forked from bit/DotRecastNetSim
move RcMath.VDot2D -> Vector3f.Dot2D
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@ -349,30 +349,7 @@ namespace DotRecast.Core
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return d < thresholdSqr;
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}
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/// Derives the dot product of two vectors on the xz-plane. (@p u . @p v)
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/// @param[in] u A vector [(x, y, z)]
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/// @param[in] v A vector [(x, y, z)]
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/// @return The dot product on the xz-plane.
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///
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/// The vectors are projected onto the xz-plane, so the y-values are
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/// ignored.
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public static float VDot2D(float[] u, float[] v)
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{
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return u[0] * v[0] + u[2] * v[2];
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}
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public static float VDot2D(Vector3f u, Vector3f v)
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{
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return u.x * v.x + u.z * v.z;
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}
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public static float VDot2D(Vector3f u, float[] v, int vi)
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{
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return u.x * v[vi] + u.z * v[vi + 2];
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}
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/// Derives the xz-plane 2D perp product of the two vectors. (uz*vx - ux*vz)
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/// @param[in] u The LHV vector [(x, y, z)]
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/// @param[in] v The RHV vector [(x, y, z)]
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@ -586,10 +563,10 @@ namespace DotRecast.Core
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public static float[] ProjectPoly(Vector3f axis, float[] poly, int npoly)
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{
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float rmin, rmax;
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rmin = rmax = VDot2D(axis, poly, 0);
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rmin = rmax = axis.Dot2D(poly, 0);
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for (int i = 1; i < npoly; ++i)
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{
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float d = VDot2D(axis, poly, i * 3);
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float d = axis.Dot2D(poly, i * 3);
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rmin = Math.Min(rmin, d);
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rmax = Math.Max(rmax, d);
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}
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@ -104,6 +104,25 @@ namespace DotRecast.Core
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);
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}
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/// Derives the dot product of two vectors on the xz-plane. (@p u . @p v)
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/// @param[in] u A vector [(x, y, z)]
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/// @param[in] v A vector [(x, y, z)]
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/// @return The dot product on the xz-plane.
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///
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/// The vectors are projected onto the xz-plane, so the y-values are
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/// ignored.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float Dot2D(Vector3f v)
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{
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return x * v.x + z * v.z;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public float Dot2D(float[] v, int vi)
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{
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return x * v[vi] + z * v[vi + 2];
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}
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public override bool Equals(object obj)
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{
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if (!(obj is Vector3f))
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@ -160,13 +160,13 @@ namespace DotRecast.Detour.Crowd
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const float EPS = 0.0001f;
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Vector3f s = c1.Subtract(c0);
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float r = r0 + r1;
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float c = VDot2D(s, s) - r * r;
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float a = VDot2D(v, v);
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float c = s.Dot2D(s) - r * r;
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float a = v.Dot2D(v);
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if (a < EPS)
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return new SweepCircleCircleResult(false, 0f, 0f); // not moving
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// Overlap, calc time to exit.
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float b = VDot2D(v, s);
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float b = v.Dot2D(s);
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float d = b * b - a * c;
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if (d < 0.0f)
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return new SweepCircleCircleResult(false, 0f, 0f); // no intersection.
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@ -234,7 +234,7 @@ namespace DotRecast.Detour.Crowd
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vab = vab.Subtract(cir.vel);
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// Side
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side += Clamp(Math.Min(VDot2D(cir.dp, vab) * 0.5f + 0.5f, VDot2D(cir.np, vab) * 2), 0.0f, 1.0f);
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side += Clamp(Math.Min(cir.dp.Dot2D(vab) * 0.5f + 0.5f, cir.np.Dot2D(vab) * 2), 0.0f, 1.0f);
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nside++;
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SweepCircleCircleResult sres = SweepCircleCircle(pos, rad, vab, cir.p, cir.rad);
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@ -274,7 +274,7 @@ namespace DotRecast.Detour.Crowd
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snorm.x = -sdir.z;
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snorm.z = sdir.x;
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// If the velocity is pointing towards the segment, no collision.
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if (VDot2D(snorm, vcand) < 0.0f)
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if (snorm.Dot2D(vcand) < 0.0f)
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continue;
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// Else immediate collision.
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htmin = 0.0f;
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@ -88,7 +88,7 @@ namespace DotRecast.Detour
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/*-----Advance rules-----*/
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/* Special case: A & B overlap and oppositely oriented. */
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if (code == Intersection.Overlap && VDot2D(A, B) < 0)
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if (code == Intersection.Overlap && A.Dot2D(B) < 0)
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{
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ii = AddVertex(inters, ii, ip);
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ii = AddVertex(inters, ii, iq);
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