forked from bit/DotRecastNetSim
refactor: preparing for switching build with System.Numerics.Vector3
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0368afea23
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3ab732e900
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@ -95,15 +95,6 @@ namespace DotRecast.Core.Numerics
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Set(float[] @in, int i)
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{
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X = @in[i];
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Y = @in[i + 1];
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Z = @in[i + 2];
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly float Length()
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{
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@ -20,7 +20,6 @@ freely, subject to the following restrictions:
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using System;
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using DotRecast.Core.Numerics;
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namespace DotRecast.Detour.Extras
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{
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public class BVTreeBuilder
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@ -41,10 +40,8 @@ namespace DotRecast.Detour.Extras
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BVItem it = new BVItem();
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items[i] = it;
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it.i = i;
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RcVec3f bmin = new RcVec3f();
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RcVec3f bmax = new RcVec3f();
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bmin.Set(data.verts, data.polys[i].verts[0] * 3);
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bmax.Set(data.verts, data.polys[i].verts[0] * 3);
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RcVec3f bmin = new RcVec3f(data.verts.AsSpan(data.polys[i].verts[0] * 3));
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RcVec3f bmax = new RcVec3f(data.verts.AsSpan(data.polys[i].verts[0] * 3));
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for (int j = 1; j < data.polys[i].vertCount; j++)
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{
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bmin.Min(data.verts, data.polys[i].verts[j] * 3);
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@ -53,10 +53,10 @@ namespace DotRecast.Detour
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do
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{
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a.Set(p, 3 * (ai % n));
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b.Set(q, 3 * (bi % m));
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a1.Set(p, 3 * ((ai + n - 1) % n)); // prev a
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b1.Set(q, 3 * ((bi + m - 1) % m)); // prev b
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a = new RcVec3f(p.AsSpan(3 * (ai % n)));
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b = new RcVec3f(q.AsSpan(3 * (bi % m)));
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a1 = new RcVec3f(p.AsSpan(3 * ((ai + n - 1) % n))); // prev a
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b1 = new RcVec3f(q.AsSpan(3 * ((bi + m - 1) % m))); // prev b
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RcVec3f A = RcVec3f.Subtract(a, a1);
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RcVec3f B = RcVec3f.Subtract(b, b1);
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@ -401,8 +401,8 @@ namespace DotRecast.Detour
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// Calc polygon bounds.
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int v = p.verts[0] * 3;
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bmin.Set(tile.data.verts, v);
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bmax.Set(tile.data.verts, v);
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bmin = new RcVec3f(tile.data.verts.AsSpan(v));
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bmax = new RcVec3f(tile.data.verts.AsSpan(v));
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for (int j = 1; j < p.vertCount; ++j)
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{
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v = p.verts[j] * 3;
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@ -159,11 +159,9 @@ namespace DotRecast.Detour
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{
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int vb = option.detailMeshes[i * 4 + 0];
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int ndv = option.detailMeshes[i * 4 + 1];
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RcVec3f bmin = new RcVec3f();
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RcVec3f bmax = new RcVec3f();
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int dv = vb * 3;
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bmin.Set(option.detailVerts, dv);
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bmax.Set(option.detailVerts, dv);
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var bmin = new RcVec3f(option.detailVerts.AsSpan(dv));
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var bmax = new RcVec3f(option.detailVerts.AsSpan(dv));
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for (int j = 1; j < ndv; j++)
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{
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bmin.Min(option.detailVerts, dv + j * 3);
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@ -641,8 +641,8 @@ namespace DotRecast.Detour
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// Calc polygon bounds.
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int v = p.verts[0] * 3;
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bmin.Set(tile.data.verts, v);
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bmax.Set(tile.data.verts, v);
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bmin = new RcVec3f(tile.data.verts.AsSpan(v));
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bmax = new RcVec3f(tile.data.verts.AsSpan(v));
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for (int j = 1; j < p.vertCount; ++j)
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{
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v = p.verts[j] * 3;
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@ -3034,8 +3034,8 @@ namespace DotRecast.Detour
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int ivj = poly.verts[j] * 3;
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int ivi = poly.verts[i] * 3;
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var seg = new RcSegmentVert();
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seg.vmin.Set(tile.data.verts, ivj);
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seg.vmax.Set(tile.data.verts, ivi);
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seg.vmin = new RcVec3f(tile.data.verts.AsSpan(ivj));
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seg.vmax = new RcVec3f(tile.data.verts.AsSpan(ivi));
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// Array.Copy(tile.data.verts, ivj, seg, 0, 3);
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// Array.Copy(tile.data.verts, ivi, seg, 3, 3);
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segmentVerts.Add(seg);
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@ -234,7 +234,7 @@ public class CrowdSampleTool : ISampleTool
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dd.Vertex(prev.X, prev.Y + 0.1f, prev.Z, DuRGBA(0, 0, 0, (int)(128 * preva)));
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dd.Vertex(trail.trail[v], trail.trail[v + 1] + 0.1f, trail.trail[v + 2], DuRGBA(0, 0, 0, (int)(128 * a)));
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preva = a;
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prev.Set(trail.trail, v);
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prev = new RcVec3f(trail.trail.AsSpan(v));
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}
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dd.End();
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