forked from bit/DotRecastNetSim
remove all nullable float
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dab3a9e020
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71b68a4937
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@ -566,35 +566,31 @@ namespace DotRecast.Recast
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float dz = vertices[vj + 2] - z;
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if (Math.Abs(dx) > EPSILON)
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{
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float? iy = XSlabSegmentIntersection(rectangle, x, y, z, dx, dy, dz, rectangle[0]);
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if (iy != null)
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if (XSlabSegmentIntersection(rectangle, x, y, z, dx, dy, dz, rectangle[0], out var iy))
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{
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yMin = Math.Min(yMin, iy.Value);
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yMax = Math.Max(yMax, iy.Value);
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yMin = Math.Min(yMin, iy);
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yMax = Math.Max(yMax, iy);
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}
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iy = XSlabSegmentIntersection(rectangle, x, y, z, dx, dy, dz, rectangle[2]);
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if (iy != null)
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if (XSlabSegmentIntersection(rectangle, x, y, z, dx, dy, dz, rectangle[2], out iy))
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{
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yMin = Math.Min(yMin, iy.Value);
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yMax = Math.Max(yMax, iy.Value);
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yMin = Math.Min(yMin, iy);
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yMax = Math.Max(yMax, iy);
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}
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}
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if (Math.Abs(dz) > EPSILON)
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{
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float? iy = ZSlabSegmentIntersection(rectangle, x, y, z, dx, dy, dz, rectangle[1]);
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if (iy != null)
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if (ZSlabSegmentIntersection(rectangle, x, y, z, dx, dy, dz, rectangle[1], out var iy))
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{
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yMin = Math.Min(yMin, iy.Value);
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yMax = Math.Max(yMax, iy.Value);
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yMin = Math.Min(yMin, iy);
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yMax = Math.Max(yMax, iy);
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}
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iy = ZSlabSegmentIntersection(rectangle, x, y, z, dx, dy, dz, rectangle[3]);
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if (iy != null)
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if (ZSlabSegmentIntersection(rectangle, x, y, z, dx, dy, dz, rectangle[3], out iy))
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{
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yMin = Math.Min(yMin, iy.Value);
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yMax = Math.Max(yMax, iy.Value);
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yMin = Math.Min(yMin, iy);
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yMax = Math.Max(yMax, iy);
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}
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}
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}
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@ -645,35 +641,31 @@ namespace DotRecast.Recast
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float dz = verts[vj + 2] - z;
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if (Math.Abs(dx) > EPSILON)
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{
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float? iy = XSlabSegmentIntersection(rectangle, x, y, z, dx, dy, dz, rectangle[0]);
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if (iy != null)
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if (XSlabSegmentIntersection(rectangle, x, y, z, dx, dy, dz, rectangle[0], out var iy))
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{
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imin = Math.Min(imin, iy.Value);
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imax = Math.Max(imax, iy.Value);
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imin = Math.Min(imin, iy);
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imax = Math.Max(imax, iy);
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}
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iy = XSlabSegmentIntersection(rectangle, x, y, z, dx, dy, dz, rectangle[2]);
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if (iy != null)
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if (XSlabSegmentIntersection(rectangle, x, y, z, dx, dy, dz, rectangle[2], out iy))
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{
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imin = Math.Min(imin, iy.Value);
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imax = Math.Max(imax, iy.Value);
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imin = Math.Min(imin, iy);
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imax = Math.Max(imax, iy);
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}
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}
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if (Math.Abs(dz) > EPSILON)
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{
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float? iy = ZSlabSegmentIntersection(rectangle, x, y, z, dx, dy, dz, rectangle[1]);
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if (iy != null)
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if (ZSlabSegmentIntersection(rectangle, x, y, z, dx, dy, dz, rectangle[1], out var iy))
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{
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imin = Math.Min(imin, iy.Value);
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imax = Math.Max(imax, iy.Value);
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imin = Math.Min(imin, iy);
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imax = Math.Max(imax, iy);
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}
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iy = ZSlabSegmentIntersection(rectangle, x, y, z, dx, dy, dz, rectangle[3]);
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if (iy != null)
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if (ZSlabSegmentIntersection(rectangle, x, y, z, dx, dy, dz, rectangle[3], out iy))
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{
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imin = Math.Min(imin, iy.Value);
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imax = Math.Max(imax, iy.Value);
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imin = Math.Min(imin, iy);
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imax = Math.Max(imax, iy);
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}
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}
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}
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@ -684,11 +676,10 @@ namespace DotRecast.Recast
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{
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point.x = ((i & 1) == 0) ? rectangle[0] : rectangle[2];
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point.z = ((i & 2) == 0) ? rectangle[1] : rectangle[3];
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float? y = RayTriangleIntersection(point, tri, planes);
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if (y != null)
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if (RayTriangleIntersection(point, tri, planes, out var y))
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{
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imin = Math.Min(imin, y.Value);
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imax = Math.Max(imax, y.Value);
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imin = Math.Min(imin, y);
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imax = Math.Max(imax, y);
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}
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}
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}
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@ -701,7 +692,7 @@ namespace DotRecast.Recast
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return null;
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}
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private static float? XSlabSegmentIntersection(float[] rectangle, float x, float y, float z, float dx, float dy, float dz, float slabX)
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private static bool XSlabSegmentIntersection(float[] rectangle, float x, float y, float z, float dx, float dy, float dz, float slabX, out float iy)
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{
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float x2 = x + dx;
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if ((x < slabX && x2 > slabX) || (x > slabX && x2 < slabX))
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@ -710,14 +701,16 @@ namespace DotRecast.Recast
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float iz = z + dz * t;
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if (iz >= rectangle[1] && iz <= rectangle[3])
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{
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return y + dy * t;
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iy = y + dy * t;
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return true;
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}
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}
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return null;
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iy = 0.0f;
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return false;
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}
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private static float? ZSlabSegmentIntersection(float[] rectangle, float x, float y, float z, float dx, float dy, float dz, float slabZ)
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private static bool ZSlabSegmentIntersection(float[] rectangle, float x, float y, float z, float dx, float dy, float dz, float slabZ, out float iy)
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{
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float z2 = z + dz;
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if ((z < slabZ && z2 > slabZ) || (z > slabZ && z2 < slabZ))
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@ -726,36 +719,40 @@ namespace DotRecast.Recast
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float ix = x + dx * t;
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if (ix >= rectangle[0] && ix <= rectangle[2])
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{
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return y + dy * t;
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iy = y + dy * t;
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return true;
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}
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}
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return null;
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iy = 0.0f;
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return false;
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}
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private static float? RayTriangleIntersection(RcVec3f point, int plane, float[][] planes)
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private static bool RayTriangleIntersection(RcVec3f point, int plane, float[][] planes, out float y)
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{
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y = 0.0f;
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float t = (planes[plane][3] - RcVec3f.Dot(planes[plane], point)) / planes[plane][1];
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float[] s = { point.x, point.y + t, point.z };
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float u = RcVec3f.Dot(s, planes[plane + 1]) - planes[plane + 1][3];
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if (u < 0.0f || u > 1.0f)
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{
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return null;
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return false;
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}
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float v = RcVec3f.Dot(s, planes[plane + 2]) - planes[plane + 2][3];
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if (v < 0.0f)
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{
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return null;
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return false;
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}
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float w = 1f - u - v;
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if (w < 0.0f)
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{
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return null;
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return false;
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}
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return s[1];
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y = s[1];
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return true;
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}
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private static float[] MergeIntersections(float[] s1, float[] s2)
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