Revert part of the anti-churn change, it causes bad side-effects

Further performance tuning could be useful but the part that
remains helps the most when hugging in large designs
This commit is contained in:
Jon Evans 2021-06-06 15:44:19 -04:00
parent df10067bc2
commit f5185f6927
1 changed files with 3 additions and 5 deletions

View File

@ -81,11 +81,9 @@ WALKAROUND::WALKAROUND_STATUS WALKAROUND::singleStep( LINE& aPath, bool aWinding
aPath.SetShape( path_walk );
// If the end of the line is inside an obstacle, additional walkaround iterations are not
// going to help. Also, if one walkaround step didn't produce a new last point, additional
// steps won't either. Exit now to prevent pegging the iteration limiter and causing lag.
if( initialLast == path_walk.CLastPoint() ||
( current_obs && current_obs->m_hull.PointInside( initialLast ) &&
!current_obs->m_hull.PointOnEdge( initialLast ) ) )
// going to help. Exit now to prevent pegging the iteration limiter and causing lag.
if( current_obs && current_obs->m_hull.PointInside( initialLast ) &&
!current_obs->m_hull.PointOnEdge( initialLast ) )
{
return ALMOST_DONE;
}