for (u32 i = 0; i < triangles->size(); i++)
indexes.push_back(i);
- root = buildTree(v3f(1, 0, 0), v3f(85, 85, 85), 40, indexes, 0);
+ if (!indexes.empty()) {
+ // Start in the center of the block with increment of one quarter in each direction
+ root = buildTree(v3f(1, 0, 0), v3f((MAP_BLOCKSIZE + 1) * 0.5f * BS), MAP_BLOCKSIZE * 0.25f * BS, indexes, 0);
+ } else {
+ root = -1;
+ }
}
/**
v3f next_normal = candidate_normal;
v3f next_origin = origin + delta * normal;
float next_delta = candidate_delta;
- if (next_delta < 10) {
+ if (next_delta < 5) {
const MeshTriangle *candidate = findSplitCandidate(front_list, *triangles);
next_normal = candidate->getNormal();
next_origin = candidate->centroid;
v3f next_normal = candidate_normal;
v3f next_origin = origin - delta * normal;
float next_delta = candidate_delta;
- if (next_delta < 10) {
+ if (next_delta < 5) {
const MeshTriangle *candidate = findSplitCandidate(back_list, *triangles);
next_normal = candidate->getNormal();
next_origin = candidate->centroid;