forked from bit/DotRecastNetSim
move VMad -> Vector3f.Mad
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@ -91,19 +91,6 @@ namespace DotRecast.Core
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}
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/// Performs a scaled vector addition. (@p v1 + (@p v2 * @p s))
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/// @param[out] dest The result vector. [(x, y, z)]
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/// @param[in] v1 The base vector. [(x, y, z)]
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/// @param[in] v2 The vector to scale and add to @p v1. [(x, y, z)]
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/// @param[in] s The amount to scale @p v2 by before adding to @p v1.
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public static Vector3f VMad(Vector3f v1, Vector3f v2, float s)
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{
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Vector3f dest = new Vector3f();
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dest.x = v1.x + v2.x * s;
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dest.y = v1.y + v2.y * s;
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dest.z = v1.z + v2.z * s;
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return dest;
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}
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/// Performs a linear interpolation between two vectors. (@p v1 toward @p
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/// v2)
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@ -110,7 +110,7 @@ namespace DotRecast.Core
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y = b;
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z = c;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Set(float[] @in)
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{
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@ -309,5 +309,21 @@ namespace DotRecast.Core
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{
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return (a.x * b.z) - (a.z * b.x);
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}
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/// Performs a scaled vector addition. (@p v1 + (@p v2 * @p s))
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/// @param[out] dest The result vector. [(x, y, z)]
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/// @param[in] v1 The base vector. [(x, y, z)]
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/// @param[in] v2 The vector to scale and add to @p v1. [(x, y, z)]
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/// @param[in] s The amount to scale @p v2 by before adding to @p v1.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector3f Mad(Vector3f v1, Vector3f v2, float s)
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{
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return new Vector3f()
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{
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x = v1.x + (v2.x * s),
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y = v1.y + (v2.y * s),
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z = v1.z + (v2.z * s),
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};
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}
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}
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}
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@ -1108,14 +1108,14 @@ namespace DotRecast.Detour.Crowd
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float dist = (float)Math.Sqrt(distSqr);
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float weight = separationWeight * (1.0f - Sqr(dist * invSeparationDist));
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disp = VMad(disp, diff, weight / dist);
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disp = Vector3f.Mad(disp, diff, weight / dist);
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w += 1.0f;
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}
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if (w > 0.0001f)
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{
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// Adjust desired velocity.
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dvel = VMad(dvel, disp, 1.0f / w);
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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 desiredSqr = Sqr(ag.desiredSpeed);
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@ -1275,7 +1275,7 @@ namespace DotRecast.Detour.Crowd
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pen = (1.0f / dist) * (pen * 0.5f) * _config.collisionResolveFactor;
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}
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ag.disp = VMad(ag.disp, diff, pen);
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ag.disp = Vector3f.Mad(ag.disp, diff, pen);
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w += 1.0f;
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}
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@ -123,7 +123,7 @@ namespace DotRecast.Detour.Crowd
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// Integrate
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if (vel.Length() > 0.0001f)
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npos = VMad(npos, vel, dt);
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npos = Vector3f.Mad(npos, vel, dt);
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else
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vel = Vector3f.Zero;
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}
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@ -316,7 +316,7 @@ namespace DotRecast.Detour.Crowd
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// Adjust ray length.
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var delta = next.Subtract(m_pos);
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Vector3f goal = VMad(m_pos, delta, pathOptimizationRange / dist);
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Vector3f goal = Vector3f.Mad(m_pos, delta, pathOptimizationRange / dist);
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Result<RaycastHit> rc = navquery.Raycast(m_path[0], m_pos, goal, filter, 0, 0);
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if (rc.Succeeded())
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@ -2373,7 +2373,7 @@ namespace DotRecast.Detour
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// compute the intersection point at the furthest end of the polygon
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// and correct the height (since the raycast moves in 2d)
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lastPos = curPos;
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curPos = VMad(startPos, dir, hit.t);
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curPos = Vector3f.Mad(startPos, dir, hit.t);
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var e1 = Vector3f.Of(verts, iresult.segMax * 3);
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var e2 = Vector3f.Of(verts, ((iresult.segMax + 1) % nv) * 3);
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var eDir = e2.Subtract(e1);
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@ -237,7 +237,7 @@ public class TestNavmeshTool : Tool
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len = STEP_SIZE / len;
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}
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Vector3f moveTgt = VMad(iterPos, delta, len);
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Vector3f moveTgt = Vector3f.Mad(iterPos, delta, len);
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// Move
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Result<MoveAlongSurfaceResult> result = m_navQuery.MoveAlongSurface(polys[0], iterPos,
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moveTgt, m_filter);
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@ -856,10 +856,10 @@ public class TestNavmeshTool : Tool
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}
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Vector3f delta = s3.Subtract(s.vmin);
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Vector3f p0 = VMad(s.vmin, delta, 0.5f);
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Vector3f p0 = Vector3f.Mad(s.vmin, delta, 0.5f);
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Vector3f norm = Vector3f.Of(delta.z, 0, -delta.x);
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norm.Normalize();
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Vector3f p1 = VMad(p0, norm, agentRadius * 0.5f);
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Vector3f p1 = Vector3f.Mad(p0, norm, agentRadius * 0.5f);
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// Skip backfacing segments.
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if (wallSegments.GetSegmentRef(j) != 0)
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{
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