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https://github.com/open-goal/jak-project
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tune cell sizes based on crystal cave
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@@ -548,12 +548,12 @@ FragSplit pick_best_frag_split(const Frag& frag,
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for (int i = 0; i < 3; i++) {
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splits[i].axis = i;
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splits[i].value = stats.median_vertex_position[i];
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splits[i].value = stats.average_vertex_position[i];
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split_stats[i] = compute_split_stats(frag, tris, splits[i]);
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}
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if (aspect > 25) {
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if (split_stats[max_idx].imbalance < 10) {
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if (split_stats[max_idx].imbalance < 4) {
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printf(
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"pick best frag split splitting a frag of size %d due to bad aspect (%f), with imbalance "
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"%f\n",
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@@ -672,7 +672,7 @@ CollideHash build_grid_for_main_hash(std::vector<CollideFragment>&& frags) {
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// grid the box. It _looks_ like the village1 level just picks dims that get you closest to 10000
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// for the cell size.
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constexpr float kTargetCellSize = 10000;
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constexpr float kTargetCellSize = 30000;
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int grid_dimension[3] = {(int)(box_size[0] / kTargetCellSize),
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(int)(box_size[1] / kTargetCellSize),
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