forked from bit/DotRecastNetSim
move class
This commit is contained in:
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7d5f37f415
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@ -0,0 +1,11 @@
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namespace DotRecast.Core
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{
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public class IntersectResult
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{
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public bool intersects;
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public float tmin;
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public float tmax = 1f;
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public int segMin = -1;
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public int segMax = -1;
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}
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}
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@ -810,14 +810,7 @@ namespace DotRecast.Core
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return r;
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}
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public class IntersectResult
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{
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public bool intersects;
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public float tmin;
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public float tmax = 1f;
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public int segMin = -1;
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public int segMax = -1;
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}
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public static IntersectResult IntersectSegmentPoly2D(Vector3f p0, Vector3f p1, float[] verts, int nverts)
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{
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@ -901,7 +901,7 @@ namespace DotRecast.Detour.Crowd
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_telemetry.Stop("buildNeighbours");
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}
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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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@ -1373,23 +1373,5 @@ namespace DotRecast.Detour.Crowd
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{
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return Clamp((t - t0) / (t1 - t0), 0.0f, 1.0f);
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}
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/// Provides neighbor data for agents managed by the crowd.
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/// @ingroup crowd
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/// @see dtCrowdAgent::neis, dtCrowd
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public class CrowdNeighbour
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{
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public readonly CrowdAgent agent;
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/// < The index of the neighbor in the crowd.
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public readonly float dist;
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/// < The distance between the current agent and the neighbor.
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public CrowdNeighbour(CrowdAgent agent, float dist)
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{
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this.agent = agent;
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this.dist = dist;
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}
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};
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}
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}
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@ -73,7 +73,7 @@ namespace DotRecast.Detour.Crowd
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public float topologyOptTime;
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/// The known neighbors of the agent.
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public List<Crowd.CrowdNeighbour> neis = new List<Crowd.CrowdNeighbour>();
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public List<CrowdNeighbour> neis = new List<CrowdNeighbour>();
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/// The desired speed.
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public float desiredSpeed;
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@ -0,0 +1,20 @@
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namespace DotRecast.Detour.Crowd
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{
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/// Provides neighbor data for agents managed by the crowd.
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/// @ingroup crowd
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/// @see dtCrowdAgent::neis, dtCrowd
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public class CrowdNeighbour
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{
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public readonly CrowdAgent agent;
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/// < The index of the neighbor in the crowd.
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public readonly float dist;
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/// < The distance between the current agent and the neighbor.
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public CrowdNeighbour(CrowdAgent agent, float dist)
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{
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this.agent = agent;
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this.dist = dist;
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}
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};
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}
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@ -33,38 +33,6 @@ namespace DotRecast.Detour.Crowd
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/// < Max numver of adaptive divs.
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public const int DT_MAX_PATTERN_RINGS = 4;
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/// < Max number of adaptive rings.
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public class ObstacleCircle
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{
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/** Position of the obstacle */
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public Vector3f p = new Vector3f();
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/** Velocity of the obstacle */
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public Vector3f vel = new Vector3f();
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/** Velocity of the obstacle */
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public Vector3f dvel = new Vector3f();
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/** Radius of the obstacle */
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public float rad;
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/** Use for side selection during sampling. */
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public Vector3f dp = new Vector3f();
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/** Use for side selection during sampling. */
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public Vector3f np = new Vector3f();
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}
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public class ObstacleSegment
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{
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/** End points of the obstacle segment */
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public Vector3f p = new Vector3f();
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/** End points of the obstacle segment */
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public Vector3f q = new Vector3f();
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public bool touch;
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}
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private ObstacleAvoidanceParams m_params;
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private float m_invHorizTime;
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@ -214,16 +182,16 @@ namespace DotRecast.Detour.Crowd
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float d = VPerp2D(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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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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if (s < 0 || s > 1)
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return new IsectRaySegResult(false, 0f);
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return new IsectRaySegResult(true, t);
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}
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@ -316,7 +284,7 @@ namespace DotRecast.Detour.Crowd
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var ires = IsectRaySeg(pos, vcand, seg.p, seg.q);
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if (!ires.result)
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continue;
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htmin = ires.htmin;
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}
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@ -0,0 +1,26 @@
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using DotRecast.Core;
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namespace DotRecast.Detour.Crowd
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{
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/// < Max number of adaptive rings.
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public class ObstacleCircle
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{
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/** Position of the obstacle */
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public Vector3f p = new Vector3f();
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/** Velocity of the obstacle */
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public Vector3f vel = new Vector3f();
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/** Velocity of the obstacle */
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public Vector3f dvel = new Vector3f();
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/** Radius of the obstacle */
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public float rad;
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/** Use for side selection during sampling. */
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public Vector3f dp = new Vector3f();
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/** Use for side selection during sampling. */
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public Vector3f np = new Vector3f();
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}
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}
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@ -0,0 +1,15 @@
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using DotRecast.Core;
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namespace DotRecast.Detour.Crowd
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{
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public class ObstacleSegment
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{
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/** End points of the obstacle segment */
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public Vector3f p = new Vector3f();
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/** End points of the obstacle segment */
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public Vector3f q = new Vector3f();
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public bool touch;
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}
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}
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@ -21,7 +21,6 @@ using DotRecast.Core;
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namespace DotRecast.Detour
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{
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using static DotRecast.Core.RecastMath;
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public interface IPolygonByCircleConstraint
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{
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{
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return new StrictPolygonByCircleConstraint();
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}
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public class NoOpPolygonByCircleConstraint : IPolygonByCircleConstraint
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{
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public float[] Aply(float[] polyVerts, Vector3f circleCenter, float radius)
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{
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return polyVerts;
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}
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}
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/**
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* Calculate the intersection between a polygon and a circle. A dodecagon is used as an approximation of the circle.
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*/
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public class StrictPolygonByCircleConstraint : IPolygonByCircleConstraint
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{
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private const int CIRCLE_SEGMENTS = 12;
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private static float[] unitCircle;
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public float[] Aply(float[] verts, Vector3f center, float radius)
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{
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float radiusSqr = radius * radius;
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int outsideVertex = -1;
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for (int pv = 0; pv < verts.Length; pv += 3)
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{
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if (VDist2DSqr(center, verts, pv) > radiusSqr)
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{
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outsideVertex = pv;
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break;
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}
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}
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if (outsideVertex == -1)
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{
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// polygon inside circle
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return verts;
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}
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float[] qCircle = Circle(center, radius);
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float[] intersection = ConvexConvexIntersection.Intersect(verts, qCircle);
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if (intersection == null && PointInPolygon(center, verts, verts.Length / 3))
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{
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// circle inside polygon
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return qCircle;
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}
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return intersection;
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}
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private float[] Circle(Vector3f center, float radius)
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{
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if (unitCircle == null)
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{
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unitCircle = new float[CIRCLE_SEGMENTS * 3];
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for (int i = 0; i < CIRCLE_SEGMENTS; i++)
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{
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double a = i * Math.PI * 2 / CIRCLE_SEGMENTS;
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unitCircle[3 * i] = (float)Math.Cos(a);
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unitCircle[3 * i + 1] = 0;
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unitCircle[3 * i + 2] = (float)-Math.Sin(a);
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}
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}
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float[] circle = new float[12 * 3];
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for (int i = 0; i < CIRCLE_SEGMENTS * 3; i += 3)
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{
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circle[i] = unitCircle[i] * radius + center.x;
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circle[i + 1] = center.y;
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circle[i + 2] = unitCircle[i + 2] * radius + center.z;
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}
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return circle;
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}
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}
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}
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}
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@ -2993,18 +2993,6 @@ namespace DotRecast.Detour
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return Results.Success(new FindLocalNeighbourhoodResult(resultRef, resultParent));
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}
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public class SegInterval
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{
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public long refs;
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public int tmin, tmax;
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public SegInterval(long refs, int tmin, int tmax)
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{
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this.refs = refs;
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this.tmin = tmin;
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this.tmax = tmax;
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}
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}
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protected void InsertInterval(List<SegInterval> ints, int tmin, int tmax, long refs)
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{
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using DotRecast.Core;
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namespace DotRecast.Detour
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{
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public class NoOpPolygonByCircleConstraint : IPolygonByCircleConstraint
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{
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public float[] Aply(float[] polyVerts, Vector3f circleCenter, float radius)
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{
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return polyVerts;
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}
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}
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}
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namespace DotRecast.Detour
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{
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public class SegInterval
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{
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public long refs;
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public int tmin;
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public int tmax;
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public SegInterval(long refs, int tmin, int tmax)
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{
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this.refs = refs;
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this.tmin = tmin;
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this.tmax = tmax;
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}
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}
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}
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@ -0,0 +1,71 @@
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using System;
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using DotRecast.Core;
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namespace DotRecast.Detour
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{
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using static DotRecast.Core.RecastMath;
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/**
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* Calculate the intersection between a polygon and a circle. A dodecagon is used as an approximation of the circle.
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*/
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public class StrictPolygonByCircleConstraint : IPolygonByCircleConstraint
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{
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private const int CIRCLE_SEGMENTS = 12;
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private static float[] unitCircle;
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public float[] Aply(float[] verts, Vector3f center, float radius)
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{
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float radiusSqr = radius * radius;
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int outsideVertex = -1;
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for (int pv = 0; pv < verts.Length; pv += 3)
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{
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if (VDist2DSqr(center, verts, pv) > radiusSqr)
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{
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outsideVertex = pv;
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break;
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}
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}
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if (outsideVertex == -1)
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{
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// polygon inside circle
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return verts;
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}
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float[] qCircle = Circle(center, radius);
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float[] intersection = ConvexConvexIntersection.Intersect(verts, qCircle);
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if (intersection == null && PointInPolygon(center, verts, verts.Length / 3))
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{
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// circle inside polygon
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return qCircle;
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}
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return intersection;
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}
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private float[] Circle(Vector3f center, float radius)
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{
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if (unitCircle == null)
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{
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unitCircle = new float[CIRCLE_SEGMENTS * 3];
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for (int i = 0; i < CIRCLE_SEGMENTS; i++)
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{
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double a = i * Math.PI * 2 / CIRCLE_SEGMENTS;
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unitCircle[3 * i] = (float)Math.Cos(a);
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unitCircle[3 * i + 1] = 0;
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unitCircle[3 * i + 2] = (float)-Math.Sin(a);
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}
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}
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float[] circle = new float[12 * 3];
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for (int i = 0; i < CIRCLE_SEGMENTS * 3; i += 3)
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{
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circle[i] = unitCircle[i] * radius + center.x;
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circle[i + 1] = center.y;
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circle[i + 2] = unitCircle[i + 2] * radius + center.z;
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}
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return circle;
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}
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}
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}
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@ -0,0 +1,53 @@
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using DotRecast.Core;
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namespace DotRecast.Recast
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{
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/// Represents a heightfield layer within a layer set.
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/// @see rcHeightfieldLayerSet
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public class HeightfieldLayer
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{
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public Vector3f bmin = new Vector3f();
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/// < The minimum bounds in world space. [(x, y, z)]
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public Vector3f bmax = new Vector3f();
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/// < The maximum bounds in world space. [(x, y, z)]
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public float cs;
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/// < The size of each cell. (On the xz-plane.)
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public float ch;
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/// < The height of each cell. (The minimum increment along the y-axis.)
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public int width;
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/// < The width of the heightfield. (Along the x-axis in cell units.)
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public int height;
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/// < The height of the heightfield. (Along the z-axis in cell units.)
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public int minx;
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/// < The minimum x-bounds of usable data.
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public int maxx;
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/// < The maximum x-bounds of usable data.
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public int miny;
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/// < The minimum y-bounds of usable data. (Along the z-axis.)
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public int maxy;
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/// < The maximum y-bounds of usable data. (Along the z-axis.)
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public int hmin;
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/// < The minimum height bounds of usable data. (Along the y-axis.)
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public int hmax;
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/// < The maximum height bounds of usable data. (Along the y-axis.)
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public int[] heights;
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/// < The heightfield. [Size: width * height]
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public int[] areas;
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/// < Area ids. [Size: Same as #heights]
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public int[] cons; /// < Packed neighbor connection information. [Size: Same as #heights]
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}
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}
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@ -27,55 +27,6 @@ namespace DotRecast.Recast
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/// @see rcAllocHeightfieldLayerSet, rcFreeHeightfieldLayerSet
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public class HeightfieldLayerSet
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{
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/// Represents a heightfield layer within a layer set.
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/// @see rcHeightfieldLayerSet
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public class HeightfieldLayer
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{
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public Vector3f bmin = new Vector3f();
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/// < The minimum bounds in world space. [(x, y, z)]
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public Vector3f bmax = new Vector3f();
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/// < The maximum bounds in world space. [(x, y, z)]
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public float cs;
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/// < The size of each cell. (On the xz-plane.)
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public float ch;
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/// < The height of each cell. (The minimum increment along the y-axis.)
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public int width;
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/// < The width of the heightfield. (Along the x-axis in cell units.)
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public int height;
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/// < The height of the heightfield. (Along the z-axis in cell units.)
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public int minx;
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/// < The minimum x-bounds of usable data.
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public int maxx;
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/// < The maximum x-bounds of usable data.
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public int miny;
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/// < The minimum y-bounds of usable data. (Along the z-axis.)
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public int maxy;
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/// < The maximum y-bounds of usable data. (Along the z-axis.)
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public int hmin;
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/// < The minimum height bounds of usable data. (Along the y-axis.)
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public int hmax;
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/// < The maximum height bounds of usable data. (Along the y-axis.)
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public int[] heights;
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/// < The heightfield. [Size: width * height]
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public int[] areas;
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/// < Area ids. [Size: Same as #heights]
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public int[] cons; /// < Packed neighbor connection information. [Size: Same as #heights]
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}
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public HeightfieldLayer[] layers; /// < The layers in the set. [Size: #nlayers]
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}
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}
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@ -25,12 +25,6 @@ namespace DotRecast.Recast
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{
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public static class ObjImporter
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{
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public class ObjImporterContext
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{
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public List<float> vertexPositions = new List<float>();
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public List<int> meshFaces = new List<int>();
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}
|
||||
|
||||
public static IInputGeomProvider Load(byte[] chunck)
|
||||
{
|
||||
var context = LoadContext(chunck);
|
||||
|
@ -136,4 +130,4 @@ namespace DotRecast.Recast
|
|||
return posi;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,10 @@
|
|||
using System.Collections.Generic;
|
||||
|
||||
namespace DotRecast.Recast
|
||||
{
|
||||
public class ObjImporterContext
|
||||
{
|
||||
public List<float> vertexPositions = new List<float>();
|
||||
public List<int> meshFaces = new List<int>();
|
||||
}
|
||||
}
|
|
@ -418,10 +418,10 @@ namespace DotRecast.Recast
|
|||
bmax.z -= borderSize * chf.cs;
|
||||
|
||||
HeightfieldLayerSet lset = new HeightfieldLayerSet();
|
||||
lset.layers = new HeightfieldLayerSet.HeightfieldLayer[layerId];
|
||||
lset.layers = new HeightfieldLayer[layerId];
|
||||
for (int i = 0; i < lset.layers.Length; i++)
|
||||
{
|
||||
lset.layers[i] = new HeightfieldLayerSet.HeightfieldLayer();
|
||||
lset.layers[i] = new HeightfieldLayer();
|
||||
}
|
||||
|
||||
// Store layers.
|
||||
|
@ -429,7 +429,7 @@ namespace DotRecast.Recast
|
|||
{
|
||||
int curId = i;
|
||||
|
||||
HeightfieldLayerSet.HeightfieldLayer layer = lset.layers[i];
|
||||
HeightfieldLayer layer = lset.layers[i];
|
||||
|
||||
int gridSize = lw * lh;
|
||||
|
||||
|
|
|
@ -24,7 +24,7 @@ namespace DotRecast.Detour.Test;
|
|||
[Parallelizable]
|
||||
public class PolygonByCircleConstraintTest
|
||||
{
|
||||
private readonly IPolygonByCircleConstraint constraint = new IPolygonByCircleConstraint.StrictPolygonByCircleConstraint();
|
||||
private readonly IPolygonByCircleConstraint constraint = new StrictPolygonByCircleConstraint();
|
||||
|
||||
[Test]
|
||||
public void ShouldHandlePolygonFullyInsideCircle()
|
||||
|
|
|
@ -87,7 +87,7 @@ public class TestTileLayerBuilder : AbstractTileLayersBuilder
|
|||
TileCacheBuilder builder = new TileCacheBuilder();
|
||||
for (int i = 0; i < lset.layers.Length; ++i)
|
||||
{
|
||||
HeightfieldLayerSet.HeightfieldLayer layer = lset.layers[i];
|
||||
HeightfieldLayer layer = lset.layers[i];
|
||||
|
||||
// Store header
|
||||
TileCacheLayerHeader header = new TileCacheLayerHeader();
|
||||
|
|
Loading…
Reference in New Issue