forked from bit/DotRecastNetSim
remove NavMeshUtils
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@ -1767,5 +1767,27 @@ namespace DotRecast.Detour
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return tiles;
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}
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public void ComputeBounds(out RcVec3f bmin, out RcVec3f bmax)
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{
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bmin = RcVec3f.Of(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
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bmax = RcVec3f.Of(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
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for (int t = 0; t < GetMaxTiles(); ++t)
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{
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DtMeshTile tile = GetTile(t);
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if (tile != null && tile.data != null)
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{
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for (int i = 0; i < tile.data.verts.Length; i += 3)
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{
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bmin.x = Math.Min(bmin.x, tile.data.verts[i]);
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bmin.y = Math.Min(bmin.y, tile.data.verts[i + 1]);
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bmin.z = Math.Min(bmin.z, tile.data.verts[i + 2]);
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bmax.x = Math.Max(bmax.x, tile.data.verts[i]);
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bmax.y = Math.Max(bmax.y, tile.data.verts[i + 1]);
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bmax.z = Math.Max(bmax.z, tile.data.verts[i + 2]);
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}
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}
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}
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}
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}
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}
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@ -1,51 +0,0 @@
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/*
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recast4j copyright (c) 2021 Piotr Piastucki piotr@jtilia.org
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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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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using DotRecast.Detour;
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namespace DotRecast.Detour
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{
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public static class NavMeshUtils
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{
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public static RcVec3f[] GetNavMeshBounds(DtNavMesh mesh)
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{
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RcVec3f bmin = RcVec3f.Of(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
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RcVec3f bmax = RcVec3f.Of(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
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for (int t = 0; t < mesh.GetMaxTiles(); ++t)
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{
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DtMeshTile tile = mesh.GetTile(t);
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if (tile != null && tile.data != null)
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{
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for (int i = 0; i < tile.data.verts.Length; i += 3)
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{
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bmin.x = Math.Min(bmin.x, tile.data.verts[i]);
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bmin.y = Math.Min(bmin.y, tile.data.verts[i + 1]);
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bmin.z = Math.Min(bmin.z, tile.data.verts[i + 2]);
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bmax.x = Math.Max(bmax.x, tile.data.verts[i]);
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bmax.y = Math.Max(bmax.y, tile.data.verts[i + 1]);
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bmax.z = Math.Max(bmax.z, tile.data.verts[i + 2]);
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}
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}
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}
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return new[] { bmin, bmax };
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}
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}
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}
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