Rename ChunkyTriMesh to PartitionedMesh

This commit is contained in:
Graham Pentheny
2025-08-06 12:45:31 -04:00
parent 558d4dfffd
commit 47f82a60cd
6 changed files with 40 additions and 39 deletions

View File

@@ -30,7 +30,7 @@
# include <GL/glu.h>
#endif
#include "ChunkyTriMesh.h"
#include "PartitionedMesh.h"
#include "ConvexVolumeTool.h"
#include "CrowdTool.h"
#include "DetourDebugDraw.h"
@@ -834,7 +834,7 @@ unsigned char* Sample_TileMesh::buildTileMesh(
const float* boundsMax,
int& outDataSize)
{
if (!inputGeometry || inputGeometry->mesh.getVertCount() == 0 || !inputGeometry->chunkyMesh)
if (!inputGeometry || inputGeometry->mesh.getVertCount() == 0 || !inputGeometry->partitionedMesh)
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Input mesh is not specified.");
return 0;
@@ -848,7 +848,7 @@ unsigned char* Sample_TileMesh::buildTileMesh(
const float* verts = inputGeometry->mesh.verts.data();
const int numVerts = inputGeometry->mesh.getVertCount();
const int numTris = inputGeometry->mesh.getTriCount();
const ChunkyTriMesh* chunkyMesh = inputGeometry->chunkyMesh;
const PartitionedMesh* partitionedMesh = inputGeometry->partitionedMesh;
// Init build configuration from GUI
memset(&config, 0, sizeof(config));
@@ -936,10 +936,10 @@ unsigned char* Sample_TileMesh::buildTileMesh(
// Allocate array that can hold triangle flags.
// If you have multiple meshes you need to process, allocate
// and array which can hold the max number of triangles you need to process.
triareas = new unsigned char[chunkyMesh->maxTrisPerChunk];
triareas = new unsigned char[partitionedMesh->maxTrisPerChunk];
if (!triareas)
{
buildContext->log(RC_LOG_ERROR, "buildNavigation: Out of memory 'triareas' (%d).", chunkyMesh->maxTrisPerChunk);
buildContext->log(RC_LOG_ERROR, "buildNavigation: Out of memory 'triareas' (%d).", partitionedMesh->maxTrisPerChunk);
return 0;
}
@@ -951,7 +951,7 @@ unsigned char* Sample_TileMesh::buildTileMesh(
tileBoundsMax[1] = config.bmax[2];
int overlappingChunkIndexes[512]; // TODO: Make grow when returning too many items.
const int numOverlappingChunks =
chunkyMesh->GetChunksOverlappingRect(tileBoundsMin, tileBoundsMax, overlappingChunkIndexes, 512);
partitionedMesh->GetChunksOverlappingRect(tileBoundsMin, tileBoundsMax, overlappingChunkIndexes, 512);
if (!numOverlappingChunks)
{
return 0;
@@ -961,8 +961,8 @@ unsigned char* Sample_TileMesh::buildTileMesh(
for (int i = 0; i < numOverlappingChunks; ++i)
{
const ChunkyTriMesh::Node& node = chunkyMesh->nodes[overlappingChunkIndexes[i]];
const int* nodeTris = &chunkyMesh->tris[node.triIndex * 3];
const PartitionedMesh::Node& node = partitionedMesh->nodes[overlappingChunkIndexes[i]];
const int* nodeTris = &partitionedMesh->tris[node.triIndex * 3];
const int numNodeTris = node.numTris;
tileTriCount += numNodeTris;