forked from bit/DotRecastNetSim
remove Demo's ChunkyTriMesh
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/*
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Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
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recast4j copyright (c) 2015-2019 Piotr Piastucki piotr@jtilia.org
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DotRecast Copyright (c) 2023 Choi Ikpil ikpil@naver.com
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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using System;
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using System.Collections.Generic;
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using DotRecast.Recast.Geom;
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namespace DotRecast.Recast.Demo.Geom;
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public class ChunkyTriMesh
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{
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List<ChunkyTriMeshNode> nodes;
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int ntris;
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int maxTrisPerChunk;
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private void calcExtends(BoundsItem[] items, int imin, int imax, float[] bmin, float[] bmax)
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{
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bmin[0] = items[imin].bmin.x;
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bmin[1] = items[imin].bmin.y;
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bmax[0] = items[imin].bmax.x;
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bmax[1] = items[imin].bmax.y;
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for (int i = imin + 1; i < imax; ++i)
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{
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BoundsItem it = items[i];
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if (it.bmin.x < bmin[0])
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{
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bmin[0] = it.bmin.x;
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}
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if (it.bmin.y < bmin[1])
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{
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bmin[1] = it.bmin.y;
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}
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if (it.bmax.x > bmax[0])
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{
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bmax[0] = it.bmax.x;
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}
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if (it.bmax.y > bmax[1])
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{
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bmax[1] = it.bmax.y;
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}
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}
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}
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private int longestAxis(float x, float y)
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{
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return y > x ? 1 : 0;
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}
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private void subdivide(BoundsItem[] items, int imin, int imax, int trisPerChunk, List<ChunkyTriMeshNode> nodes,
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int[] inTris)
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{
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int inum = imax - imin;
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ChunkyTriMeshNode node = new ChunkyTriMeshNode();
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nodes.Add(node);
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if (inum <= trisPerChunk)
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{
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// Leaf
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calcExtends(items, imin, imax, node.bmin, node.bmax);
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// Copy triangles.
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node.i = nodes.Count;
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node.tris = new int[inum * 3];
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int dst = 0;
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for (int i = imin; i < imax; ++i)
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{
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int src = items[i].i * 3;
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node.tris[dst++] = inTris[src];
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node.tris[dst++] = inTris[src + 1];
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node.tris[dst++] = inTris[src + 2];
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}
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}
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else
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{
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// Split
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calcExtends(items, imin, imax, node.bmin, node.bmax);
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int axis = longestAxis(node.bmax[0] - node.bmin[0], node.bmax[1] - node.bmin[1]);
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if (axis == 0)
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{
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Array.Sort(items, imin, imax - imin, new CompareItemX());
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// Sort along x-axis
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}
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else if (axis == 1)
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{
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Array.Sort(items, imin, imax - imin, new CompareItemY());
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// Sort along y-axis
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}
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int isplit = imin + inum / 2;
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// Left
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subdivide(items, imin, isplit, trisPerChunk, nodes, inTris);
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// Right
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subdivide(items, isplit, imax, trisPerChunk, nodes, inTris);
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// Negative index means escape.
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node.i = -nodes.Count;
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}
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}
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public ChunkyTriMesh(float[] verts, int[] tris, int ntris, int trisPerChunk)
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{
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int nchunks = (ntris + trisPerChunk - 1) / trisPerChunk;
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nodes = new(nchunks);
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this.ntris = ntris;
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// Build tree
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BoundsItem[] items = new BoundsItem[ntris];
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for (int i = 0; i < ntris; i++)
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{
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int t = i * 3;
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BoundsItem it = items[i] = new BoundsItem();
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it.i = i;
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// Calc triangle XZ bounds.
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it.bmin.x = it.bmax.x = verts[tris[t] * 3 + 0];
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it.bmin.y = it.bmax.y = verts[tris[t] * 3 + 2];
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for (int j = 1; j < 3; ++j)
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{
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int v = tris[t + j] * 3;
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if (verts[v] < it.bmin.x)
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{
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it.bmin.x = verts[v];
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}
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if (verts[v + 2] < it.bmin.y)
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{
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it.bmin.y = verts[v + 2];
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}
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if (verts[v] > it.bmax.x)
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{
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it.bmax.x = verts[v];
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}
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if (verts[v + 2] > it.bmax.y)
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{
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it.bmax.y = verts[v + 2];
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}
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}
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}
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subdivide(items, 0, ntris, trisPerChunk, nodes, tris);
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// Calc max tris per node.
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maxTrisPerChunk = 0;
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foreach (ChunkyTriMeshNode node in nodes)
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{
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bool isLeaf = node.i >= 0;
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if (!isLeaf)
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{
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continue;
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}
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if (node.tris.Length / 3 > maxTrisPerChunk)
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{
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maxTrisPerChunk = node.tris.Length / 3;
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}
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}
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}
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public List<ChunkyTriMeshNode> getChunksOverlappingRect(float[] bmin, float[] bmax)
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{
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// Traverse tree
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List<ChunkyTriMeshNode> ids = new();
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int i = 0;
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while (i < nodes.Count)
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{
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ChunkyTriMeshNode node = nodes[i];
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bool overlap = checkOverlapRect(bmin, bmax, node.bmin, node.bmax);
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bool isLeafNode = node.i >= 0;
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if (isLeafNode && overlap)
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{
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ids.Add(node);
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}
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if (overlap || isLeafNode)
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{
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i++;
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}
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else
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{
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i = -node.i;
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}
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}
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return ids;
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}
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private bool checkOverlapRect(float[] amin, float[] amax, float[] bmin, float[] bmax)
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{
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bool overlap = true;
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overlap = (amin[0] > bmax[0] || amax[0] < bmin[0]) ? false : overlap;
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overlap = (amin[1] > bmax[1] || amax[1] < bmin[1]) ? false : overlap;
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return overlap;
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}
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public List<ChunkyTriMeshNode> getChunksOverlappingSegment(float[] p, float[] q)
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{
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// Traverse tree
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List<ChunkyTriMeshNode> ids = new();
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int i = 0;
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while (i < nodes.Count)
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{
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ChunkyTriMeshNode node = nodes[i];
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bool overlap = checkOverlapSegment(p, q, node.bmin, node.bmax);
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bool isLeafNode = node.i >= 0;
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if (isLeafNode && overlap)
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{
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ids.Add(node);
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}
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if (overlap || isLeafNode)
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{
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i++;
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}
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else
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{
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i = -node.i;
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}
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}
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return ids;
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}
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private bool checkOverlapSegment(float[] p, float[] q, float[] bmin, float[] bmax)
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{
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float EPSILON = 1e-6f;
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float tmin = 0;
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float tmax = 1;
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float[] d = new float[2];
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d[0] = q[0] - p[0];
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d[1] = q[1] - p[1];
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for (int i = 0; i < 2; i++)
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{
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if (Math.Abs(d[i]) < EPSILON)
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{
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// Ray is parallel to slab. No hit if origin not within slab
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if (p[i] < bmin[i] || p[i] > bmax[i])
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return false;
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}
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else
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{
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// Compute intersection t value of ray with near and far plane of slab
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float ood = 1.0f / d[i];
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float t1 = (bmin[i] - p[i]) * ood;
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float t2 = (bmax[i] - p[i]) * ood;
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if (t1 > t2)
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{
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float tmp = t1;
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t1 = t2;
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t2 = tmp;
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}
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if (t1 > tmin)
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tmin = t1;
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if (t2 < tmax)
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tmax = t2;
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if (tmin > tmax)
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return false;
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}
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}
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return true;
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}
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}
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@ -245,5 +245,77 @@ namespace DotRecast.Recast.Geom
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return ids;
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}
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public List<ChunkyTriMeshNode> getChunksOverlappingSegment(float[] p, float[] q)
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{
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// Traverse tree
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List<ChunkyTriMeshNode> ids = new List<ChunkyTriMeshNode>();
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int i = 0;
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while (i < nodes.Count)
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{
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ChunkyTriMeshNode node = nodes[i];
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bool overlap = checkOverlapSegment(p, q, node.bmin, node.bmax);
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bool isLeafNode = node.i >= 0;
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if (isLeafNode && overlap)
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{
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ids.Add(node);
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}
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if (overlap || isLeafNode)
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{
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i++;
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}
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else
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{
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i = -node.i;
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}
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}
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return ids;
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}
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private bool checkOverlapSegment(float[] p, float[] q, float[] bmin, float[] bmax)
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{
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float EPSILON = 1e-6f;
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float tmin = 0;
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float tmax = 1;
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float[] d = new float[2];
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d[0] = q[0] - p[0];
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d[1] = q[1] - p[1];
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for (int i = 0; i < 2; i++)
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{
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if (Math.Abs(d[i]) < EPSILON)
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{
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// Ray is parallel to slab. No hit if origin not within slab
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if (p[i] < bmin[i] || p[i] > bmax[i])
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return false;
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}
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else
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{
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// Compute intersection t value of ray with near and far plane of slab
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float ood = 1.0f / d[i];
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float t1 = (bmin[i] - p[i]) * ood;
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float t2 = (bmax[i] - p[i]) * ood;
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if (t1 > t2)
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{
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float tmp = t1;
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t1 = t2;
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t2 = tmp;
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}
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if (t1 > tmin)
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tmin = t1;
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if (t2 < tmax)
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tmax = t2;
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if (tmin > tmax)
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return false;
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}
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}
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return true;
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}
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}
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}
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