forked from bit/DotRecastNetSim
inline Vector3f
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@ -64,34 +64,6 @@ namespace DotRecast.Core
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return u * g + (1f - u) * f;
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}
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/// Derives the square of the scalar length of the vector. (len * len)
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/// @param[in] v The vector. [(x, y, z)]
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/// @return The square of the scalar length of the vector.
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public static float VLenSqr(Vector3f v)
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{
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return v.x * v.x + v.y * v.y + v.z * v.z;
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}
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/// Normalizes the vector.
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/// @param[in,out] v The vector to normalize. [(x, y, z)]
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public static void VNormalize(float[] v)
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{
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float d = (float)(1.0f / Math.Sqrt(Sqr(v[0]) + Sqr(v[1]) + Sqr(v[2])));
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if (d != 0)
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{
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v[0] *= d;
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v[1] *= d;
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v[2] *= 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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/// @param[in] p0 A point. [(x, y, z)]
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/// @param[in] p1 A point. [(x, y, z)]
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@ -111,22 +83,7 @@ namespace DotRecast.Core
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}
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/// Derives the xz-plane 2D perp product of the two vectors. (uz*vx - ux*vz)
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/// @param[in] u The LHV vector [(x, y, z)]
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/// @param[in] v The RHV vector [(x, y, z)]
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/// @return The dot product on the xz-plane.
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///
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/// The vectors are projected onto the xz-plane, so the y-values are
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/// ignored.
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public static float VPerp2D(float[] u, float[] v)
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{
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return u[2] * v[0] - u[0] * v[2];
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}
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public static float VPerp2D(Vector3f u, Vector3f v)
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{
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return u.z * v.x - u.x * v.z;
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}
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/// @}
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@ -474,8 +431,8 @@ namespace DotRecast.Core
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Vector3f vpi = Vector3f.Of(verts, i * 3);
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var edge = vpi.Subtract(vpj);
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var diff = p0v.Subtract(vpj);
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float n = VPerp2D(edge, diff);
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float d = VPerp2D(dir, edge);
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float n = Vector3f.Perp2D(edge, diff);
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float d = Vector3f.Perp2D(dir, edge);
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if (Math.Abs(d) < EPS)
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{
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// S is nearly parallel to this edge
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@ -206,6 +206,8 @@ namespace DotRecast.Core
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return hash;
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}
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/// Normalizes the vector.
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/// @param[in,out] v The vector to normalize. [(x, y, z)]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Normalize()
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{
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@ -446,5 +448,29 @@ namespace DotRecast.Core
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float dz = verts[i + 2] - p.z;
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return dx * dx + dz * dz;
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}
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/// Derives the xz-plane 2D perp product of the two vectors. (uz*vx - ux*vz)
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/// @param[in] u The LHV vector [(x, y, z)]
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/// @param[in] v The RHV vector [(x, y, z)]
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/// @return The dot product on the xz-plane.
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///
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/// The vectors are projected onto the xz-plane, so the y-values are
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/// ignored.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Perp2D(Vector3f u, Vector3f v)
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{
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return u.z * v.x - u.x * v.z;
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}
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/// Derives the square of the scalar length of the vector. (len * len)
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/// @param[in] v The vector. [(x, y, z)]
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/// @return The square of the scalar length of the vector.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float LenSqr(Vector3f v)
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{
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return v.x * v.x + v.y * v.y + v.z * v.z;
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}
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}
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}
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@ -924,7 +924,7 @@ namespace DotRecast.Detour.Crowd
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}
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diff.y = 0;
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float distSqr = VLenSqr(diff);
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float distSqr = Vector3f.LenSqr(diff);
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if (distSqr > Sqr(range))
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{
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continue;
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@ -1094,7 +1094,7 @@ namespace DotRecast.Detour.Crowd
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Vector3f diff = ag.npos.Subtract(nei.npos);
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diff.y = 0;
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float distSqr = VLenSqr(diff);
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float distSqr = Vector3f.LenSqr(diff);
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if (distSqr < 0.00001f)
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{
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continue;
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@ -1117,7 +1117,7 @@ namespace DotRecast.Detour.Crowd
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// Adjust desired velocity.
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dvel = Vector3f.Mad(dvel, disp, 1.0f / w);
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// Clamp desired velocity to desired speed.
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float speedSqr = VLenSqr(dvel);
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float speedSqr = Vector3f.LenSqr(dvel);
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float desiredSqr = Sqr(ag.desiredSpeed);
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if (speedSqr > desiredSqr)
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{
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@ -1248,7 +1248,7 @@ namespace DotRecast.Detour.Crowd
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Vector3f diff = ag.npos.Subtract(nei.npos);
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diff.y = 0;
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float dist = VLenSqr(diff);
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float dist = Vector3f.LenSqr(diff);
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if (dist > Sqr(ag.option.radius + nei.option.radius))
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{
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continue;
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@ -179,16 +179,16 @@ namespace DotRecast.Detour.Crowd
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{
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Vector3f v = bq.Subtract(bp);
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Vector3f w = ap.Subtract(bp);
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float d = VPerp2D(u, v);
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float d = Vector3f.Perp2D(u, v);
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if (Math.Abs(d) < 1e-6f)
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return new IsectRaySegResult(false, 0f);
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d = 1.0f / d;
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float t = VPerp2D(v, w) * d;
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float t = Vector3f.Perp2D(v, w) * d;
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if (t < 0 || t > 1)
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return new IsectRaySegResult(false, 0f);
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float s = VPerp2D(u, w) * d;
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float s = Vector3f.Perp2D(u, w) * d;
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if (s < 0 || s > 1)
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return new IsectRaySegResult(false, 0f);
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@ -41,7 +41,7 @@ namespace DotRecast.Detour
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}
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else
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{
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d = VLenSqr(diff);
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d = Vector3f.LenSqr(diff);
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}
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if (d < nearestDistanceSqr)
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@ -1382,7 +1382,7 @@ namespace DotRecast.Detour
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}
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else
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{
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d = VLenSqr(diff);
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d = Vector3f.LenSqr(diff);
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}
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if (d < nearestDistanceSqr)
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@ -507,6 +507,7 @@ public class RecastDemo
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// }
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// }
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}
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if (settingsUI.IsBuildTriggered() && sample.GetInputGeom() != null)
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{
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if (!building)
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@ -597,9 +598,9 @@ public class RecastDemo
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hit = PolyMeshRaycast.Raycast(sample.GetRecastResults(), rayStart, rayEnd);
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}
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float[] rayDir = new float[] { rayEnd.x - rayStart.x, rayEnd.y - rayStart.y, rayEnd.z - rayStart.z };
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Vector3f rayDir = Vector3f.Of(rayEnd.x - rayStart.x, rayEnd.y - rayStart.y, rayEnd.z - rayStart.z);
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Tool rayTool = toolsUI.GetTool();
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VNormalize(rayDir);
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rayDir.Normalize();
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if (rayTool != null)
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{
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rayTool.HandleClickRay(rayStart, rayDir, processHitTestShift);
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@ -229,14 +229,14 @@ public class DynamicUpdateTool : Tool
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private Tuple<ICollider, IColliderGizmo> CylinderCollider(Vector3f p)
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{
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float radius = 0.7f + (float)random.NextDouble() * 4f;
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float[] a = new float[] { (1f - 2 * (float)random.NextDouble()), 0.01f + (float)random.NextDouble(), (1f - 2 * (float)random.NextDouble()) };
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VNormalize(a);
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Vector3f a = Vector3f.Of(1f - 2 * (float)random.NextDouble(), 0.01f + (float)random.NextDouble(), 1f - 2 * (float)random.NextDouble());
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a.Normalize();
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float len = 2f + (float)random.NextDouble() * 20f;
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a[0] *= len;
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a[1] *= len;
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a[2] *= len;
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Vector3f start = Vector3f.Of(p.x, p.y, p.z);
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Vector3f end = Vector3f.Of(p.x + a[0], p.y + a[1], p.z + a[2]);
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Vector3f end = Vector3f.Of(p.x + a.x, p.y + a.y, p.z + a.z);
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return Tuple.Create<ICollider, IColliderGizmo>(new CylinderCollider(start, end, radius, SampleAreaModifications.SAMPLE_POLYAREA_TYPE_WATER,
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dynaMesh.config.walkableClimb), GizmoFactory.Cylinder(start, end, radius));
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}
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@ -349,7 +349,7 @@ public class DynamicUpdateTool : Tool
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}
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public override void HandleClickRay(Vector3f start, float[] dir, bool shift)
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public override void HandleClickRay(Vector3f start, Vector3f dir, bool shift)
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{
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if (mode == DynamicUpdateToolMode.COLLIDERS)
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{
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@ -369,7 +369,7 @@ public class DynamicUpdateTool : Tool
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}
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}
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private bool Hit(Vector3f point, float[] dir, float[] bounds)
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private bool Hit(Vector3f point, Vector3f dir, float[] bounds)
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{
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float cx = 0.5f * (bounds[0] + bounds[3]);
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float cy = 0.5f * (bounds[1] + bounds[4]);
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return true;
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}
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float b = mx * dir[0] + my * dir[1] + mz * dir[2];
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float b = mx * dir.x + my * dir.y + mz * dir.z;
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if (b > 0.0f)
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{
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return false;
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@ -38,7 +38,7 @@ public abstract class Tool
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public abstract string GetName();
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public virtual void HandleClickRay(Vector3f start, float[] direction, bool shift)
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public virtual void HandleClickRay(Vector3f start, Vector3f direction, bool shift)
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{
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// ...
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}
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