forked from bit/DotRecastNetSim
typo
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@ -31,7 +31,7 @@ namespace DotRecast.Recast
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public static class RcCompacts
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{
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private const int MAX_LAYERS = RC_NOT_CONNECTED - 1;
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private const int MAX_HEIGHT = RcConstants.SPAN_MAX_HEIGHT;
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private const int MAX_HEIGHT = RcConstants.RC_SPAN_MAX_HEIGHT;
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/// @}
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/// @name Compact Heightfield Functions
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@ -37,10 +37,14 @@ namespace DotRecast.Recast
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public const int RC_NOT_CONNECTED = 0x3f;
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/// Defines the number of bits allocated to rcSpan::smin and rcSpan::smax.
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public const int SPAN_HEIGHT_BITS = 20;
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public const int RC_SPAN_HEIGHT_BITS = 20;
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/// Defines the maximum value for rcSpan::smin and rcSpan::smax.
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public const int SPAN_MAX_HEIGHT = (1 << SPAN_HEIGHT_BITS) - 1;
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public const int RC_SPAN_MAX_HEIGHT = (1 << RC_SPAN_HEIGHT_BITS) - 1;
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/// The number of spans allocated per span spool.
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/// @see rcSpanPool
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public const int RC_SPANS_PER_POOL = 2048;
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/// Heighfield border flag.
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/// If a heightfield region ID has this bit set, then the region is a border
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@ -221,8 +221,8 @@ namespace DotRecast.Recast
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int smax = (int)MathF.Ceiling((h[1] - hf.bmin.Y) * ich);
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if (smin != smax)
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{
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int ismin = Math.Clamp(smin, 0, SPAN_MAX_HEIGHT);
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int ismax = Math.Clamp(smax, ismin + 1, SPAN_MAX_HEIGHT);
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int ismin = Math.Clamp(smin, 0, RC_SPAN_MAX_HEIGHT);
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int ismax = Math.Clamp(smax, ismin + 1, RC_SPAN_MAX_HEIGHT);
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RcRasterizations.AddSpan(hf, x, z, ismin, ismax, area, flagMergeThr);
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}
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}
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@ -119,12 +119,12 @@ namespace DotRecast.Recast
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}
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int floor = (span.smax);
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int ceiling = span.next != null ? span.next.smin : SPAN_MAX_HEIGHT;
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int ceiling = span.next != null ? span.next.smin : RC_SPAN_MAX_HEIGHT;
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// The difference between this walkable area and the lowest neighbor walkable area.
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// This is the difference between the current span and all neighbor spans that have
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// enough space for an agent to move between, but not accounting at all for surface slope.
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int lowestNeighborFloorDifference = SPAN_MAX_HEIGHT;
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int lowestNeighborFloorDifference = RC_SPAN_MAX_HEIGHT;
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// Min and max height of accessible neighbours.
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int lowestTraversableNeighborFloor = span.smax;
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@ -146,7 +146,7 @@ namespace DotRecast.Recast
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// The most we can step down to the neighbor is the walkableClimb distance.
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// Start with the area under the neighbor span
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int neighborCeiling = neighborSpan != null ? neighborSpan.smin : SPAN_MAX_HEIGHT;
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int neighborCeiling = neighborSpan != null ? neighborSpan.smin : RC_SPAN_MAX_HEIGHT;
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// Skip neightbour if the gap between the spans is too small.
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if (Math.Min(ceiling, neighborCeiling) - floor >= walkableHeight)
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@ -159,7 +159,7 @@ namespace DotRecast.Recast
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for (; neighborSpan != null; neighborSpan = neighborSpan.next)
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{
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int neighborFloor = neighborSpan.smax;
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neighborCeiling = neighborSpan.next != null ? neighborSpan.next.smin : SPAN_MAX_HEIGHT;
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neighborCeiling = neighborSpan.next != null ? neighborSpan.next.smin : RC_SPAN_MAX_HEIGHT;
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// Only consider neighboring areas that have enough overlap to be potentially traversable.
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if (Math.Min(ceiling, neighborCeiling) - Math.Max(floor, neighborFloor) < walkableHeight)
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@ -235,7 +235,7 @@ namespace DotRecast.Recast
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for (RcSpan span = heightfield.spans[x + z * xSize]; span != null; span = span.next)
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{
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int floor = (span.smax);
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int ceiling = span.next != null ? span.next.smin : SPAN_MAX_HEIGHT;
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int ceiling = span.next != null ? span.next.smin : RC_SPAN_MAX_HEIGHT;
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if ((ceiling - floor) < walkableHeight)
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{
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span.area = RC_NULL_AREA;
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@ -35,7 +35,7 @@ namespace DotRecast.Recast
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public const int MAX_TRIS = 255; // Max tris for delaunay is 2n-2-k (n=num verts, k=num hull verts).
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public const int MAX_VERTS_PER_EDGE = 32;
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public const int RC_UNSET_HEIGHT = RcConstants.SPAN_MAX_HEIGHT;
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public const int RC_UNSET_HEIGHT = RcConstants.RC_SPAN_MAX_HEIGHT;
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public const int EV_UNDEF = -1;
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public const int EV_HULL = -2;
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@ -343,8 +343,8 @@ namespace DotRecast.Recast
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spanMax = by;
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// Snap the span to the heightfield height grid.
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int spanMinCellIndex = Math.Clamp((int)MathF.Floor(spanMin * inverseCellHeight), 0, SPAN_MAX_HEIGHT);
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int spanMaxCellIndex = Math.Clamp((int)MathF.Ceiling(spanMax * inverseCellHeight), spanMinCellIndex + 1, SPAN_MAX_HEIGHT);
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int spanMinCellIndex = Math.Clamp((int)MathF.Floor(spanMin * inverseCellHeight), 0, RC_SPAN_MAX_HEIGHT);
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int spanMaxCellIndex = Math.Clamp((int)MathF.Ceiling(spanMax * inverseCellHeight), spanMinCellIndex + 1, RC_SPAN_MAX_HEIGHT);
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AddSpan(heightfield, x, z, spanMinCellIndex, spanMaxCellIndex, area, flagMergeThreshold);
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}
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