

View File

@ -104,15 +104,9 @@ struct Polygon {
/// The points of this `Polygon`
LocalVector<Point> points;
/// Are the points clockwise?
bool clockwise;
/// The edges of this `Polygon`
LocalVector<Edge> edges;
/// The center of this `Polygon`
Vector3 center;
real_t surface_area = 0.0;
};