Optimize navmesh building and reduce scene lock time
This commit is contained in:
@@ -12,6 +12,7 @@
|
||||
#include "Engine/Graphics/RenderView.h"
|
||||
#include "Engine/Graphics/RenderTask.h"
|
||||
#include "Engine/Graphics/Textures/GPUTexture.h"
|
||||
#include "Engine/Level/Scene/Scene.h"
|
||||
#include "Engine/Physics/PhysicsScene.h"
|
||||
#include "Engine/Profiler/ProfilerCPU.h"
|
||||
#include "Engine/Renderer/GlobalSignDistanceFieldPass.h"
|
||||
@@ -804,6 +805,7 @@ RigidBody* Terrain::GetAttachedRigidBody() const
|
||||
|
||||
void Terrain::OnEnable()
|
||||
{
|
||||
GetScene()->Navigation.Actors.Add(this);
|
||||
GetSceneRendering()->AddActor(this, _sceneRenderingKey);
|
||||
#if TERRAIN_USE_PHYSICS_DEBUG
|
||||
GetSceneRendering()->AddPhysicsDebug<Terrain, &Terrain::DrawPhysicsDebug>(this);
|
||||
@@ -824,6 +826,7 @@ void Terrain::OnEnable()
|
||||
|
||||
void Terrain::OnDisable()
|
||||
{
|
||||
GetScene()->Navigation.Actors.Remove(this);
|
||||
GetSceneRendering()->RemoveActor(this, _sceneRenderingKey);
|
||||
#if TERRAIN_USE_PHYSICS_DEBUG
|
||||
GetSceneRendering()->RemovePhysicsDebug<Terrain, &Terrain::DrawPhysicsDebug>(this);
|
||||
|
||||
Reference in New Issue
Block a user