forked from bit/DotRecastNetSim
RcMath VNormalize -> Vector3f.Normalize
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5928befe25
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1e76fd0884
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@ -304,17 +304,6 @@ namespace DotRecast.Core
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}
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}
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}
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}
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public static void VNormalize(ref Vector3f v)
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{
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float d = (float)(1.0f / Math.Sqrt(Sqr(v.x) + Sqr(v.y) + Sqr(v.z)));
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if (d != 0)
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{
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v.x *= d;
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v.y *= d;
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v.z *= d;
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}
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}
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/// Performs a 'sloppy' colocation check of the specified points.
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/// Performs a 'sloppy' colocation check of the specified points.
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/// @param[in] p0 A point. [(x, y, z)]
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/// @param[in] p0 A point. [(x, y, z)]
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@ -172,5 +172,17 @@ namespace DotRecast.Core
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(v1.x * v2.y) - (v1.y * v2.x)
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(v1.x * v2.y) - (v1.y * v2.x)
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);
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);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Normalize()
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{
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float d = (float)(1.0f / Math.Sqrt(RcMath.Sqr(x) + RcMath.Sqr(y) + RcMath.Sqr(z)));
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if (d != 0)
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{
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x *= d;
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y *= d;
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z *= d;
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}
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}
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}
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}
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}
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}
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@ -182,8 +182,7 @@ namespace DotRecast.Detour.Crowd
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dir.x = dir0.x - dir1.x * len0 * 0.5f;
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dir.x = dir0.x - dir1.x * len0 * 0.5f;
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dir.y = 0;
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dir.y = 0;
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dir.z = dir0.z - dir1.z * len0 * 0.5f;
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dir.z = dir0.z - dir1.z * len0 * 0.5f;
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dir.Normalize();
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VNormalize(ref dir);
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}
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}
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return dir;
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return dir;
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@ -196,7 +195,7 @@ namespace DotRecast.Detour.Crowd
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{
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{
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dir = corners[0].GetPos().Subtract(npos);
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dir = corners[0].GetPos().Subtract(npos);
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dir.y = 0;
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dir.y = 0;
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VNormalize(ref dir);
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dir.Normalize();
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}
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}
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return dir;
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return dir;
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@ -128,7 +128,7 @@ namespace DotRecast.Detour.Crowd
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Vector3f orig = new Vector3f();
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Vector3f orig = new Vector3f();
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Vector3f dv = new Vector3f();
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Vector3f dv = new Vector3f();
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cir.dp = pb.Subtract(pa);
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cir.dp = pb.Subtract(pa);
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VNormalize(ref cir.dp);
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cir.dp.Normalize();
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dv = cir.dvel.Subtract(dvel);
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dv = cir.dvel.Subtract(dvel);
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float a = TriArea2D(orig, cir.dp, dv);
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float a = TriArea2D(orig, cir.dp, dv);
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@ -18,9 +18,9 @@ namespace DotRecast.Detour.Extras.Jumplink
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{
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{
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this.trajectory = trajectory;
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this.trajectory = trajectory;
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ax = edge.sq.Subtract(edge.sp);
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ax = edge.sq.Subtract(edge.sp);
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VNormalize(ref ax);
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ax.Normalize();
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VSet(ref az, ax.z, 0, -ax.x);
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VSet(ref az, ax.z, 0, -ax.x);
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VNormalize(ref az);
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az.Normalize();
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VSet(ref ay, 0, 1, 0);
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VSet(ref ay, 0, 1, 0);
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}
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}
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}
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}
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@ -848,7 +848,7 @@ namespace DotRecast.Detour
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hitNormal.x = tangent.z;
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hitNormal.x = tangent.z;
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hitNormal.y = 0;
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hitNormal.y = 0;
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hitNormal.z = -tangent.x;
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hitNormal.z = -tangent.x;
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VNormalize(ref hitNormal);
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hitNormal.Normalize();
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}
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}
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return Results.Success(new FindDistanceToWallResult((float)Math.Sqrt(radiusSqr), hitPos, hitNormal));
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return Results.Success(new FindDistanceToWallResult((float)Math.Sqrt(radiusSqr), hitPos, hitNormal));
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@ -2400,7 +2400,7 @@ namespace DotRecast.Detour
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hit.hitNormal.x = dz;
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hit.hitNormal.x = dz;
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hit.hitNormal.y = 0;
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hit.hitNormal.y = 0;
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hit.hitNormal.z = -dx;
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hit.hitNormal.z = -dx;
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VNormalize(ref hit.hitNormal);
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hit.hitNormal.Normalize();
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return Results.Success(hit);
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return Results.Success(hit);
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}
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}
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@ -3372,7 +3372,7 @@ namespace DotRecast.Detour
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hitNormal.x = tangent.z;
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hitNormal.x = tangent.z;
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hitNormal.y = 0;
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hitNormal.y = 0;
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hitNormal.z = -tangent.x;
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hitNormal.z = -tangent.x;
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VNormalize(ref hitNormal);
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hitNormal.Normalize();
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}
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}
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return Results.Success(new FindDistanceToWallResult((float)Math.Sqrt(radiusSqr), hitPos, hitNormal));
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return Results.Success(new FindDistanceToWallResult((float)Math.Sqrt(radiusSqr), hitPos, hitNormal));
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@ -314,7 +314,7 @@ public class CrowdTool : Tool
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{
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{
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Vector3f vel = tgt.Subtract(pos);
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Vector3f vel = tgt.Subtract(pos);
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vel.y = 0.0f;
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vel.y = 0.0f;
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VNormalize(ref vel);
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vel.Normalize();
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return VScale(vel, speed);
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return VScale(vel, speed);
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}
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}
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@ -201,7 +201,7 @@ public class DynamicUpdateTool : Tool
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0.01f + (float)random.NextDouble(),
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0.01f + (float)random.NextDouble(),
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(1f - 2 * (float)random.NextDouble())
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(1f - 2 * (float)random.NextDouble())
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);
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);
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VNormalize(ref a);
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a.Normalize();
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float len = 1f + (float)random.NextDouble() * 20f;
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float len = 1f + (float)random.NextDouble() * 20f;
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a.x *= len;
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a.x *= len;
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a.y *= len;
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a.y *= len;
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@ -247,7 +247,7 @@ public class DynamicUpdateTool : Tool
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Vector3f baseCenter = Vector3f.Of(p.x, p.y + 3, p.z);
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Vector3f baseCenter = Vector3f.Of(p.x, p.y + 3, p.z);
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Vector3f baseUp = Vector3f.Of(0, 1, 0);
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Vector3f baseUp = Vector3f.Of(0, 1, 0);
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Vector3f forward = Vector3f.Of((1f - 2 * (float)random.NextDouble()), 0, (1f - 2 * (float)random.NextDouble()));
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Vector3f forward = Vector3f.Of((1f - 2 * (float)random.NextDouble()), 0, (1f - 2 * (float)random.NextDouble()));
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VNormalize(ref forward);
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forward.Normalize();
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Vector3f side = Vector3f.Cross(forward, baseUp);
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Vector3f side = Vector3f.Cross(forward, baseUp);
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BoxCollider @base = new BoxCollider(baseCenter, Detour.Dynamic.Colliders.BoxCollider.GetHalfEdges(baseUp, forward, baseExtent),
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BoxCollider @base = new BoxCollider(baseCenter, Detour.Dynamic.Colliders.BoxCollider.GetHalfEdges(baseUp, forward, baseExtent),
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SampleAreaModifications.SAMPLE_POLYAREA_TYPE_ROAD, dynaMesh.config.walkableClimb);
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SampleAreaModifications.SAMPLE_POLYAREA_TYPE_ROAD, dynaMesh.config.walkableClimb);
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@ -858,7 +858,7 @@ public class TestNavmeshTool : Tool
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Vector3f delta = s3.Subtract(s.vmin);
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Vector3f delta = s3.Subtract(s.vmin);
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Vector3f p0 = VMad(s.vmin, delta, 0.5f);
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Vector3f p0 = VMad(s.vmin, delta, 0.5f);
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Vector3f norm = Vector3f.Of(delta.z, 0, -delta.x);
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Vector3f norm = Vector3f.Of(delta.z, 0, -delta.x);
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VNormalize(ref norm);
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norm.Normalize();
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Vector3f p1 = VMad(p0, norm, agentRadius * 0.5f);
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Vector3f p1 = VMad(p0, norm, agentRadius * 0.5f);
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// Skip backfacing segments.
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// Skip backfacing segments.
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if (wallSegments.GetSegmentRef(j) != 0)
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if (wallSegments.GetSegmentRef(j) != 0)
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@ -155,7 +155,7 @@ public class AbstractCrowdTest
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{
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{
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Vector3f vel = tgt.Subtract(pos);
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Vector3f vel = tgt.Subtract(pos);
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vel.y = 0.0f;
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vel.y = 0.0f;
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VNormalize(ref vel);
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vel.Normalize();
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vel = VScale(vel, speed);
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vel = VScale(vel, speed);
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return vel;
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return vel;
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}
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}
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