forked from bit/DotRecastNetSim
refactor: aligned the parameter order of RasterizeTriangles() to match that of rcRasterizeTriangles() in the recastnavigation project.
This commit is contained in:
parent
48a1e18101
commit
507e3548ef
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@ -62,8 +62,8 @@ namespace DotRecast.Detour.Dynamic.Colliders
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{
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{
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for (int i = 0; i < triangles.Length; i += 3)
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for (int i = 0; i < triangles.Length; i += 3)
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{
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{
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RcRasterizations.RasterizeTriangle(hf, vertices, triangles[i], triangles[i + 1], triangles[i + 2], area,
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RcRasterizations.RasterizeTriangle(telemetry, vertices, triangles[i], triangles[i + 1], triangles[i + 2], area,
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(int)MathF.Floor(flagMergeThreshold / hf.ch), telemetry);
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hf, (int)MathF.Floor(flagMergeThreshold / hf.ch));
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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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@ -177,7 +177,7 @@ namespace DotRecast.Recast
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RcVecUtils.Copy(inVerts, outVerts2 + poly2Vert * 3, inVerts, outVerts1 + poly1Vert * 3);
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RcVecUtils.Copy(inVerts, outVerts2 + poly2Vert * 3, inVerts, outVerts1 + poly1Vert * 3);
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poly1Vert++;
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poly1Vert++;
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poly2Vert++;
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poly2Vert++;
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// add the i'th point to the right polygon. Do NOT add points that are on the dividing line
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// add the i'th point to the right polygon. Do NOT add points that are on the dividing line
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// since these were already added above
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// since these were already added above
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if (inVertAxisDelta[inVertA] > 0)
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if (inVertAxisDelta[inVertA] > 0)
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@ -229,31 +229,35 @@ namespace DotRecast.Recast
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/// @param[in] inverseCellHeight 1 / cellHeight
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/// @param[in] inverseCellHeight 1 / cellHeight
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/// @param[in] flagMergeThreshold The threshold in which area flags will be merged
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/// @param[in] flagMergeThreshold The threshold in which area flags will be merged
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/// @returns true if the operation completes successfully. false if there was an error adding spans to the heightfield.
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/// @returns true if the operation completes successfully. false if there was an error adding spans to the heightfield.
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private static void RasterizeTri(float[] verts, int v0, int v1, int v2, int area, RcHeightfield heightfield,
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private static bool RasterizeTri(float[] verts, int v0, int v1, int v2,
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int areaID, RcHeightfield heightfield,
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RcVec3f heightfieldBBMin, RcVec3f heightfieldBBMax,
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RcVec3f heightfieldBBMin, RcVec3f heightfieldBBMax,
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float cellSize, float inverseCellSize, float inverseCellHeight,
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float cellSize, float inverseCellSize, float inverseCellHeight,
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int flagMergeThreshold)
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int flagMergeThreshold)
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{
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{
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float by = heightfieldBBMax.Y - heightfieldBBMin.Y;
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// Calculate the bounding box of the triangle.
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// Calculate the bounding box of the triangle.
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RcVec3f tmin = RcVecUtils.Create(verts, v0 * 3);
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RcVec3f triBBMin = RcVecUtils.Create(verts, v0 * 3);
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RcVec3f tmax = RcVecUtils.Create(verts, v0 * 3);
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triBBMin = RcVecUtils.Min(triBBMin, verts, v1 * 3);
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tmin = RcVecUtils.Min(tmin, verts, v1 * 3);
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triBBMin = RcVecUtils.Min(triBBMin, verts, v2 * 3);
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tmin = RcVecUtils.Min(tmin, verts, v2 * 3);
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tmax = RcVecUtils.Max(tmax, verts, v1 * 3);
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tmax = RcVecUtils.Max(tmax, verts, v2 * 3);
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// If the triangle does not touch the bbox of the heightfield, skip the triagle.
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RcVec3f triBBMax = RcVecUtils.Create(verts, v0 * 3);
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if (!OverlapBounds(heightfieldBBMin, heightfieldBBMax, tmin, tmax))
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triBBMax = RcVecUtils.Max(triBBMax, verts, v1 * 3);
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return;
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triBBMax = RcVecUtils.Max(triBBMax, verts, v2 * 3);
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// Calculate the footprint of the triangle on the grid's y-axis
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// If the triangle does not touch the bounding box of the heightfield, skip the triangle.
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int z0 = (int)((tmin.Z - heightfieldBBMin.Z) * inverseCellSize);
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if (!OverlapBounds(triBBMin, triBBMax, heightfieldBBMin, heightfieldBBMax))
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int z1 = (int)((tmax.Z - heightfieldBBMin.Z) * inverseCellSize);
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{
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return true;
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}
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int w = heightfield.width;
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int w = heightfield.width;
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int h = heightfield.height;
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int h = heightfield.height;
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float by = heightfieldBBMax.Y - heightfieldBBMin.Y;
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// Calculate the footprint of the triangle on the grid's y-axis
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int z0 = (int)((triBBMin.Z - heightfieldBBMin.Z) * inverseCellSize);
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int z1 = (int)((triBBMax.Z - heightfieldBBMin.Z) * inverseCellSize);
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// use -1 rather than 0 to cut the polygon properly at the start of the tile
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// use -1 rather than 0 to cut the polygon properly at the start of the tile
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z0 = Math.Clamp(z0, -1, h - 1);
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z0 = Math.Clamp(z0, -1, h - 1);
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z1 = Math.Clamp(z1, 0, h - 1);
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z1 = Math.Clamp(z1, 0, h - 1);
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@ -268,7 +272,8 @@ namespace DotRecast.Recast
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RcVecUtils.Copy(buf, 0, verts, v0 * 3);
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RcVecUtils.Copy(buf, 0, verts, v0 * 3);
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RcVecUtils.Copy(buf, 3, verts, v1 * 3);
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RcVecUtils.Copy(buf, 3, verts, v1 * 3);
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RcVecUtils.Copy(buf, 6, verts, v2 * 3);
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RcVecUtils.Copy(buf, 6, verts, v2 * 3);
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int nvRow, nvIn = 3;
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int nvRow;
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int nvIn = 3;
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for (int z = z0; z <= z1; ++z)
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for (int z = z0; z <= z1; ++z)
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{
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{
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@ -278,15 +283,18 @@ namespace DotRecast.Recast
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(@in, p1) = (p1, @in);
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(@in, p1) = (p1, @in);
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if (nvRow < 3)
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if (nvRow < 3)
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{
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continue;
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continue;
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}
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if (z < 0)
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if (z < 0)
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{
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{
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continue;
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continue;
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}
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}
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// find the horizontal bounds in the row
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// find X-axis bounds of the row
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float minX = buf[inRow], maxX = buf[inRow];
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float minX = buf[inRow];
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float maxX = buf[inRow];
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for (int i = 1; i < nvRow; ++i)
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for (int i = 1; i < nvRow; ++i)
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{
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{
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float v = buf[inRow + i * 3];
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float v = buf[inRow + i * 3];
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@ -304,7 +312,8 @@ namespace DotRecast.Recast
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x0 = Math.Clamp(x0, -1, w - 1);
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x0 = Math.Clamp(x0, -1, w - 1);
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x1 = Math.Clamp(x1, 0, w - 1);
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x1 = Math.Clamp(x1, 0, w - 1);
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int nv, nv2 = nvRow;
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int nv;
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int nv2 = nvRow;
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for (int x = x0; x <= x1; ++x)
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for (int x = x0; x <= x1; ++x)
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{
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{
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// Clip polygon to column. store the remaining polygon as well
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// Clip polygon to column. store the remaining polygon as well
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@ -313,7 +322,9 @@ namespace DotRecast.Recast
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(inRow, p2) = (p2, inRow);
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(inRow, p2) = (p2, inRow);
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if (nv < 3)
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if (nv < 3)
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{
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continue;
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continue;
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}
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if (x < 0)
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if (x < 0)
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{
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{
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@ -331,78 +342,87 @@ namespace DotRecast.Recast
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spanMin -= heightfieldBBMin.Y;
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spanMin -= heightfieldBBMin.Y;
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spanMax -= heightfieldBBMin.Y;
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spanMax -= heightfieldBBMin.Y;
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// Skip the span if it is outside the heightfield bbox
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// Skip the span if it is outside the heightfield bbox
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if (spanMax < 0.0f)
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if (spanMax < 0.0f)
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{
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continue;
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continue;
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}
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if (spanMin > by)
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if (spanMin > by)
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{
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continue;
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continue;
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}
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// Clamp the span to the heightfield bbox.
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// Clamp the span to the heightfield bbox.
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if (spanMin < 0.0f)
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if (spanMin < 0.0f)
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{
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spanMin = 0;
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spanMin = 0;
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}
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if (spanMax > by)
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if (spanMax > by)
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{
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spanMax = by;
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spanMax = by;
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}
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// Snap the span to the heightfield height grid.
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// Snap the span to the heightfield height grid.
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int spanMinCellIndex = Math.Clamp((int)MathF.Floor(spanMin * inverseCellHeight), 0, RC_SPAN_MAX_HEIGHT);
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int spanMinCellIndex = Math.Clamp((int)MathF.Floor(spanMin * inverseCellHeight), 0, RC_SPAN_MAX_HEIGHT);
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int spanMaxCellIndex = Math.Clamp((int)MathF.Ceiling(spanMax * inverseCellHeight), spanMinCellIndex + 1, RC_SPAN_MAX_HEIGHT);
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int spanMaxCellIndex = Math.Clamp((int)MathF.Ceiling(spanMax * inverseCellHeight), spanMinCellIndex + 1, RC_SPAN_MAX_HEIGHT);
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AddSpan(heightfield, x, z, spanMinCellIndex, spanMaxCellIndex, area, flagMergeThreshold);
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AddSpan(heightfield, x, z, spanMinCellIndex, spanMaxCellIndex, areaID, flagMergeThreshold);
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}
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}
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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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/// Rasterizes a single triangle into the specified heightfield.
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* Rasterizes a single triangle into the specified heightfield. Calling this for each triangle in a mesh is less
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///
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* efficient than calling rasterizeTriangles. No spans will be added if the triangle does not overlap the
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/// Calling this for each triangle in a mesh is less efficient than calling rcRasterizeTriangles
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* heightfield grid.
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///
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*
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/// No spans will be added if the triangle does not overlap the heightfield grid.
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* @param heightfield
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///
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* An initialized heightfield.
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/// @see rcHeightfield
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* @param verts
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/// @ingroup recast
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* An array with vertex coordinates [(x, y, z) * N]
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/// @param[in,out] context The build context to use during the operation.
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* @param v0
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/// @param[in] v0 Triangle vertex 0 [(x, y, z)]
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* Index of triangle vertex 0, will be multiplied by 3 to get vertex coordinates
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/// @param[in] v1 Triangle vertex 1 [(x, y, z)]
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* @param v1
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/// @param[in] v2 Triangle vertex 2 [(x, y, z)]
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* Triangle vertex 1 index
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/// @param[in] areaID The area id of the triangle. [Limit: <= #RC_WALKABLE_AREA]
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* @param v2
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/// @param[in,out] heightfield An initialized heightfield.
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* Triangle vertex 2 index
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/// @param[in] flagMergeThreshold The distance where the walkable flag is favored over the non-walkable flag.
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* @param areaId
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/// [Limit: >= 0] [Units: vx]
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* The area id of the triangle. [Limit: <= WALKABLE_AREA)
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/// @returns True if the operation completed successfully.
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* @param flagMergeThreshold
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public static void RasterizeTriangle(RcTelemetry context, float[] verts, int v0, int v1, int v2, int areaID,
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* The distance where the walkable flag is favored over the non-walkable flag. [Limit: >= 0] [Units: vx]
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RcHeightfield heightfield, int flagMergeThreshold)
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* @see Heightfield
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*/
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public static void RasterizeTriangle(RcHeightfield heightfield, float[] verts, int v0, int v1, int v2, int area,
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int flagMergeThreshold, RcTelemetry ctx)
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{
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{
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using var timer = ctx.ScopedTimer(RcTimerLabel.RC_TIMER_RASTERIZE_TRIANGLES);
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using var timer = context.ScopedTimer(RcTimerLabel.RC_TIMER_RASTERIZE_TRIANGLES);
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// Rasterize the single triangle.
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float inverseCellSize = 1.0f / heightfield.cs;
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float inverseCellSize = 1.0f / heightfield.cs;
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float inverseCellHeight = 1.0f / heightfield.ch;
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float inverseCellHeight = 1.0f / heightfield.ch;
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RasterizeTri(verts, v0, v1, v2, area, heightfield, heightfield.bmin, heightfield.bmax, heightfield.cs, inverseCellSize,
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RasterizeTri(verts, v0, v1, v2, areaID, heightfield, heightfield.bmin, heightfield.bmax, heightfield.cs, inverseCellSize,
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inverseCellHeight, flagMergeThreshold);
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inverseCellHeight, flagMergeThreshold);
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}
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}
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/**
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/// Rasterizes an indexed triangle mesh into the specified heightfield.
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* Rasterizes an indexed triangle mesh into the specified heightfield. Spans will only be added for triangles that
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///
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* overlap the heightfield grid.
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/// Spans will only be added for triangles that overlap the heightfield grid.
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*
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///
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* @param heightfield
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/// @see rcHeightfield
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* An initialized heightfield.
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/// @ingroup recast
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* @param verts
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/// @param[in,out] context The build context to use during the operation.
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* The vertices. [(x, y, z) * N]
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/// @param[in] verts The vertices. [(x, y, z) * @p nv]
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* @param tris
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/// @param[in] numVerts The number of vertices. (unused) TODO (graham): Remove in next major release
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* The triangle indices. [(vertA, vertB, vertC) * nt]
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/// @param[in] tris The triangle indices. [(vertA, vertB, vertC) * @p nt]
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* @param areaIds
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/// @param[in] triAreaIDs The area id's of the triangles. [Limit: <= #RC_WALKABLE_AREA] [Size: @p nt]
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* The area id's of the triangles. [Limit: <= WALKABLE_AREA] [Size: numTris]
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/// @param[in] numTris The number of triangles.
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* @param numTris
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/// @param[in,out] heightfield An initialized heightfield.
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* The number of triangles.
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/// @param[in] flagMergeThreshold The distance where the walkable flag is favored over the non-walkable flag.
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* @param flagMergeThreshold
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/// [Limit: >= 0] [Units: vx]
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* The distance where the walkable flag is favored over the non-walkable flag. [Limit: >= 0] [Units: vx]
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/// @returns True if the operation completed successfully.
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* @see Heightfield
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public static void RasterizeTriangles(RcTelemetry ctx, float[] verts, int[] tris, int[] triAreaIDs, int numTris,
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*/
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RcHeightfield heightfield, int flagMergeThreshold)
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public static void RasterizeTriangles(RcHeightfield heightfield, float[] verts, int[] tris, int[] areaIds, int numTris,
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int flagMergeThreshold, RcTelemetry ctx)
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{
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{
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using var timer = ctx.ScopedTimer(RcTimerLabel.RC_TIMER_RASTERIZE_TRIANGLES);
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using var timer = ctx.ScopedTimer(RcTimerLabel.RC_TIMER_RASTERIZE_TRIANGLES);
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@ -413,7 +433,7 @@ namespace DotRecast.Recast
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int v0 = tris[triIndex * 3 + 0];
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int v0 = tris[triIndex * 3 + 0];
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int v1 = tris[triIndex * 3 + 1];
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int v1 = tris[triIndex * 3 + 1];
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int v2 = tris[triIndex * 3 + 2];
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int v2 = tris[triIndex * 3 + 2];
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RasterizeTri(verts, v0, v1, v2, areaIds[triIndex], heightfield, heightfield.bmin, heightfield.bmax, heightfield.cs,
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RasterizeTri(verts, v0, v1, v2, triAreaIDs[triIndex], heightfield, heightfield.bmin, heightfield.bmax, heightfield.cs,
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inverseCellSize, inverseCellHeight, flagMergeThreshold);
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inverseCellSize, inverseCellHeight, flagMergeThreshold);
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}
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}
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}
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}
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@ -59,7 +59,7 @@ namespace DotRecast.Recast
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int[] tris = node.tris;
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int[] tris = node.tris;
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int ntris = tris.Length / 3;
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int ntris = tris.Length / 3;
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int[] m_triareas = RcCommons.MarkWalkableTriangles(ctx, cfg.WalkableSlopeAngle, verts, tris, ntris, cfg.WalkableAreaMod);
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int[] m_triareas = RcCommons.MarkWalkableTriangles(ctx, cfg.WalkableSlopeAngle, verts, tris, ntris, cfg.WalkableAreaMod);
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RcRasterizations.RasterizeTriangles(solid, verts, tris, m_triareas, ntris, cfg.WalkableClimb, ctx);
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RcRasterizations.RasterizeTriangles(ctx, verts, tris, m_triareas, ntris, solid, cfg.WalkableClimb);
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}
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}
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}
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}
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else
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else
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@ -67,7 +67,7 @@ namespace DotRecast.Recast
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int[] tris = geom.GetTris();
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int[] tris = geom.GetTris();
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int ntris = tris.Length / 3;
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int ntris = tris.Length / 3;
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int[] m_triareas = RcCommons.MarkWalkableTriangles(ctx, cfg.WalkableSlopeAngle, verts, tris, ntris, cfg.WalkableAreaMod);
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int[] m_triareas = RcCommons.MarkWalkableTriangles(ctx, cfg.WalkableSlopeAngle, verts, tris, ntris, cfg.WalkableAreaMod);
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RcRasterizations.RasterizeTriangles(solid, verts, tris, m_triareas, ntris, cfg.WalkableClimb, ctx);
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RcRasterizations.RasterizeTriangles(ctx, verts, tris, m_triareas, ntris, solid, cfg.WalkableClimb);
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}
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}
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}
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}
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@ -140,7 +140,7 @@ public class RecastSoloMeshTest
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// If your input data is multiple meshes, you can transform them here, calculate
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// If your input data is multiple meshes, you can transform them here, calculate
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// the are type for each of the meshes and rasterize them.
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// the are type for each of the meshes and rasterize them.
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int[] m_triareas = RcCommons.MarkWalkableTriangles(m_ctx, cfg.WalkableSlopeAngle, verts, tris, ntris, cfg.WalkableAreaMod);
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int[] m_triareas = RcCommons.MarkWalkableTriangles(m_ctx, cfg.WalkableSlopeAngle, verts, tris, ntris, cfg.WalkableAreaMod);
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RcRasterizations.RasterizeTriangles(m_solid, verts, tris, m_triareas, ntris, cfg.WalkableClimb, m_ctx);
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RcRasterizations.RasterizeTriangles(m_ctx, verts, tris, m_triareas, ntris, m_solid, cfg.WalkableClimb);
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}
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}
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//
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//
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