forked from bit/DotRecastNetSim
refactor: clamp
This commit is contained in:
parent
a46aa0eaee
commit
707d91afea
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@ -30,17 +30,5 @@ namespace DotRecast.Core
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{
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return f * f;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Clamp(float v, float min, float max)
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{
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return Math.Max(Math.Min(v, max), min);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int Clamp(int v, int min, int max)
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{
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return Math.Max(Math.Min(v, max), min);
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}
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}
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}
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@ -1351,7 +1351,7 @@ namespace DotRecast.Detour.Crowd
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private float Tween(float t, float t0, float t1)
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{
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return RcMath.Clamp((t - t0) / (t1 - t0), 0.0f, 1.0f);
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return Math.Clamp((t - t0) / (t1 - t0), 0.0f, 1.0f);
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}
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}
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}
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@ -243,7 +243,7 @@ namespace DotRecast.Detour.Crowd
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vab = vab.Subtract(cir.vel);
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// Side
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side += RcMath.Clamp(Math.Min(cir.dp.Dot2D(vab) * 0.5f + 0.5f, cir.np.Dot2D(vab) * 2), 0.0f, 1.0f);
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side += Math.Clamp(Math.Min(cir.dp.Dot2D(vab) * 0.5f + 0.5f, cir.np.Dot2D(vab) * 2), 0.0f, 1.0f);
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nside++;
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if (!SweepCircleCircle(pos, rad, vab, cir.p, cir.rad, out var htmin, out var htmax))
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@ -410,8 +410,8 @@ namespace DotRecast.Detour.Crowd
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int nrings = m_params.adaptiveRings;
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int depth = m_params.adaptiveDepth;
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int nd = RcMath.Clamp(ndivs, 1, DT_MAX_PATTERN_DIVS);
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int nr = RcMath.Clamp(nrings, 1, DT_MAX_PATTERN_RINGS);
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int nd = Math.Clamp(ndivs, 1, DT_MAX_PATTERN_DIVS);
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int nr = Math.Clamp(nrings, 1, DT_MAX_PATTERN_RINGS);
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float da = (1.0f / nd) * DT_PI * 2;
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float ca = (float)Math.Cos(da);
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float sa = (float)Math.Sin(da);
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@ -68,7 +68,7 @@ namespace DotRecast.Detour.Crowd.Tracking
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float penRange = maxPen - minPen;
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float s = penRange > 0.001f ? (1.0f / penRange) : 1;
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for (int i = 0; i < n; ++i)
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arr[i] = RcMath.Clamp((arr[i] - minPen) * s, 0.0f, 1.0f);
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arr[i] = Math.Clamp((arr[i] - minPen) * s, 0.0f, 1.0f);
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}
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public void NormalizeSamples()
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@ -17,6 +17,7 @@ freely, subject to the following restrictions:
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3. This notice may not be removed or altered from any source distribution.
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*/
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using System;
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using DotRecast.Core;
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@ -50,12 +51,12 @@ namespace DotRecast.Detour.Extras
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bmax.Max(data.verts, data.polys[i].verts[j] * 3);
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}
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it.bmin[0] = RcMath.Clamp((int)((bmin.x - data.header.bmin.x) * quantFactor), 0, 0x7fffffff);
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it.bmin[1] = RcMath.Clamp((int)((bmin.y - data.header.bmin.y) * quantFactor), 0, 0x7fffffff);
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it.bmin[2] = RcMath.Clamp((int)((bmin.z - data.header.bmin.z) * quantFactor), 0, 0x7fffffff);
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it.bmax[0] = RcMath.Clamp((int)((bmax.x - data.header.bmin.x) * quantFactor), 0, 0x7fffffff);
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it.bmax[1] = RcMath.Clamp((int)((bmax.y - data.header.bmin.y) * quantFactor), 0, 0x7fffffff);
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it.bmax[2] = RcMath.Clamp((int)((bmax.z - data.header.bmin.z) * quantFactor), 0, 0x7fffffff);
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it.bmin[0] = Math.Clamp((int)((bmin.x - data.header.bmin.x) * quantFactor), 0, 0x7fffffff);
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it.bmin[1] = Math.Clamp((int)((bmin.y - data.header.bmin.y) * quantFactor), 0, 0x7fffffff);
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it.bmin[2] = Math.Clamp((int)((bmin.z - data.header.bmin.z) * quantFactor), 0, 0x7fffffff);
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it.bmax[0] = Math.Clamp((int)((bmax.x - data.header.bmin.x) * quantFactor), 0, 0x7fffffff);
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it.bmax[1] = Math.Clamp((int)((bmax.y - data.header.bmin.y) * quantFactor), 0, 0x7fffffff);
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it.bmax[2] = Math.Clamp((int)((bmax.z - data.header.bmin.z) * quantFactor), 0, 0x7fffffff);
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}
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return DtNavMeshBuilder.Subdivide(items, data.header.polyCount, 0, data.header.polyCount, 0, nodes);
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@ -346,12 +346,12 @@ namespace DotRecast.Detour
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int[] bmin = new int[3];
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int[] bmax = new int[3];
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// dtClamp query box to world box.
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float minx = RcMath.Clamp(qmin.x, tbmin.x, tbmax.x) - tbmin.x;
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float miny = RcMath.Clamp(qmin.y, tbmin.y, tbmax.y) - tbmin.y;
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float minz = RcMath.Clamp(qmin.z, tbmin.z, tbmax.z) - tbmin.z;
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float maxx = RcMath.Clamp(qmax.x, tbmin.x, tbmax.x) - tbmin.x;
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float maxy = RcMath.Clamp(qmax.y, tbmin.y, tbmax.y) - tbmin.y;
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float maxz = RcMath.Clamp(qmax.z, tbmin.z, tbmax.z) - tbmin.z;
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float minx = Math.Clamp(qmin.x, tbmin.x, tbmax.x) - tbmin.x;
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float miny = Math.Clamp(qmin.y, tbmin.y, tbmax.y) - tbmin.y;
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float minz = Math.Clamp(qmin.z, tbmin.z, tbmax.z) - tbmin.z;
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float maxx = Math.Clamp(qmax.x, tbmin.x, tbmax.x) - tbmin.x;
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float maxy = Math.Clamp(qmax.y, tbmin.y, tbmax.y) - tbmin.y;
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float maxz = Math.Clamp(qmax.z, tbmin.z, tbmax.z) - tbmin.z;
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// Quantize
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bmin[0] = (int)(qfac * minx) & 0x7ffffffe;
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bmin[1] = (int)(qfac * miny) & 0x7ffffffe;
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@ -781,8 +781,8 @@ namespace DotRecast.Detour
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tmax = temp;
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}
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link.bmin = (int)Math.Round(RcMath.Clamp(tmin, 0.0f, 1.0f) * 255.0f);
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link.bmax = (int)Math.Round(RcMath.Clamp(tmax, 0.0f, 1.0f) * 255.0f);
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link.bmin = (int)Math.Round(Math.Clamp(tmin, 0.0f, 1.0f) * 255.0f);
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link.bmax = (int)Math.Round(Math.Clamp(tmax, 0.0f, 1.0f) * 255.0f);
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}
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else if (dir == 2 || dir == 6)
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{
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@ -797,8 +797,8 @@ namespace DotRecast.Detour
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tmax = temp;
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}
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link.bmin = (int)Math.Round(RcMath.Clamp(tmin, 0.0f, 1.0f) * 255.0f);
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link.bmax = (int)Math.Round(RcMath.Clamp(tmax, 0.0f, 1.0f) * 255.0f);
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link.bmin = (int)Math.Round(Math.Clamp(tmin, 0.0f, 1.0f) * 255.0f);
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link.bmax = (int)Math.Round(Math.Clamp(tmax, 0.0f, 1.0f) * 255.0f);
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}
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}
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}
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@ -171,13 +171,13 @@ namespace DotRecast.Detour
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}
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// BV-tree uses cs for all dimensions
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it.bmin[0] = RcMath.Clamp((int)((bmin.x - option.bmin.x) * quantFactor), 0, int.MaxValue);
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it.bmin[1] = RcMath.Clamp((int)((bmin.y - option.bmin.y) * quantFactor), 0, int.MaxValue);
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it.bmin[2] = RcMath.Clamp((int)((bmin.z - option.bmin.z) * quantFactor), 0, int.MaxValue);
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it.bmin[0] = Math.Clamp((int)((bmin.x - option.bmin.x) * quantFactor), 0, int.MaxValue);
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it.bmin[1] = Math.Clamp((int)((bmin.y - option.bmin.y) * quantFactor), 0, int.MaxValue);
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it.bmin[2] = Math.Clamp((int)((bmin.z - option.bmin.z) * quantFactor), 0, int.MaxValue);
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it.bmax[0] = RcMath.Clamp((int)((bmax.x - option.bmin.x) * quantFactor), 0, int.MaxValue);
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it.bmax[1] = RcMath.Clamp((int)((bmax.y - option.bmin.y) * quantFactor), 0, int.MaxValue);
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it.bmax[2] = RcMath.Clamp((int)((bmax.z - option.bmin.z) * quantFactor), 0, int.MaxValue);
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it.bmax[0] = Math.Clamp((int)((bmax.x - option.bmin.x) * quantFactor), 0, int.MaxValue);
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it.bmax[1] = Math.Clamp((int)((bmax.y - option.bmin.y) * quantFactor), 0, int.MaxValue);
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it.bmax[2] = Math.Clamp((int)((bmax.z - option.bmin.z) * quantFactor), 0, int.MaxValue);
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}
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else
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{
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@ -603,12 +603,12 @@ namespace DotRecast.Detour
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int[] bmin = new int[3];
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int[] bmax = new int[3];
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// dtClamp query box to world box.
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float minx = RcMath.Clamp(qmin.x, tbmin.x, tbmax.x) - tbmin.x;
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float miny = RcMath.Clamp(qmin.y, tbmin.y, tbmax.y) - tbmin.y;
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float minz = RcMath.Clamp(qmin.z, tbmin.z, tbmax.z) - tbmin.z;
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float maxx = RcMath.Clamp(qmax.x, tbmin.x, tbmax.x) - tbmin.x;
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float maxy = RcMath.Clamp(qmax.y, tbmin.y, tbmax.y) - tbmin.y;
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float maxz = RcMath.Clamp(qmax.z, tbmin.z, tbmax.z) - tbmin.z;
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float minx = Math.Clamp(qmin.x, tbmin.x, tbmax.x) - tbmin.x;
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float miny = Math.Clamp(qmin.y, tbmin.y, tbmax.y) - tbmin.y;
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float minz = Math.Clamp(qmin.z, tbmin.z, tbmax.z) - tbmin.z;
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float maxx = Math.Clamp(qmax.x, tbmin.x, tbmax.x) - tbmin.x;
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float maxy = Math.Clamp(qmax.y, tbmin.y, tbmax.y) - tbmin.y;
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float maxz = Math.Clamp(qmax.z, tbmin.z, tbmax.z) - tbmin.z;
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// Quantize
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bmin[0] = (int)(qfac * minx) & 0x7ffffffe;
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bmin[1] = (int)(qfac * miny) & 0x7ffffffe;
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@ -2125,7 +2125,7 @@ namespace DotRecast.Detour
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float t = 0.5f;
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if (DtUtils.IntersectSegSeg2D(fromPos, toPos, left, right, out var _, out var t2))
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{
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t = RcMath.Clamp(t2, 0.1f, 0.9f);
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t = Math.Clamp(t2, 0.1f, 0.9f);
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}
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pt = RcVec3f.Lerp(left, right, t);
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@ -433,13 +433,13 @@ public class RecastDemo : IRecastDemoChannel
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_modState |= 0 < tempMoveAccel ? (int)KeyModState.Shift : (int)KeyModState.None;
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//Logger.Information($"{_modState}");
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_moveFront = RcMath.Clamp(_moveFront + tempMoveFront * dt * 4.0f, 0, 2.0f);
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_moveLeft = RcMath.Clamp(_moveLeft + tempMoveLeft * dt * 4.0f, 0, 2.0f);
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_moveBack = RcMath.Clamp(_moveBack + tempMoveBack * dt * 4.0f, 0, 2.0f);
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_moveRight = RcMath.Clamp(_moveRight + tempMoveRight * dt * 4.0f, 0, 2.0f);
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_moveUp = RcMath.Clamp(_moveUp + tempMoveUp * dt * 4.0f, 0, 2.0f);
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_moveDown = RcMath.Clamp(_moveDown + tempMoveDown * dt * 4.0f, 0, 2.0f);
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_moveAccel = RcMath.Clamp(_moveAccel + tempMoveAccel * dt * 4.0f, 0, 2.0f);
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_moveFront = Math.Clamp(_moveFront + tempMoveFront * dt * 4.0f, 0, 2.0f);
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_moveLeft = Math.Clamp(_moveLeft + tempMoveLeft * dt * 4.0f, 0, 2.0f);
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_moveBack = Math.Clamp(_moveBack + tempMoveBack * dt * 4.0f, 0, 2.0f);
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_moveRight = Math.Clamp(_moveRight + tempMoveRight * dt * 4.0f, 0, 2.0f);
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_moveUp = Math.Clamp(_moveUp + tempMoveUp * dt * 4.0f, 0, 2.0f);
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_moveDown = Math.Clamp(_moveDown + tempMoveDown * dt * 4.0f, 0, 2.0f);
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_moveAccel = Math.Clamp(_moveAccel + tempMoveAccel * dt * 4.0f, 0, 2.0f);
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}
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}
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@ -490,7 +490,7 @@ public class RecastDemo : IRecastDemoChannel
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// Update sample simulation.
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float SIM_RATE = 20;
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float DELTA_TIME = 1.0f / SIM_RATE;
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timeAcc = RcMath.Clamp((float)(timeAcc + dt), -1.0f, 1.0f);
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timeAcc = Math.Clamp((float)(timeAcc + dt), -1.0f, 1.0f);
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int simIter = 0;
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while (timeAcc > DELTA_TIME)
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{
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@ -1,4 +1,5 @@
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using DotRecast.Core;
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using System;
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using DotRecast.Core;
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using DotRecast.Recast.Demo.Draw;
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using DotRecast.Recast.Toolset.Gizmos;
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@ -50,7 +51,7 @@ public static class GizmoRenderer
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normal.y = e0.z * e1.x - e0.x * e1.z;
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normal.z = e0.x * e1.y - e0.y * e1.x;
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RcVec3f.Normalize(ref normal);
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float c = RcMath.Clamp(0.57735026f * (normal.x + normal.y + normal.z), -1, 1);
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float c = Math.Clamp(0.57735026f * (normal.x + normal.y + normal.z), -1, 1);
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int col = DebugDraw.DuLerpCol(
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DebugDraw.DuRGBA(32, 32, 0, 160),
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DebugDraw.DuRGBA(220, 220, 0, 160),
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@ -139,7 +140,7 @@ public static class GizmoRenderer
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for (int j = 0; j < 3; j++)
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{
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int v = sphere.triangles[i + j] * 3;
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float c = RcMath.Clamp(0.57735026f * (sphere.vertices[v] + sphere.vertices[v + 1] + sphere.vertices[v + 2]), -1, 1);
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float c = Math.Clamp(0.57735026f * (sphere.vertices[v] + sphere.vertices[v + 1] + sphere.vertices[v + 2]), -1, 1);
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int col = DebugDraw.DuLerpCol(DebugDraw.DuRGBA(32, 32, 0, 160), DebugDraw.DuRGBA(220, 220, 0, 160), (int)(127 * (1 + c)));
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debugDraw.Vertex(
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@ -1,3 +1,4 @@
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using System;
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using DotRecast.Core;
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using static DotRecast.Recast.Toolset.Gizmos.RcGizmoHelper;
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@ -48,7 +49,7 @@ namespace DotRecast.Recast.Toolset.Gizmos
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v.y = vertices[i + 1] - center[1];
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v.z = vertices[i + 2] - center[2];
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RcVec3f.Normalize(ref v);
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gradient[i / 3] = RcMath.Clamp(0.57735026f * (v.x + v.y + v.z), -1, 1);
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gradient[i / 3] = Math.Clamp(0.57735026f * (v.x + v.y + v.z), -1, 1);
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}
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}
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@ -1,3 +1,4 @@
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using System;
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using DotRecast.Core;
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using static DotRecast.Recast.Toolset.Gizmos.RcGizmoHelper;
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@ -53,7 +54,7 @@ namespace DotRecast.Recast.Toolset.Gizmos
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v.y = vertices[i + 1] - center.y;
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v.z = vertices[i + 2] - center.z;
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RcVec3f.Normalize(ref v);
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gradient[i / 3] = RcMath.Clamp(0.57735026f * (v.x + v.y + v.z), -1, 1);
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gradient[i / 3] = Math.Clamp(0.57735026f * (v.x + v.y + v.z), -1, 1);
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}
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}
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}
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@ -93,8 +93,8 @@ namespace DotRecast.Recast
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{
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int bot = s.smax;
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int top = s.next != null ? (int)s.next.smin : MAX_HEIGHT;
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chf.spans[idx].y = RcMath.Clamp(bot, 0, MAX_HEIGHT);
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chf.spans[idx].h = RcMath.Clamp(top - bot, 0, MAX_HEIGHT);
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chf.spans[idx].y = Math.Clamp(bot, 0, MAX_HEIGHT);
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chf.spans[idx].h = Math.Clamp(top - bot, 0, MAX_HEIGHT);
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chf.areas[idx] = s.area;
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idx++;
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tmpCount++;
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@ -222,8 +222,8 @@ namespace DotRecast.Recast
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int smax = (int)Math.Ceiling((h[1] - hf.bmin.y) * ich);
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if (smin != smax)
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{
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int ismin = RcMath.Clamp(smin, 0, SPAN_MAX_HEIGHT);
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int ismax = RcMath.Clamp(smax, ismin + 1, SPAN_MAX_HEIGHT);
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int ismin = Math.Clamp(smin, 0, SPAN_MAX_HEIGHT);
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int ismax = Math.Clamp(smax, ismin + 1, SPAN_MAX_HEIGHT);
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RcRasterizations.AddSpan(hf, x, z, ismin, ismax, area, flagMergeThr);
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}
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}
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@ -282,12 +282,12 @@ namespace DotRecast.Recast
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{
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float[] s = MergeIntersections(
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RayCylinderIntersection(RcVec3f.Of(
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RcMath.Clamp(start.x, rectangle[0], rectangle[2]), rectangle[4],
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RcMath.Clamp(start.z, rectangle[1], rectangle[3])
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Math.Clamp(start.x, rectangle[0], rectangle[2]), rectangle[4],
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Math.Clamp(start.z, rectangle[1], rectangle[3])
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), start, axis, radiusSqr),
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RayCylinderIntersection(RcVec3f.Of(
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RcMath.Clamp(end.x, rectangle[0], rectangle[2]), rectangle[4],
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RcMath.Clamp(end.z, rectangle[1], rectangle[3])
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Math.Clamp(end.x, rectangle[0], rectangle[2]), rectangle[4],
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Math.Clamp(end.z, rectangle[1], rectangle[3])
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), start, axis, radiusSqr));
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float axisLen2dSqr = axis.x * axis.x + axis.z * axis.z;
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if (axisLen2dSqr > EPSILON)
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@ -398,7 +398,7 @@ namespace DotRecast.Recast
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{
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// 2d intersection of plane and segment
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||||
float t = (x - start.x) / direction.x;
|
||||
float z = RcMath.Clamp(start.z + t * direction.z, rectangle[1], rectangle[3]);
|
||||
float z = Math.Clamp(start.z + t * direction.z, rectangle[1], rectangle[3]);
|
||||
return RcVec3f.Of(x, rectangle[4], z);
|
||||
}
|
||||
|
||||
|
@ -411,7 +411,7 @@ namespace DotRecast.Recast
|
|||
{
|
||||
// 2d intersection of plane and segment
|
||||
float t = (z - start.z) / direction.z;
|
||||
float x = RcMath.Clamp(start.x + t * direction.x, rectangle[0], rectangle[2]);
|
||||
float x = Math.Clamp(start.x + t * direction.x, rectangle[0], rectangle[2]);
|
||||
return RcVec3f.Of(x, rectangle[4], z);
|
||||
}
|
||||
|
||||
|
|
|
@ -352,8 +352,8 @@ namespace DotRecast.Recast
|
|||
{
|
||||
int ix = (int)Math.Floor(fx * ics + 0.01f);
|
||||
int iz = (int)Math.Floor(fz * ics + 0.01f);
|
||||
ix = RcMath.Clamp(ix - hp.xmin, 0, hp.width - 1);
|
||||
iz = RcMath.Clamp(iz - hp.ymin, 0, hp.height - 1);
|
||||
ix = Math.Clamp(ix - hp.xmin, 0, hp.width - 1);
|
||||
iz = Math.Clamp(iz - hp.ymin, 0, hp.height - 1);
|
||||
int h = hp.data[ix + iz * hp.width];
|
||||
if (h == RC_UNSET_HEIGHT)
|
||||
{
|
||||
|
|
|
@ -258,8 +258,8 @@ namespace DotRecast.Recast
|
|||
int w = heightfield.width;
|
||||
int h = heightfield.height;
|
||||
// use -1 rather than 0 to cut the polygon properly at the start of the tile
|
||||
z0 = RcMath.Clamp(z0, -1, h - 1);
|
||||
z1 = RcMath.Clamp(z1, 0, h - 1);
|
||||
z0 = Math.Clamp(z0, -1, h - 1);
|
||||
z1 = Math.Clamp(z1, 0, h - 1);
|
||||
|
||||
// Clip the triangle into all grid cells it touches.
|
||||
float[] buf = new float[7 * 3 * 4];
|
||||
|
@ -304,8 +304,8 @@ namespace DotRecast.Recast
|
|||
continue;
|
||||
}
|
||||
|
||||
x0 = RcMath.Clamp(x0, -1, w - 1);
|
||||
x1 = RcMath.Clamp(x1, 0, w - 1);
|
||||
x0 = Math.Clamp(x0, -1, w - 1);
|
||||
x1 = Math.Clamp(x1, 0, w - 1);
|
||||
|
||||
int nv, nv2 = nvRow;
|
||||
for (int x = x0; x <= x1; ++x)
|
||||
|
@ -346,8 +346,8 @@ namespace DotRecast.Recast
|
|||
spanMax = by;
|
||||
|
||||
// Snap the span to the heightfield height grid.
|
||||
int spanMinCellIndex = RcMath.Clamp((int)Math.Floor(spanMin * inverseCellHeight), 0, SPAN_MAX_HEIGHT);
|
||||
int spanMaxCellIndex = RcMath.Clamp((int)Math.Ceiling(spanMax * inverseCellHeight), spanMinCellIndex + 1, SPAN_MAX_HEIGHT);
|
||||
int spanMinCellIndex = Math.Clamp((int)Math.Floor(spanMin * inverseCellHeight), 0, SPAN_MAX_HEIGHT);
|
||||
int spanMaxCellIndex = Math.Clamp((int)Math.Ceiling(spanMax * inverseCellHeight), spanMinCellIndex + 1, SPAN_MAX_HEIGHT);
|
||||
|
||||
AddSpan(heightfield, x, z, spanMinCellIndex, spanMaxCellIndex, area, flagMergeThreshold);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue