forked from bit/DotRecastNetSim
remove tuple<float, float>
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11f023969f
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@ -142,7 +142,14 @@ namespace DotRecast.Core
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return overlap;
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}
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public static Tuple<float, float> DistancePtSegSqr2D(Vector3f pt, Vector3f p, Vector3f q)
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public static DistSeg DistancePtSegSqr2D(Vector3f pt, float[] verts, int p, int q)
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{
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var vp = Vector3f.Of(verts, p);
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var vq = Vector3f.Of(verts, q);
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return DistancePtSegSqr2D(pt, vp, vq);
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}
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public static DistSeg DistancePtSegSqr2D(Vector3f pt, Vector3f p, Vector3f q)
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{
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float pqx = q.x - p.x;
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float pqz = q.z - p.z;
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@ -166,7 +173,11 @@ namespace DotRecast.Core
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dx = p.x + t * pqx - pt.x;
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dz = p.z + t * pqz - pt.z;
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return Tuple.Create(dx * dx + dz * dz, t);
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return new DistSeg()
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{
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DistSqr = dx * dx + dz * dz,
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Seg = t,
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};
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}
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public static float? ClosestHeightPointTriangle(Vector3f p, Vector3f a, Vector3f b, Vector3f c)
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@ -454,66 +465,6 @@ namespace DotRecast.Core
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return result;
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}
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public static Tuple<float, float> DistancePtSegSqr2D(Vector3f pt, SegmentVert verts, int p, int q)
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{
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float pqx = verts[q + 0] - verts[p + 0];
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float pqz = verts[q + 2] - verts[p + 2];
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float dx = pt.x - verts[p + 0];
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float dz = pt.z - verts[p + 2];
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float d = pqx * pqx + pqz * pqz;
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float t = pqx * dx + pqz * dz;
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if (d > 0)
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{
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t /= d;
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}
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if (t < 0)
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{
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t = 0;
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}
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else if (t > 1)
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{
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t = 1;
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}
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dx = verts[p + 0] + t * pqx - pt.x;
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dz = verts[p + 2] + t * pqz - pt.z;
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return Tuple.Create(dx * dx + dz * dz, t);
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}
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public static DistSeg DistancePtSegSqr2D(Vector3f pt, float[] verts, int p, int q)
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{
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float pqx = verts[q + 0] - verts[p + 0];
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float pqz = verts[q + 2] - verts[p + 2];
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float dx = pt.x - verts[p + 0];
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float dz = pt.z - verts[p + 2];
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float d = pqx * pqx + pqz * pqz;
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float t = pqx * dx + pqz * dz;
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if (d > 0)
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{
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t /= d;
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}
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if (t < 0)
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{
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t = 0;
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}
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else if (t > 1)
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{
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t = 1;
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}
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dx = verts[p + 0] + t * pqx - pt.x;
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dz = verts[p + 2] + t * pqz - pt.z;
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return new DistSeg()
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{
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DistSqr = dx * dx + dz * dz,
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Seg = t,
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};
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}
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public static int OppositeTile(int side)
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{
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return (side + 4) & 0x7;
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@ -116,14 +116,17 @@ namespace DotRecast.Detour.Crowd
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for (int k = 0; k < gpws.CountSegmentRefs(); ++k)
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{
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SegmentVert s = gpws.GetSegmentVert(k);
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var s0 = Vector3f.Of(s[0], s[1], s[2]);
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var s3 = Vector3f.Of(s[3], s[4], s[5]);
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// Skip too distant segments.
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Tuple<float, float> distseg = DistancePtSegSqr2D(pos, s, 0, 3);
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if (distseg.Item1 > Sqr(collisionQueryRange))
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var distseg = DistancePtSegSqr2D(pos, s0, s3);
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if (distseg.DistSqr > Sqr(collisionQueryRange))
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{
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continue;
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}
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AddSegment(distseg.Item1, s);
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AddSegment(distseg.DistSqr, s);
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}
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}
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}
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@ -150,8 +150,8 @@ namespace DotRecast.Detour.Crowd
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// Precalc if the agent is really close to the segment.
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float r = 0.01f;
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Tuple<float, float> dt = DistancePtSegSqr2D(pos, seg.p, seg.q);
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seg.touch = dt.Item1 < Sqr(r);
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var dt = DistancePtSegSqr2D(pos, seg.p, seg.q);
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seg.touch = dt.DistSqr < Sqr(r);
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}
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}
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@ -1187,9 +1187,9 @@ namespace DotRecast.Detour
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continue;
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}
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Tuple<float, float> dt = DistancePtSegSqr2D(pos, v[j], v[k]);
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float d = dt.Item1;
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float t = dt.Item2;
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var dt = DistancePtSegSqr2D(pos, v[j], v[k]);
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float d = dt.DistSqr;
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float t = dt.Seg;
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if (d < dmin)
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{
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dmin = d;
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@ -1213,9 +1213,9 @@ namespace DotRecast.Detour
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v[1].y = tile.data.verts[poly.verts[k] * 3 + 1];
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v[1].z = tile.data.verts[poly.verts[k] * 3 + 2];
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Tuple<float, float> dt = DistancePtSegSqr2D(pos, v[0], v[1]);
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float d = dt.Item1;
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float t = dt.Item2;
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var dt = DistancePtSegSqr2D(pos, v[0], v[1]);
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float d = dt.DistSqr;
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float t = dt.Seg;
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if (d < dmin)
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{
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dmin = d;
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@ -1343,8 +1343,8 @@ namespace DotRecast.Detour
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var v0 = new Vector3f { x = tile.data.verts[i], y = tile.data.verts[i + 1], z = tile.data.verts[i + 2] };
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i = poly.verts[1] * 3;
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var v1 = new Vector3f { x = tile.data.verts[i], y = tile.data.verts[i + 1], z = tile.data.verts[i + 2] };
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Tuple<float, float> dt = DistancePtSegSqr2D(pos, v0, v1);
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return new ClosestPointOnPolyResult(false, Vector3f.Lerp(v0, v1, dt.Item2));
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var dt = DistancePtSegSqr2D(pos, v0, v1);
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return new ClosestPointOnPolyResult(false, Vector3f.Lerp(v0, v1, dt.Seg));
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}
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// Outside poly that is not an offmesh connection.
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@ -347,7 +347,7 @@ namespace DotRecast.Detour
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// If the circle is not touching the next polygon, skip it.
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var distseg = DistancePtSegSqr2D(centerPos, va, vb);
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float distSqr = distseg.Item1;
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float distSqr = distseg.DistSqr;
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if (distSqr > radiusSqr)
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{
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continue;
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@ -541,7 +541,7 @@ namespace DotRecast.Detour
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i = poly.verts[1] * 3;
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var v1 = new Vector3f { x = tile.data.verts[i], y = tile.data.verts[i + 1], z = tile.data.verts[i + 2] };
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var dt = DistancePtSegSqr2D(pos, v0, v1);
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return Results.Success(v0.y + (v1.y - v0.y) * dt.Item2);
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return Results.Success(v0.y + (v1.y - v0.y) * dt.Seg);
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}
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float? height = m_nav.GetPolyHeight(tile, poly, pos);
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@ -1626,8 +1626,8 @@ namespace DotRecast.Detour
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// If starting really close the portal, advance.
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if (i == 0)
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{
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Tuple<float, float> dt = DistancePtSegSqr2D(portalApex, left, right);
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if (dt.Item1 < Sqr(0.001f))
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var dt = DistancePtSegSqr2D(portalApex, left, right);
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if (dt.DistSqr < Sqr(0.001f))
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{
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continue;
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}
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@ -2553,8 +2553,8 @@ namespace DotRecast.Detour
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var vb = pp.result.right;
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// If the circle is not touching the next polygon, skip it.
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Tuple<float, float> distseg = DistancePtSegSqr2D(centerPos, va, vb);
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float distSqr = distseg.Item1;
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var distseg = DistancePtSegSqr2D(centerPos, va, vb);
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float distSqr = distseg.DistSqr;
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if (distSqr > radiusSqr)
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{
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continue;
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@ -2917,8 +2917,8 @@ namespace DotRecast.Detour
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var vb = pp.result.right;
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// If the circle is not touching the next polygon, skip it.
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Tuple<float, float> distseg = DistancePtSegSqr2D(centerPos, va, vb);
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float distSqr = distseg.Item1;
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var distseg = DistancePtSegSqr2D(centerPos, va, vb);
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float distSqr = distseg.DistSqr;
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if (distSqr > radiusSqr)
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{
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continue;
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@ -847,10 +847,11 @@ public class TestNavmeshTool : Tool
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for (int j = 0; j < wallSegments.CountSegmentVerts(); ++j)
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{
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SegmentVert s = wallSegments.GetSegmentVert(j);
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Vector3f s3 = Vector3f.Of(s[3], s[4], s[5]);
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var v0 = Vector3f.Of(s[0], s[1], s[2]);
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var s3 = Vector3f.Of(s[3], s[4], s[5]);
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// Skip too distant segments.
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Tuple<float, float> distSqr = DistancePtSegSqr2D(m_spos, s, 0, 3);
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if (distSqr.Item1 > RcMath.Sqr(m_neighbourhoodRadius))
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var distSqr = DistancePtSegSqr2D(m_spos, v0, s3);
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if (distSqr.DistSqr > RcMath.Sqr(m_neighbourhoodRadius))
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{
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continue;
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}
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