forked from bit/DotRecastNetSim
refactor: RcVec3f.Min/Max
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28ad34b032
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7eba4e0c9d
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@ -148,38 +148,24 @@ namespace DotRecast.Core.Numerics
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return HashCode.Combine(X, Y, Z);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Min(float[] @in, int i)
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public static RcVec3f Min(RcVec3f value1, RcVec3f value2)
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{
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X = Math.Min(X, @in[i]);
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Y = Math.Min(Y, @in[i + 1]);
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Z = Math.Min(Z, @in[i + 2]);
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return new RcVec3f(
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(value1.X < value2.X) ? value1.X : value2.X,
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(value1.Y < value2.Y) ? value1.Y : value2.Y,
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(value1.Z < value2.Z) ? value1.Z : value2.Z
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Min(RcVec3f b)
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public static RcVec3f Max(RcVec3f value1, RcVec3f value2)
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{
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X = Math.Min(X, b.X);
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Y = Math.Min(Y, b.Y);
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Z = Math.Min(Z, b.Z);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Max(RcVec3f b)
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{
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X = Math.Max(X, b.X);
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Y = Math.Max(Y, b.Y);
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Z = Math.Max(Z, b.Z);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Max(float[] @in, int i)
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{
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X = Math.Max(X, @in[i]);
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Y = Math.Max(Y, @in[i + 1]);
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Z = Math.Max(Z, @in[i + 2]);
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return new RcVec3f(
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(value1.X > value2.X) ? value1.X : value2.X,
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(value1.Y > value2.Y) ? value1.Y : value2.Y,
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(value1.Z > value2.Z) ? value1.Z : value2.Z
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);
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}
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public override string ToString()
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@ -6,7 +6,7 @@ namespace DotRecast.Core.Numerics
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public static class RcVecUtils
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{
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public const float EPSILON = 1e-6f;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Get(this RcVec2f v, int i)
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{
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@ -122,7 +122,7 @@ namespace DotRecast.Core.Numerics
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v1[1] * vector2.Y +
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v1[2] * vector2.Z;
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}
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/// Returns the distance between two points.
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/// @param[in] v1 A point. [(x, y, z)]
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/// @param[in] v2 A point. [(x, y, z)]
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@ -135,7 +135,7 @@ namespace DotRecast.Core.Numerics
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float dz = v2[i + 2] - v1.Z;
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return dx * dx + dy * dy + dz * dz;
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}
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/// Normalizes the vector if the length is greater than zero.
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/// If the magnitude is zero, the vector is unchanged.
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/// @param[in,out] v The vector to normalize. [(x, y, z)]
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@ -155,5 +155,25 @@ namespace DotRecast.Core.Numerics
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return v;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static RcVec3f Min(RcVec3f v, float[] @in, int i)
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{
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return new RcVec3f(
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(v.X < @in[i + 0]) ? v.X : @in[i + 0],
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(v.Y < @in[i + 1]) ? v.Y : @in[i + 1],
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(v.Z < @in[i + 2]) ? v.Z : @in[i + 2]
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static RcVec3f Max(RcVec3f v, float[] @in, int i)
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{
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return new RcVec3f(
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(v.X > @in[i + 0]) ? v.X : @in[i + 0],
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(v.Y > @in[i + 1]) ? v.Y : @in[i + 1],
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(v.Z > @in[i + 2]) ? v.Z : @in[i + 2]
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);
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}
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}
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}
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@ -44,8 +44,8 @@ namespace DotRecast.Detour.Extras
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RcVec3f bmax = new RcVec3f(data.verts.AsSpan(data.polys[i].verts[0] * 3));
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for (int j = 1; j < data.polys[i].vertCount; j++)
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{
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bmin.Min(data.verts, data.polys[i].verts[j] * 3);
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bmax.Max(data.verts, data.polys[i].verts[j] * 3);
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bmin = RcVecUtils.Min(bmin, data.verts, data.polys[i].verts[j] * 3);
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bmax = RcVecUtils.Max(bmax, data.verts, data.polys[i].verts[j] * 3);
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}
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it.bmin[0] = Math.Clamp((int)((bmin.X - data.header.bmin.X) * quantFactor), 0, 0x7fffffff);
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@ -406,8 +406,8 @@ namespace DotRecast.Detour
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for (int j = 1; j < p.vertCount; ++j)
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{
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v = p.verts[j] * 3;
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bmin.Min(tile.data.verts, v);
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bmax.Max(tile.data.verts, v);
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bmin = RcVecUtils.Min(bmin, tile.data.verts, v);
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bmax = RcVecUtils.Max(bmax, tile.data.verts, v);
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}
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if (DtUtils.OverlapBounds(qmin, qmax, bmin, bmax))
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@ -162,8 +162,8 @@ namespace DotRecast.Detour
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var bmax = new RcVec3f(option.detailVerts.AsSpan(dv));
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for (int j = 1; j < ndv; j++)
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{
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bmin.Min(option.detailVerts, dv + j * 3);
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bmax.Max(option.detailVerts, dv + j * 3);
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bmin = RcVecUtils.Min(bmin, option.detailVerts, dv + j * 3);
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bmax = RcVecUtils.Max(bmax, option.detailVerts, dv + j * 3);
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}
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// BV-tree uses cs for all dimensions
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@ -646,8 +646,8 @@ namespace DotRecast.Detour
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for (int j = 1; j < p.vertCount; ++j)
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{
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v = p.verts[j] * 3;
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bmin.Min(tile.data.verts, v);
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bmax.Max(tile.data.verts, v);
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bmin = RcVecUtils.Min(bmin, tile.data.verts, v);
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bmax = RcVecUtils.Max(bmax, tile.data.verts, v);
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}
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if (DtUtils.OverlapBounds(qmin, qmax, bmin, bmax))
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@ -61,8 +61,8 @@ namespace DotRecast.Recast.Toolset.Geom
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bmax = new RcVec3f(vertices);
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for (int i = 1; i < vertices.Length / 3; i++)
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{
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bmin.Min(vertices, i * 3);
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bmax.Max(vertices, i * 3);
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bmin = RcVecUtils.Min(bmin, vertices, i * 3);
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bmax = RcVecUtils.Max(bmax, vertices, i * 3);
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}
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_mesh = new RcTriMesh(vertices, faces);
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@ -81,8 +81,8 @@ namespace DotRecast.Recast.Geom
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bmax = new RcVec3f(vertices);
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for (int i = 1; i < vertices.Length / 3; i++)
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{
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bmin.Min(vertices, i * 3);
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bmax.Max(vertices, i * 3);
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bmin = RcVecUtils.Min(bmin, vertices, i * 3);
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bmax = RcVecUtils.Max(bmax, vertices, i * 3);
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}
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_mesh = new RcTriMesh(vertices, faces);
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@ -461,8 +461,8 @@ namespace DotRecast.Recast
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RcVec3f bmax = new RcVec3f(verts);
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for (int i = 3; i < verts.Length; i += 3)
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{
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bmin.Min(verts, i);
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bmax.Max(verts, i);
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bmin = RcVecUtils.Min(bmin, verts, i);
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bmax = RcVecUtils.Max(bmax, verts, i);
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}
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bmin.Y = minY;
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@ -1004,8 +1004,8 @@ namespace DotRecast.Recast
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RcVec3f bmax = new RcVec3f(@in);
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for (int i = 1; i < nin; ++i)
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{
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bmin.Min(@in, i * 3);
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bmax.Max(@in, i * 3);
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bmin = RcVecUtils.Min(bmin, @in, i * 3);
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bmax = RcVecUtils.Max(bmax, @in, i * 3);
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}
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int x0 = (int)MathF.Floor(bmin.X / sampleDist);
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@ -20,6 +20,7 @@ freely, subject to the following restrictions:
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using System;
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using DotRecast.Core;
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using DotRecast.Core.Numerics;
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namespace DotRecast.Recast
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{
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@ -1230,8 +1231,8 @@ namespace DotRecast.Recast
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int maxVertsPerMesh = 0;
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for (int i = 0; i < nmeshes; ++i)
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{
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mesh.bmin.Min(meshes[i].bmin);
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mesh.bmax.Max(meshes[i].bmax);
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mesh.bmin = RcVec3f.Min(mesh.bmin, meshes[i].bmin);
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mesh.bmax = RcVec3f.Max(mesh.bmax, meshes[i].bmax);
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maxVertsPerMesh = Math.Max(maxVertsPerMesh, meshes[i].nverts);
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maxVerts += meshes[i].nverts;
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maxPolys += meshes[i].npolys;
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@ -239,10 +239,10 @@ namespace DotRecast.Recast
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// Calculate the bounding box of the triangle.
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RcVec3f tmin = new RcVec3f(verts.AsSpan(v0 * 3));
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RcVec3f tmax = new RcVec3f(verts.AsSpan(v0 * 3));
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tmin.Min(verts, v1 * 3);
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tmin.Min(verts, v2 * 3);
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tmax.Max(verts, v1 * 3);
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tmax.Max(verts, v2 * 3);
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tmin = RcVecUtils.Min(tmin, verts, v1 * 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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if (!OverlapBounds(heightfieldBBMin, heightfieldBBMax, tmin, tmax))
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@ -145,8 +145,24 @@ public class Vector3Tests
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[Repeat(100000)]
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public void TestVectorMinMax()
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{
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// Min
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// Max
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var v1 = new Vector3(Random.Shared.NextSingle(), Random.Shared.NextSingle(), Random.Shared.NextSingle());
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var v2 = new Vector3(Random.Shared.NextSingle(), Random.Shared.NextSingle(), Random.Shared.NextSingle());
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var v3 = Vector3.Min(v1, v2);
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var v4 = Vector3.Max(v1, v2);
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var v11 = new RcVec3f(v1.X, v1.Y, v1.Z);
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var v22 = new RcVec3f(v2.X, v2.Y, v2.Z);
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var v33 = RcVec3f.Min(v11, v22);
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var v44 = RcVec3f.Max(v11, v22);
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Assert.That(v3.X, Is.EqualTo(v33.X));
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Assert.That(v3.Y, Is.EqualTo(v33.Y));
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Assert.That(v3.Z, Is.EqualTo(v33.Z));
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Assert.That(v4.X, Is.EqualTo(v44.X));
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Assert.That(v4.Y, Is.EqualTo(v44.Y));
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Assert.That(v4.Z, Is.EqualTo(v44.Z));
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}
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[Test]
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