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