forked from bit/DotRecastNetSim
refactor: RcVecUtils.SafeNormalize
This commit is contained in:
parent
ef8ef94826
commit
04fa38bb96
|
@ -23,7 +23,6 @@ namespace DotRecast.Core.Numerics
|
|||
{
|
||||
public struct RcVec3f
|
||||
{
|
||||
public const float EPSILON = 1e-6f;
|
||||
|
||||
public float X;
|
||||
public float Y;
|
||||
|
@ -144,29 +143,10 @@ namespace DotRecast.Core.Numerics
|
|||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public override int GetHashCode()
|
||||
{
|
||||
int hash = X.GetHashCode();
|
||||
hash = RcHashCodes.CombineHashCodes(hash, Y.GetHashCode());
|
||||
hash = RcHashCodes.CombineHashCodes(hash, Z.GetHashCode());
|
||||
return hash;
|
||||
return HashCode.Combine(X, Y, Z);
|
||||
}
|
||||
|
||||
|
||||
/// Normalizes the vector if the length is greater than zero.
|
||||
/// If the magnitude is zero, the vector is unchanged.
|
||||
/// @param[in,out] v The vector to normalize. [(x, y, z)]
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SafeNormalize()
|
||||
{
|
||||
float sqMag = RcMath.Sqr(X) + RcMath.Sqr(Y) + RcMath.Sqr(Z);
|
||||
if (sqMag > EPSILON)
|
||||
{
|
||||
float inverseMag = 1.0f / (float)Math.Sqrt(sqMag);
|
||||
X *= inverseMag;
|
||||
Y *= inverseMag;
|
||||
Z *= inverseMag;
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Min(float[] @in, int i)
|
||||
{
|
||||
|
@ -368,7 +348,7 @@ namespace DotRecast.Core.Numerics
|
|||
{
|
||||
float dx = v2.X - v1.X;
|
||||
float dz = v2.Z - v1.Z;
|
||||
return (float)Math.Sqrt(dx * dx + dz * dz);
|
||||
return (float)MathF.Sqrt(dx * dx + dz * dz);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
|
@ -457,18 +437,13 @@ namespace DotRecast.Core.Numerics
|
|||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static RcVec3f Normalize(RcVec3f v)
|
||||
{
|
||||
float d = (float)(1.0f / Math.Sqrt(RcMath.Sqr(v.X) + RcMath.Sqr(v.Y) + RcMath.Sqr(v.Z)));
|
||||
float d = 1.0f / MathF.Sqrt(RcMath.Sqr(v.X) + RcMath.Sqr(v.Y) + RcMath.Sqr(v.Z));
|
||||
|
||||
if (d != 0)
|
||||
{
|
||||
return new RcVec3f(
|
||||
v.X *= d,
|
||||
v.Y *= d,
|
||||
v.Z *= d
|
||||
);
|
||||
}
|
||||
|
||||
return v;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -5,6 +5,8 @@ namespace DotRecast.Core.Numerics
|
|||
{
|
||||
public static class RcVecUtils
|
||||
{
|
||||
public const float EPSILON = 1e-6f;
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static float Get(this RcVec2f v, int i)
|
||||
{
|
||||
|
@ -120,5 +122,25 @@ namespace DotRecast.Core.Numerics
|
|||
v1[1] * vector2.Y +
|
||||
v1[2] * vector2.Z;
|
||||
}
|
||||
|
||||
/// Normalizes the vector if the length is greater than zero.
|
||||
/// If the magnitude is zero, the vector is unchanged.
|
||||
/// @param[in,out] v The vector to normalize. [(x, y, z)]
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public static RcVec3f SafeNormalize(RcVec3f v)
|
||||
{
|
||||
float sqMag = RcMath.Sqr(v.X) + RcMath.Sqr(v.Y) + RcMath.Sqr(v.Z);
|
||||
if (sqMag > EPSILON)
|
||||
{
|
||||
float inverseMag = 1.0f / MathF.Sqrt(sqMag);
|
||||
return new RcVec3f(
|
||||
v.X *= inverseMag,
|
||||
v.Y *= inverseMag,
|
||||
v.Z *= inverseMag
|
||||
);
|
||||
}
|
||||
|
||||
return v;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1091,7 +1091,7 @@ namespace DotRecast.Detour.Crowd
|
|||
continue;
|
||||
}
|
||||
|
||||
float dist = (float)Math.Sqrt(distSqr);
|
||||
float dist = MathF.Sqrt(distSqr);
|
||||
float weight = separationWeight * (1.0f - RcMath.Sqr(dist * invSeparationDist));
|
||||
|
||||
disp = RcVec3f.Mad(disp, diff, weight / dist);
|
||||
|
@ -1233,7 +1233,7 @@ namespace DotRecast.Detour.Crowd
|
|||
continue;
|
||||
}
|
||||
|
||||
dist = (float)Math.Sqrt(dist);
|
||||
dist = MathF.Sqrt(dist);
|
||||
float pen = (ag.option.radius + nei.option.radius) - dist;
|
||||
if (dist < 0.0001f)
|
||||
{
|
||||
|
|
|
@ -175,7 +175,7 @@ namespace DotRecast.Detour.Crowd
|
|||
return false; // no intersection.
|
||||
|
||||
a = 1.0f / a;
|
||||
float rd = (float)Math.Sqrt(d);
|
||||
float rd = MathF.Sqrt(d);
|
||||
|
||||
tmin = (b - rd) * a;
|
||||
tmax = (b + rd) * a;
|
||||
|
@ -364,7 +364,7 @@ namespace DotRecast.Detour.Crowd
|
|||
// vector normalization that ignores the y-component.
|
||||
void DtNormalize2D(float[] v)
|
||||
{
|
||||
float d = (float)Math.Sqrt(v[0] * v[0] + v[2] * v[2]);
|
||||
float d = MathF.Sqrt(v[0] * v[0] + v[2] * v[2]);
|
||||
if (d == 0)
|
||||
return;
|
||||
d = 1.0f / d;
|
||||
|
|
|
@ -11,7 +11,7 @@ namespace DotRecast.Detour.Extras.Jumplink
|
|||
protected void SampleGround(JumpLinkBuilderConfig acfg, EdgeSampler es, ComputeNavMeshHeight heightFunc)
|
||||
{
|
||||
float cs = acfg.cellSize;
|
||||
float dist = (float)Math.Sqrt(RcVec3f.Dist2DSqr(es.start.p, es.start.q));
|
||||
float dist = MathF.Sqrt(RcVec3f.Dist2DSqr(es.start.p, es.start.q));
|
||||
int ngsamples = Math.Max(2, (int)Math.Ceiling(dist / cs));
|
||||
|
||||
SampleGroundSegment(heightFunc, es.start, ngsamples);
|
||||
|
|
|
@ -3302,7 +3302,7 @@ namespace DotRecast.Detour
|
|||
hitNormal = RcVec3f.Normalize(new RcVec3f(tangent.Z, 0, -tangent.X));
|
||||
}
|
||||
|
||||
hitDist = (float)Math.Sqrt(radiusSqr);
|
||||
hitDist = MathF.Sqrt(radiusSqr);
|
||||
|
||||
return status;
|
||||
}
|
||||
|
|
|
@ -193,7 +193,7 @@ namespace DotRecast.Detour
|
|||
acc += dacc;
|
||||
}
|
||||
|
||||
float v = (float)Math.Sqrt(t);
|
||||
float v = MathF.Sqrt(t);
|
||||
|
||||
float a = 1 - v;
|
||||
float b = (1 - u) * v;
|
||||
|
|
|
@ -335,7 +335,7 @@ public class DebugDraw
|
|||
float dx = x1 - x0;
|
||||
float dy = y1 - y0;
|
||||
float dz = z1 - z0;
|
||||
float len = (float)Math.Sqrt(dx * dx + dy * dy + dz * dz);
|
||||
float len = MathF.Sqrt(dx * dx + dy * dy + dz * dz);
|
||||
RcVec3f prev = new RcVec3f();
|
||||
EvalArc(x0, y0, z0, dx, dy, dz, len * h, PAD, ref prev);
|
||||
for (int i = 1; i <= NUM_ARC_PTS; ++i)
|
||||
|
@ -677,7 +677,7 @@ public class DebugDraw
|
|||
|
||||
private void NormalizePlane(float px, float py, float pz, float pw, ref float[] plane)
|
||||
{
|
||||
float length = (float)Math.Sqrt(px * px + py * py + pz * pz);
|
||||
float length = MathF.Sqrt(px * px + py * py + pz * pz);
|
||||
if (length != 0)
|
||||
{
|
||||
length = 1f / length;
|
||||
|
|
|
@ -424,7 +424,7 @@ public class TestNavmeshSampleTool : ISampleTool
|
|||
dd.DepthMask(false);
|
||||
float dx = m_epos.X - m_spos.X;
|
||||
float dz = m_epos.Z - m_spos.Z;
|
||||
float dist = (float)Math.Sqrt(dx * dx + dz * dz);
|
||||
float dist = MathF.Sqrt(dx * dx + dz * dz);
|
||||
dd.DebugDrawCircle(m_spos.X, m_spos.Y + agentHeight / 2, m_spos.Z, dist, DuRGBA(64, 16, 0, 220), 2.0f);
|
||||
dd.DepthMask(true);
|
||||
}
|
||||
|
@ -566,7 +566,7 @@ public class TestNavmeshSampleTool : ISampleTool
|
|||
dd.DepthMask(false);
|
||||
float dx = m_epos.X - m_spos.X;
|
||||
float dz = m_epos.Z - m_spos.Z;
|
||||
float dist = (float)Math.Sqrt(dx * dx + dz * dz);
|
||||
float dist = MathF.Sqrt(dx * dx + dz * dz);
|
||||
dd.DebugDrawCircle(m_spos.X, m_spos.Y + agentHeight / 2, m_spos.Z, dist, DuRGBA(64, 16, 0, 220), 2.0f);
|
||||
dd.DepthMask(true);
|
||||
}
|
||||
|
|
|
@ -101,7 +101,7 @@ namespace DotRecast.Recast.Toolset.Geom
|
|||
normals[i] = e0.Y * e1.Z - e0.Z * e1.Y;
|
||||
normals[i + 1] = e0.Z * e1.X - e0.X * e1.Z;
|
||||
normals[i + 2] = e0.X * e1.Y - e0.Y * e1.X;
|
||||
float d = (float)Math.Sqrt(normals[i] * normals[i] + normals[i + 1] * normals[i + 1] + normals[i + 2] * normals[i + 2]);
|
||||
float d = MathF.Sqrt(normals[i] * normals[i] + normals[i + 1] * normals[i + 1] + normals[i + 2] * normals[i + 2]);
|
||||
if (d > 0)
|
||||
{
|
||||
d = 1.0f / d;
|
||||
|
|
|
@ -74,7 +74,7 @@ namespace DotRecast.Recast.Toolset.Tools
|
|||
|
||||
// Find movement delta.
|
||||
RcVec3f delta = RcVec3f.Subtract(steerPos, iterPos);
|
||||
float len = (float)Math.Sqrt(RcVec3f.Dot(delta, delta));
|
||||
float len = MathF.Sqrt(RcVec3f.Dot(delta, delta));
|
||||
// If the steer target is end of path or off-mesh link, do not move past the location.
|
||||
if ((endOfPath || offMeshConnection) && len < STEP_SIZE)
|
||||
{
|
||||
|
@ -329,7 +329,7 @@ namespace DotRecast.Recast.Toolset.Tools
|
|||
|
||||
float dx = epos.X - spos.X;
|
||||
float dz = epos.Z - spos.Z;
|
||||
float dist = (float)Math.Sqrt(dx * dx + dz * dz);
|
||||
float dist = MathF.Sqrt(dx * dx + dz * dz);
|
||||
|
||||
List<long> tempResultRefs = new List<long>();
|
||||
List<long> tempParentRefs = new List<long>();
|
||||
|
@ -417,7 +417,7 @@ namespace DotRecast.Recast.Toolset.Tools
|
|||
|
||||
float dx = epos.X - spos.X;
|
||||
float dz = epos.Z - spos.Z;
|
||||
float dist = (float)Math.Sqrt(dx * dx + dz * dz);
|
||||
float dist = MathF.Sqrt(dx * dx + dz * dz);
|
||||
|
||||
IDtPolygonByCircleConstraint constraint = constrainByCircle
|
||||
? DtStrictDtPolygonByCircleConstraint.Shared
|
||||
|
|
|
@ -163,7 +163,7 @@ namespace DotRecast.Recast.Geom
|
|||
normals[i] = e0.Y * e1.Z - e0.Z * e1.Y;
|
||||
normals[i + 1] = e0.Z * e1.X - e0.X * e1.Z;
|
||||
normals[i + 2] = e0.X * e1.Y - e0.Y * e1.X;
|
||||
float d = (float)Math.Sqrt(normals[i] * normals[i] + normals[i + 1] * normals[i + 1] + normals[i + 2] * normals[i + 2]);
|
||||
float d = MathF.Sqrt(normals[i] * normals[i] + normals[i + 1] * normals[i + 1] + normals[i + 2] * normals[i + 2]);
|
||||
if (d > 0)
|
||||
{
|
||||
d = 1.0f / d;
|
||||
|
|
|
@ -760,12 +760,12 @@ namespace DotRecast.Recast
|
|||
// From A to B on the x/z plane
|
||||
RcVec3f prevSegmentDir = RcVec3f.Subtract(vertB, vertA);
|
||||
prevSegmentDir.Y = 0; // Squash onto x/z plane
|
||||
prevSegmentDir.SafeNormalize();
|
||||
prevSegmentDir = RcVecUtils.SafeNormalize(prevSegmentDir);
|
||||
|
||||
// From B to C on the x/z plane
|
||||
RcVec3f currSegmentDir = RcVec3f.Subtract(vertC, vertB);
|
||||
currSegmentDir.Y = 0; // Squash onto x/z plane
|
||||
currSegmentDir.SafeNormalize();
|
||||
currSegmentDir = RcVecUtils.SafeNormalize(currSegmentDir);
|
||||
|
||||
// The y component of the cross product of the two normalized segment directions.
|
||||
// The X and Z components of the cross product are both zero because the two
|
||||
|
@ -792,7 +792,7 @@ namespace DotRecast.Recast
|
|||
bool bevel = cornerMiterSqMag * MITER_LIMIT * MITER_LIMIT < 1.0f;
|
||||
|
||||
// Scale the corner miter so it's proportional to how much the corner should be offset compared to the edges.
|
||||
if (cornerMiterSqMag > RcVec3f.EPSILON)
|
||||
if (cornerMiterSqMag > RcVecUtils.EPSILON)
|
||||
{
|
||||
float scale = 1.0f / cornerMiterSqMag;
|
||||
cornerMiterX *= scale;
|
||||
|
|
|
@ -253,7 +253,7 @@ namespace DotRecast.Recast
|
|||
return null;
|
||||
}
|
||||
|
||||
float discrSqrt = (float)Math.Sqrt(discr);
|
||||
float discrSqrt = MathF.Sqrt(discr);
|
||||
float tmin = -b - discrSqrt;
|
||||
float tmax = -b + discrSqrt;
|
||||
|
||||
|
@ -346,7 +346,7 @@ namespace DotRecast.Recast
|
|||
float discr = b * b - c;
|
||||
if (discr > EPSILON)
|
||||
{
|
||||
float discrSqrt = (float)Math.Sqrt(discr);
|
||||
float discrSqrt = MathF.Sqrt(discr);
|
||||
float t1 = -b - discrSqrt;
|
||||
float t2 = -b + discrSqrt;
|
||||
if (t1 <= 1 && t2 >= 0)
|
||||
|
@ -454,7 +454,7 @@ namespace DotRecast.Recast
|
|||
return null; // No real roots; no intersection
|
||||
}
|
||||
|
||||
float discSqrt = (float)Math.Sqrt(discr);
|
||||
float discSqrt = MathF.Sqrt(discr);
|
||||
float t1 = (-b - discSqrt) / a;
|
||||
float t2 = (-b + discSqrt) / a;
|
||||
|
||||
|
|
|
@ -60,7 +60,7 @@ namespace DotRecast.Recast
|
|||
|
||||
private static float Vdist2(float[] verts, int p, int q)
|
||||
{
|
||||
return (float)Math.Sqrt(VdistSq2(verts, p, q));
|
||||
return MathF.Sqrt(VdistSq2(verts, p, q));
|
||||
}
|
||||
|
||||
private static float VdistSq2(float[] p, float[] q)
|
||||
|
@ -88,17 +88,17 @@ namespace DotRecast.Recast
|
|||
|
||||
private static float Vdist2(float[] p, float[] q)
|
||||
{
|
||||
return (float)Math.Sqrt(VdistSq2(p, q));
|
||||
return MathF.Sqrt(VdistSq2(p, q));
|
||||
}
|
||||
|
||||
private static float Vdist2(RcVec3f p, RcVec3f q)
|
||||
{
|
||||
return (float)Math.Sqrt(VdistSq2(p, q));
|
||||
return MathF.Sqrt(VdistSq2(p, q));
|
||||
}
|
||||
|
||||
private static float Vdist2(float[] p, RcVec3f q)
|
||||
{
|
||||
return (float)Math.Sqrt(VdistSq2(p, q));
|
||||
return MathF.Sqrt(VdistSq2(p, q));
|
||||
}
|
||||
|
||||
|
||||
|
@ -119,12 +119,12 @@ namespace DotRecast.Recast
|
|||
|
||||
private static float Vdist2(float[] p, float[] verts, int q)
|
||||
{
|
||||
return (float)Math.Sqrt(VdistSq2(p, verts, q));
|
||||
return MathF.Sqrt(VdistSq2(p, verts, q));
|
||||
}
|
||||
|
||||
private static float Vdist2(RcVec3f p, float[] verts, int q)
|
||||
{
|
||||
return (float)Math.Sqrt(VdistSq2(p, verts, q));
|
||||
return MathF.Sqrt(VdistSq2(p, verts, q));
|
||||
}
|
||||
|
||||
|
||||
|
@ -743,7 +743,7 @@ namespace DotRecast.Recast
|
|||
minDist = Math.Min(minDist, maxEdgeDist);
|
||||
}
|
||||
|
||||
return (float)Math.Sqrt(minDist);
|
||||
return MathF.Sqrt(minDist);
|
||||
}
|
||||
|
||||
private static void TriangulateHull(int nverts, float[] verts, int nhull, int[] hull, int nin, List<int> tris)
|
||||
|
@ -890,7 +890,7 @@ namespace DotRecast.Recast
|
|||
float dx = @in[vi + 0] - @in[vj + 0];
|
||||
float dy = @in[vi + 1] - @in[vj + 1];
|
||||
float dz = @in[vi + 2] - @in[vj + 2];
|
||||
float d = (float)Math.Sqrt(dx * dx + dz * dz);
|
||||
float d = MathF.Sqrt(dx * dx + dz * dz);
|
||||
int nn = 1 + (int)Math.Floor(d / sampleDist);
|
||||
if (nn >= MAX_VERTS_PER_EDGE)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue