forked from bit/DotRecastNetSim
remove tuple<float, float> 1st
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5f20b565b1
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11f023969f
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@ -0,0 +1,8 @@
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namespace DotRecast.Core
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{
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public struct DistSeg
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{
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public float DistSqr;
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public float Seg;
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}
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}
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@ -239,9 +239,9 @@ namespace DotRecast.Core
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c = !c;
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}
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Tuple<float, float> edet = DistancePtSegSqr2D(pt, verts, vj, vi);
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ed[j] = edet.Item1;
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et[j] = edet.Item2;
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var edet = DistancePtSegSqr2D(pt, verts, vj, vi);
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ed[j] = edet.DistSqr;
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et[j] = edet.Seg;
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}
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return c;
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@ -482,7 +482,7 @@ namespace DotRecast.Core
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}
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public static Tuple<float, float> DistancePtSegSqr2D(Vector3f pt, float[] verts, int p, int q)
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public static DistSeg DistancePtSegSqr2D(Vector3f pt, float[] verts, int p, int q)
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{
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float pqx = verts[q + 0] - verts[p + 0];
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float pqz = verts[q + 2] - verts[p + 2];
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@ -506,7 +506,12 @@ namespace DotRecast.Core
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dx = verts[p + 0] + t * pqx - pt.x;
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dz = verts[p + 2] + t * pqz - pt.z;
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return Tuple.Create(dx * dx + dz * dz, t);
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return new DistSeg()
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{
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DistSqr = dx * dx + dz * dz,
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Seg = t,
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};
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}
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public static int OppositeTile(int side)
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@ -738,9 +738,9 @@ namespace DotRecast.Detour
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// Calc distance to the edge.
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int vj = bestPoly.verts[j] * 3;
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int vi = bestPoly.verts[i] * 3;
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Tuple<float, float> distseg = DistancePtSegSqr2D(centerPos, bestTile.data.verts, vj, vi);
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float distSqr = distseg.Item1;
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float tseg = distseg.Item2;
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var distseg = DistancePtSegSqr2D(centerPos, bestTile.data.verts, vj, vi);
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float distSqr = distseg.DistSqr;
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float tseg = distseg.Seg;
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// Edge is too far, skip.
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if (distSqr > radiusSqr)
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@ -784,8 +784,8 @@ namespace DotRecast.Detour
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// Calc distance to the edge.
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int va = bestPoly.verts[link.edge] * 3;
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int vb = bestPoly.verts[(link.edge + 1) % bestPoly.vertCount] * 3;
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Tuple<float, float> distseg = DistancePtSegSqr2D(centerPos, bestTile.data.verts, va, vb);
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float distSqr = distseg.Item1;
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var distseg = DistancePtSegSqr2D(centerPos, bestTile.data.verts, va, vb);
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float distSqr = distseg.DistSqr;
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// If the circle is not touching the next polygon, skip it.
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if (distSqr > radiusSqr)
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{
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@ -1906,9 +1906,9 @@ namespace DotRecast.Detour
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// Wall edge, calc distance.
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int vj = j * 3;
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int vi = i * 3;
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Tuple<float, float> distSeg = DistancePtSegSqr2D(endPos, verts, vj, vi);
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float distSqr = distSeg.Item1;
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float tseg = distSeg.Item2;
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var distSeg = DistancePtSegSqr2D(endPos, verts, vj, vi);
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float distSqr = distSeg.DistSqr;
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float tseg = distSeg.Seg;
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if (distSqr < bestDist)
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{
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// Update nearest distance.
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@ -1932,8 +1932,8 @@ namespace DotRecast.Detour
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// TODO: Maybe should use GetPortalPoints(), but this one is way faster.
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int vj = j * 3;
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int vi = i * 3;
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Tuple<float, float> distseg = DistancePtSegSqr2D(searchPos, verts, vj, vi);
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float distSqr = distseg.Item1;
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var distseg = DistancePtSegSqr2D(searchPos, verts, vj, vi);
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float distSqr = distseg.DistSqr;
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if (distSqr > searchRadSqr)
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{
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continue;
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@ -3261,9 +3261,9 @@ namespace DotRecast.Detour
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// Calc distance to the edge.
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int vj = bestPoly.verts[j] * 3;
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int vi = bestPoly.verts[i] * 3;
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Tuple<float, float> distseg = DistancePtSegSqr2D(centerPos, bestTile.data.verts, vj, vi);
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float distSqr = distseg.Item1;
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float tseg = distseg.Item2;
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var distseg = DistancePtSegSqr2D(centerPos, bestTile.data.verts, vj, vi);
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float distSqr = distseg.DistSqr;
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float tseg = distseg.Seg;
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// Edge is too far, skip.
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if (distSqr > radiusSqr)
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@ -3307,8 +3307,8 @@ namespace DotRecast.Detour
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// Calc distance to the edge.
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int va = bestPoly.verts[link.edge] * 3;
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int vb = bestPoly.verts[(link.edge + 1) % bestPoly.vertCount] * 3;
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Tuple<float, float> distseg = DistancePtSegSqr2D(centerPos, bestTile.data.verts, va, vb);
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float distSqr = distseg.Item1;
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var distseg = DistancePtSegSqr2D(centerPos, bestTile.data.verts, va, vb);
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float distSqr = distseg.DistSqr;
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// If the circle is not touching the next polygon, skip it.
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if (distSqr > radiusSqr)
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{
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