forked from bit/DotRecastNetSim
refactoring new float[2] -> struct Vector2f
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@ -7,6 +7,8 @@ namespace DotRecast.Core
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public float x;
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public float y;
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public static readonly Vector2f Zero = new Vector2f { x = 0, y = 0 };
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public float Get(int idx)
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{
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if (0 == idx)
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@ -756,8 +756,7 @@ namespace DotRecast.Detour
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// Create new links
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int va = poly.verts[j] * 3;
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int vb = poly.verts[(j + 1) % nv] * 3;
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IList<Tuple<long, float, float>> connectedPolys = findConnectingPolys(tile.data.verts, va, vb, target,
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oppositeTile(dir));
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IList<Tuple<long, float, float>> connectedPolys = findConnectingPolys(tile.data.verts, va, vb, target, oppositeTile(dir));
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foreach (Tuple<long, float, float> connectedPoly in connectedPolys)
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{
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int idx = allocLink(tile);
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@ -904,14 +903,14 @@ namespace DotRecast.Detour
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}
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List<Tuple<long, float, float>> result = new List<Tuple<long, float, float>>();
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float[] amin = new float[2];
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float[] amax = new float[2];
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calcSlabEndPoints(verts, va, vb, amin, amax, side);
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Vector2f amin = Vector2f.Zero;
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Vector2f amax = Vector2f.Zero;
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calcSlabEndPoints(verts, va, vb, ref amin, ref amax, side);
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float apos = getSlabCoord(verts, va, side);
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// Remove links pointing to 'side' and compact the links array.
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float[] bmin = new float[2];
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float[] bmax = new float[2];
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Vector2f bmin = Vector2f.Zero;
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Vector2f bmax = Vector2f.Zero;
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int m = DT_EXT_LINK | side;
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long @base = getPolyRefBase(tile);
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@ -937,7 +936,7 @@ namespace DotRecast.Detour
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}
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// Check if the segments touch.
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calcSlabEndPoints(tile.data.verts, vc, vd, bmin, bmax, side);
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calcSlabEndPoints(tile.data.verts, vc, vd, ref bmin, ref bmax, side);
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if (!overlapSlabs(amin, amax, bmin, bmax, 0.01f, tile.data.header.walkableClimb))
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{
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@ -945,7 +944,10 @@ namespace DotRecast.Detour
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}
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// Add return value.
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result.Add(Tuple.Create(@base | i, Math.Max(amin[0], bmin[0]), Math.Min(amax[0], bmax[0])));
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long refs = @base | i;
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float tmin = Math.Max(amin.x, bmin.x);
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float tmax = Math.Min(amax.x, bmax.x);
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result.Add(Tuple.Create(refs, tmin, tmax));
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break;
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}
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}
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@ -967,61 +969,61 @@ namespace DotRecast.Detour
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return 0;
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}
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static void calcSlabEndPoints(float[] verts, int va, int vb, float[] bmin, float[] bmax, int side)
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static void calcSlabEndPoints(float[] verts, int va, int vb, ref Vector2f bmin, ref Vector2f bmax, int side)
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{
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if (side == 0 || side == 4)
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{
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if (verts[va + 2] < verts[vb + 2])
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{
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bmin[0] = verts[va + 2];
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bmin[1] = verts[va + 1];
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bmax[0] = verts[vb + 2];
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bmax[1] = verts[vb + 1];
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bmin.x = verts[va + 2];
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bmin.y = verts[va + 1];
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bmax.x = verts[vb + 2];
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bmax.y = verts[vb + 1];
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}
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else
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{
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bmin[0] = verts[vb + 2];
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bmin[1] = verts[vb + 1];
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bmax[0] = verts[va + 2];
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bmax[1] = verts[va + 1];
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bmin.x = verts[vb + 2];
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bmin.y = verts[vb + 1];
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bmax.x = verts[va + 2];
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bmax.y = verts[va + 1];
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}
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}
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else if (side == 2 || side == 6)
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{
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if (verts[va + 0] < verts[vb + 0])
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{
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bmin[0] = verts[va + 0];
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bmin[1] = verts[va + 1];
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bmax[0] = verts[vb + 0];
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bmax[1] = verts[vb + 1];
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bmin.x = verts[va + 0];
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bmin.y = verts[va + 1];
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bmax.x = verts[vb + 0];
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bmax.y = verts[vb + 1];
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}
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else
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{
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bmin[0] = verts[vb + 0];
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bmin[1] = verts[vb + 1];
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bmax[0] = verts[va + 0];
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bmax[1] = verts[va + 1];
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bmin.x = verts[vb + 0];
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bmin.y = verts[vb + 1];
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bmax.x = verts[va + 0];
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bmax.y = verts[va + 1];
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}
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}
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}
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bool overlapSlabs(float[] amin, float[] amax, float[] bmin, float[] bmax, float px, float py)
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bool overlapSlabs(Vector2f amin, Vector2f amax, Vector2f bmin, Vector2f bmax, float px, float py)
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{
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// Check for horizontal overlap.
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// The segment is shrunken a little so that slabs which touch
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// at end points are not connected.
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float minx = Math.Max(amin[0] + px, bmin[0] + px);
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float maxx = Math.Min(amax[0] - px, bmax[0] - px);
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float minx = Math.Max(amin.x + px, bmin.x + px);
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float maxx = Math.Min(amax.x - px, bmax.x - px);
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if (minx > maxx)
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{
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return false;
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}
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// Check vertical overlap.
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float ad = (amax[1] - amin[1]) / (amax[0] - amin[0]);
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float ak = amin[1] - ad * amin[0];
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float bd = (bmax[1] - bmin[1]) / (bmax[0] - bmin[0]);
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float bk = bmin[1] - bd * bmin[0];
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float ad = (amax.y - amin.y) / (amax.x - amin.x);
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float ak = amin.y - ad * amin.x;
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float bd = (bmax.y - bmin.y) / (bmax.x - bmin.x);
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float bk = bmin.y - bd * bmin.x;
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float aminy = ad * minx + ak;
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float amaxy = ad * maxx + ak;
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float bminy = bd * minx + bk;
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