forked from bit/DotRecastNetSim
012 -> xyz
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@ -869,7 +869,7 @@ namespace DotRecast.Detour.Crowd
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{
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Vector3f p = ag.npos;
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float r = ag.option.radius;
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m_grid.addItem(ag, p[0] - r, p[2] - r, p[0] + r, p[2] + r);
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m_grid.addItem(ag, p.x - r, p.z - r, p.x + r, p.z + r);
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}
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_telemetry.stop("buildProximityGrid");
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@ -905,7 +905,7 @@ namespace DotRecast.Detour.Crowd
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private List<CrowdNeighbour> getNeighbours(Vector3f pos, float height, float range, CrowdAgent skip, ProximityGrid grid)
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{
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List<CrowdNeighbour> result = new List<CrowdNeighbour>();
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HashSet<CrowdAgent> proxAgents = grid.queryItems(pos[0] - range, pos[2] - range, pos[0] + range, pos[2] + range);
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HashSet<CrowdAgent> proxAgents = grid.queryItems(pos.x - range, pos.z - range, pos.x + range, pos.z + range);
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foreach (CrowdAgent ag in proxAgents)
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{
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@ -916,12 +916,12 @@ namespace DotRecast.Detour.Crowd
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// Check for overlap.
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Vector3f diff = vSub(pos, ag.npos);
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if (Math.Abs(diff[1]) >= (height + ag.option.height) / 2.0f)
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if (Math.Abs(diff.y) >= (height + ag.option.height) / 2.0f)
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{
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continue;
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}
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diff[1] = 0;
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diff.y = 0;
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float distSqr = vLenSqr(diff);
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if (distSqr > sqr(range))
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{
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@ -1090,7 +1090,7 @@ namespace DotRecast.Detour.Crowd
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CrowdAgent nei = ag.neis[j].agent;
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Vector3f diff = vSub(ag.npos, nei.npos);
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diff[1] = 0;
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diff.y = 0;
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float distSqr = vLenSqr(diff);
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if (distSqr < 0.00001f)
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@ -1244,7 +1244,7 @@ namespace DotRecast.Detour.Crowd
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CrowdAgent nei = ag.neis[j].agent;
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long idx1 = nei.idx;
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Vector3f diff = vSub(ag.npos, nei.npos);
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diff[1] = 0;
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diff.y = 0;
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float dist = vLenSqr(diff);
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if (dist > sqr(ag.option.radius + nei.option.radius))
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@ -1259,11 +1259,11 @@ namespace DotRecast.Detour.Crowd
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// Agents on top of each other, try to choose diverging separation directions.
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if (idx0 > idx1)
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{
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vSet(ref diff, -ag.dvel[2], 0, ag.dvel[0]);
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vSet(ref diff, -ag.dvel.z, 0, ag.dvel.x);
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}
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else
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{
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vSet(ref diff, ag.dvel[2], 0, -ag.dvel[0]);
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vSet(ref diff, ag.dvel.z, 0, -ag.dvel.x);
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}
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pen = 0.01f;
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@ -195,17 +195,17 @@ namespace DotRecast.Detour.Crowd
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var dir0 = vSub(p0, npos);
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var dir1 = vSub(p1, npos);
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dir0[1] = 0;
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dir1[1] = 0;
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dir0.y = 0;
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dir1.y = 0;
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float len0 = vLen(dir0);
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float len1 = vLen(dir1);
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if (len1 > 0.001f)
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dir1 = vScale(dir1, 1.0f / len1);
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dir[0] = dir0[0] - dir1[0] * len0 * 0.5f;
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dir[1] = 0;
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dir[2] = dir0[2] - dir1[2] * 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.z = dir0.z - dir1.z * len0 * 0.5f;
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vNormalize(ref dir);
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}
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@ -219,7 +219,7 @@ namespace DotRecast.Detour.Crowd
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if (0 < corners.Count)
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{
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dir = vSub(corners[0].getPos(), npos);
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dir[1] = 0;
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dir.y = 0;
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vNormalize(ref dir);
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}
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@ -46,12 +46,12 @@ namespace DotRecast.Detour.Crowd
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public LocalBoundary()
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{
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m_center[0] = m_center[1] = m_center[2] = float.MaxValue;
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m_center.x = m_center.y = m_center.z = float.MaxValue;
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}
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public void reset()
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{
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m_center[0] = m_center[1] = m_center[2] = float.MaxValue;
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m_center.x = m_center.y = m_center.z = float.MaxValue;
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m_polys.Clear();
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m_segs.Clear();
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}
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@ -166,13 +166,13 @@ namespace DotRecast.Detour.Crowd
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float a = triArea2D(orig, cir.dp, dv);
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if (a < 0.01f)
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{
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cir.np[0] = -cir.dp[2];
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cir.np[2] = cir.dp[0];
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cir.np.x = -cir.dp.z;
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cir.np.z = cir.dp.x;
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}
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else
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{
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cir.np[0] = cir.dp[2];
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cir.np[2] = -cir.dp[0];
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cir.np.x = cir.dp.z;
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cir.np.z = -cir.dp.x;
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}
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}
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@ -300,8 +300,8 @@ namespace DotRecast.Detour.Crowd
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// Special case when the agent is very close to the segment.
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Vector3f sdir = vSub(seg.q, seg.p);
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Vector3f snorm = new Vector3f();
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snorm[0] = -sdir[2];
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snorm[2] = sdir[0];
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snorm.x = -sdir.z;
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snorm.z = sdir.x;
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// If the velocity is pointing towards the segment, no collision.
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if (vDot2D(snorm, vcand) < 0.0f)
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continue;
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@ -357,8 +357,8 @@ namespace DotRecast.Detour.Crowd
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if (debug != null)
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debug.reset();
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float cvx = dvel[0] * m_params.velBias;
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float cvz = dvel[2] * m_params.velBias;
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float cvx = dvel.x * m_params.velBias;
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float cvz = dvel.z * m_params.velBias;
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float cs = vmax * 2 * (1 - m_params.velBias) / (m_params.gridSize - 1);
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float half = (m_params.gridSize - 1) * cs * 0.5f;
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@ -372,7 +372,7 @@ namespace DotRecast.Detour.Crowd
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Vector3f vcand = new Vector3f();
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vSet(ref vcand, cvx + x * cs - half, 0f, cvz + y * cs - half);
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if (sqr(vcand[0]) + sqr(vcand[2]) > sqr(vmax + cs / 2))
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if (sqr(vcand.x) + sqr(vcand.z) > sqr(vmax + cs / 2))
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continue;
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float penalty = processSample(vcand, cs, pos, rad, vel, dvel, minPenalty, debug);
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@ -405,9 +405,9 @@ namespace DotRecast.Detour.Crowd
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Vector3f dest = new Vector3f();
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float c = (float)Math.Cos(ang);
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float s = (float)Math.Sin(ang);
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dest[0] = v[0] * c - v[2] * s;
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dest[2] = v[0] * s + v[2] * c;
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dest[1] = v[1];
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dest.x = v[0] * c - v[2] * s;
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dest.z = v[0] * s + v[2] * c;
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dest.y = v[1];
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return dest;
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}
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@ -446,9 +446,9 @@ namespace DotRecast.Detour.Crowd
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vCopy(ddir, dvel);
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dtNormalize2D(ddir);
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Vector3f rotated = dtRotate2D(ddir, da * 0.5f); // rotated by da/2
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ddir[3] = rotated[0];
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ddir[4] = rotated[1];
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ddir[5] = rotated[2];
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ddir[3] = rotated.x;
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ddir[4] = rotated.y;
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ddir[5] = rotated.z;
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// Always add sample at zero
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pat[npat * 2 + 0] = 0;
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@ -489,7 +489,7 @@ namespace DotRecast.Detour.Crowd
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// Start sampling.
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float cr = vmax * (1.0f - m_params.velBias);
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Vector3f res = new Vector3f();
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vSet(ref res, dvel[0] * m_params.velBias, 0, dvel[2] * m_params.velBias);
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vSet(ref res, dvel.x * m_params.velBias, 0, dvel.z * m_params.velBias);
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int ns = 0;
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for (int k = 0; k < depth; ++k)
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{
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@ -500,8 +500,8 @@ namespace DotRecast.Detour.Crowd
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for (int i = 0; i < npat; ++i)
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{
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Vector3f vcand = new Vector3f();
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vSet(ref vcand, res[0] + pat[i * 2 + 0] * cr, 0f, res[2] + pat[i * 2 + 1] * cr);
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if (sqr(vcand[0]) + sqr(vcand[2]) > sqr(vmax + 0.001f))
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vSet(ref vcand, res.x + pat[i * 2 + 0] * cr, 0f, res.z + pat[i * 2 + 1] * cr);
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if (sqr(vcand.x) + sqr(vcand.z) > sqr(vmax + 0.001f))
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continue;
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float penalty = processSample(vcand, cr / 10, pos, rad, vel, dvel, minPenalty, debug);
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@ -435,7 +435,7 @@ namespace DotRecast.Detour.Crowd
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Result<float> hr = navquery.getPolyHeight(m_path[0], masResult.result.getResultPos());
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if (hr.Succeeded())
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{
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m_pos[1] = hr.result;
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m_pos.y = hr.result;
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}
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return true;
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@ -471,8 +471,8 @@ namespace DotRecast.Detour.Crowd
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// TODO: should we do that?
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// Adjust the position to stay on top of the navmesh.
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/*
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* float h = m_target[1]; navquery->getPolyHeight(m_path[m_npath-1],
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* result, &h); result[1] = h;
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* float h = m_target.y; navquery->getPolyHeight(m_path[m_npath-1],
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* result, &h); result.y = h;
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*/
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m_target = masResult.result.getResultPos();
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return true;
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@ -84,9 +84,9 @@ namespace DotRecast.Detour.Crowd.Tracking
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{
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if (m_nsamples >= m_maxSamples)
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return;
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m_vel[m_nsamples * 3] = vel[0];
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m_vel[m_nsamples * 3 + 1] = vel[1];
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m_vel[m_nsamples * 3 + 2] = vel[2];
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m_vel[m_nsamples * 3] = vel.x;
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m_vel[m_nsamples * 3 + 1] = vel.y;
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m_vel[m_nsamples * 3 + 2] = vel.z;
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m_ssize[m_nsamples] = ssize;
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m_pen[m_nsamples] = pen;
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m_vpen[m_nsamples] = vpen;
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@ -104,9 +104,9 @@ namespace DotRecast.Detour.Crowd.Tracking
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public Vector3f getSampleVelocity(int i)
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{
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Vector3f vel = new Vector3f();
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vel[0] = m_vel[i * 3];
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vel[1] = m_vel[i * 3 + 1];
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vel[2] = m_vel[i * 3 + 2];
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vel.x = m_vel[i * 3];
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vel.y = m_vel[i * 3 + 1];
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vel.z = m_vel[i * 3 + 2];
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return vel;
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}
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