tune cell sizes based on crystal cave

This commit is contained in:
water
2023-10-19 16:54:51 -04:00
parent 4de38dad48
commit ac492bb8bc
+3 -3
View File
@@ -548,12 +548,12 @@ FragSplit pick_best_frag_split(const Frag& frag,
for (int i = 0; i < 3; i++) {
splits[i].axis = i;
splits[i].value = stats.median_vertex_position[i];
splits[i].value = stats.average_vertex_position[i];
split_stats[i] = compute_split_stats(frag, tris, splits[i]);
}
if (aspect > 25) {
if (split_stats[max_idx].imbalance < 10) {
if (split_stats[max_idx].imbalance < 4) {
printf(
"pick best frag split splitting a frag of size %d due to bad aspect (%f), with imbalance "
"%f\n",
@@ -672,7 +672,7 @@ CollideHash build_grid_for_main_hash(std::vector<CollideFragment>&& frags) {
// grid the box. It _looks_ like the village1 level just picks dims that get you closest to 10000
// for the cell size.
constexpr float kTargetCellSize = 10000;
constexpr float kTargetCellSize = 30000;
int grid_dimension[3] = {(int)(box_size[0] / kTargetCellSize),
(int)(box_size[1] / kTargetCellSize),