diff --git a/src/DotRecast.Detour.Crowd/DtCrowd.cs b/src/DotRecast.Detour.Crowd/DtCrowd.cs index b2f5e62..01ad284 100644 --- a/src/DotRecast.Detour.Crowd/DtCrowd.cs +++ b/src/DotRecast.Detour.Crowd/DtCrowd.cs @@ -21,7 +21,6 @@ freely, subject to the following restrictions: using System; using System.Collections.Concurrent; using System.Collections.Generic; - using System.Linq; using DotRecast.Core; using DotRecast.Detour.Crowd.Tracking; @@ -29,7 +28,7 @@ using DotRecast.Detour.Crowd.Tracking; namespace DotRecast.Detour.Crowd { - using static DotRecast.Core.RcMath; + /** * Members in this module implement local steering and dynamic avoidance features. @@ -881,7 +880,7 @@ namespace DotRecast.Detour.Crowd // Update the collision boundary after certain distance has been passed or // if it has become invalid. float updateThr = ag.option.collisionQueryRange * 0.25f; - if (RcVec3f.Dist2DSqr(ag.npos, ag.boundary.GetCenter()) > Sqr(updateThr) + if (RcVec3f.Dist2DSqr(ag.npos, ag.boundary.GetCenter()) > RcMath.Sqr(updateThr) || !ag.boundary.IsValid(_navQuery, _filters[ag.option.queryFilterType])) { ag.boundary.Update(ag.corridor.GetFirstPoly(), ag.npos, ag.option.collisionQueryRange, _navQuery, @@ -916,7 +915,7 @@ namespace DotRecast.Detour.Crowd diff.y = 0; float distSqr = RcVec3f.LenSqr(diff); - if (distSqr > Sqr(range)) + if (distSqr > RcMath.Sqr(range)) { continue; } @@ -1090,13 +1089,13 @@ namespace DotRecast.Detour.Crowd continue; } - if (distSqr > Sqr(separationDist)) + if (distSqr > RcMath.Sqr(separationDist)) { continue; } float dist = (float)Math.Sqrt(distSqr); - float weight = separationWeight * (1.0f - Sqr(dist * invSeparationDist)); + float weight = separationWeight * (1.0f - RcMath.Sqr(dist * invSeparationDist)); disp = RcVec3f.Mad(disp, diff, weight / dist); w += 1.0f; @@ -1108,7 +1107,7 @@ namespace DotRecast.Detour.Crowd dvel = RcVec3f.Mad(dvel, disp, 1.0f / w); // Clamp desired velocity to desired speed. float speedSqr = RcVec3f.LenSqr(dvel); - float desiredSqr = Sqr(ag.desiredSpeed); + float desiredSqr = RcMath.Sqr(ag.desiredSpeed); if (speedSqr > desiredSqr) { dvel = dvel.Scale(desiredSqr / speedSqr); @@ -1232,7 +1231,7 @@ namespace DotRecast.Detour.Crowd diff.y = 0; float dist = RcVec3f.LenSqr(diff); - if (dist > Sqr(ag.option.radius + nei.option.radius)) + if (dist > RcMath.Sqr(ag.option.radius + nei.option.radius)) { continue; } @@ -1352,7 +1351,7 @@ namespace DotRecast.Detour.Crowd private float Tween(float t, float t0, float t1) { - return Clamp((t - t0) / (t1 - t0), 0.0f, 1.0f); + return RcMath.Clamp((t - t0) / (t1 - t0), 0.0f, 1.0f); } } } \ No newline at end of file diff --git a/src/DotRecast.Detour.Crowd/DtLocalBoundary.cs b/src/DotRecast.Detour.Crowd/DtLocalBoundary.cs index dd41caf..b7c208c 100644 --- a/src/DotRecast.Detour.Crowd/DtLocalBoundary.cs +++ b/src/DotRecast.Detour.Crowd/DtLocalBoundary.cs @@ -25,7 +25,7 @@ using DotRecast.Core; namespace DotRecast.Detour.Crowd { - using static RcMath; + public class DtLocalBoundary { @@ -123,7 +123,7 @@ namespace DotRecast.Detour.Crowd // Skip too distant segments. var distSqr = DtUtils.DistancePtSegSqr2D(pos, s0, s3, out var tseg); - if (distSqr > Sqr(collisionQueryRange)) + if (distSqr > RcMath.Sqr(collisionQueryRange)) { continue; } diff --git a/src/DotRecast.Detour.Crowd/DtObstacleAvoidanceQuery.cs b/src/DotRecast.Detour.Crowd/DtObstacleAvoidanceQuery.cs index d7df4bc..97d72b2 100644 --- a/src/DotRecast.Detour.Crowd/DtObstacleAvoidanceQuery.cs +++ b/src/DotRecast.Detour.Crowd/DtObstacleAvoidanceQuery.cs @@ -24,7 +24,7 @@ using DotRecast.Detour.Crowd.Tracking; namespace DotRecast.Detour.Crowd { - using static RcMath; + public class DtObstacleAvoidanceQuery { @@ -151,7 +151,7 @@ namespace DotRecast.Detour.Crowd // Precalc if the agent is really close to the segment. float r = 0.01f; var distSqr = DtUtils.DistancePtSegSqr2D(pos, seg.p, seg.q, out var t); - seg.touch = distSqr < Sqr(r); + seg.touch = distSqr < RcMath.Sqr(r); } } @@ -243,7 +243,7 @@ namespace DotRecast.Detour.Crowd vab = vab.Subtract(cir.vel); // Side - side += Clamp(Math.Min(cir.dp.Dot2D(vab) * 0.5f + 0.5f, cir.np.Dot2D(vab) * 2), 0.0f, 1.0f); + side += RcMath.Clamp(Math.Min(cir.dp.Dot2D(vab) * 0.5f + 0.5f, cir.np.Dot2D(vab) * 2), 0.0f, 1.0f); nside++; if (!SweepCircleCircle(pos, rad, vab, cir.p, cir.rad, out var htmin, out var htmax)) @@ -346,7 +346,7 @@ namespace DotRecast.Detour.Crowd for (int x = 0; x < m_params.gridSize; ++x) { RcVec3f vcand = RcVec3f.Of(cvx + x * cs - half, 0f, cvz + y * cs - half); - if (Sqr(vcand.x) + Sqr(vcand.z) > Sqr(vmax + cs / 2)) + if (RcMath.Sqr(vcand.x) + RcMath.Sqr(vcand.z) > RcMath.Sqr(vmax + cs / 2)) continue; float penalty = ProcessSample(vcand, cs, pos, rad, vel, dvel, minPenalty, debug); @@ -410,8 +410,8 @@ namespace DotRecast.Detour.Crowd int nrings = m_params.adaptiveRings; int depth = m_params.adaptiveDepth; - int nd = Clamp(ndivs, 1, DT_MAX_PATTERN_DIVS); - int nr = Clamp(nrings, 1, DT_MAX_PATTERN_RINGS); + int nd = RcMath.Clamp(ndivs, 1, DT_MAX_PATTERN_DIVS); + int nr = RcMath.Clamp(nrings, 1, DT_MAX_PATTERN_RINGS); float da = (1.0f / nd) * DT_PI * 2; float ca = (float)Math.Cos(da); float sa = (float)Math.Sin(da); @@ -476,7 +476,7 @@ namespace DotRecast.Detour.Crowd for (int i = 0; i < npat; ++i) { RcVec3f vcand = RcVec3f.Of(res.x + pat[i * 2 + 0] * cr, 0f, res.z + pat[i * 2 + 1] * cr); - if (Sqr(vcand.x) + Sqr(vcand.z) > Sqr(vmax + 0.001f)) + if (RcMath.Sqr(vcand.x) + RcMath.Sqr(vcand.z) > RcMath.Sqr(vmax + 0.001f)) continue; float penalty = ProcessSample(vcand, cr / 10, pos, rad, vel, dvel, minPenalty, debug); diff --git a/src/DotRecast.Detour.Crowd/DtPathCorridor.cs b/src/DotRecast.Detour.Crowd/DtPathCorridor.cs index 9a95d1e..d77ace4 100644 --- a/src/DotRecast.Detour.Crowd/DtPathCorridor.cs +++ b/src/DotRecast.Detour.Crowd/DtPathCorridor.cs @@ -25,45 +25,45 @@ using DotRecast.Core; namespace DotRecast.Detour.Crowd { - using static DotRecast.Core.RcMath; + /** - * Represents a dynamic polygon corridor used to plan agent movement. - * - * The corridor is loaded with a path, usually obtained from a #NavMeshQuery::FindPath() query. The corridor is then - * used to plan local movement, with the corridor automatically updating as needed to deal with inaccurate agent - * locomotion. - * - * Example of a common use case: - * - * -# Construct the corridor object and call -# Obtain a path from a #dtNavMeshQuery object. -# Use #Reset() to set the - * agent's current position. (At the beginning of the path.) -# Use #SetCorridor() to load the path and target. -# Use - * #FindCorners() to plan movement. (This handles dynamic path straightening.) -# Use #MovePosition() to feed agent - * movement back into the corridor. (The corridor will automatically adjust as needed.) -# If the target is moving, use - * #MoveTargetPosition() to update the end of the corridor. (The corridor will automatically adjust as needed.) -# - * Repeat the previous 3 steps to continue to move the agent. - * - * The corridor position and target are always constrained to the navigation mesh. - * - * One of the difficulties in maintaining a path is that floating point errors, locomotion inaccuracies, and/or local - * steering can result in the agent crossing the boundary of the path corridor, temporarily invalidating the path. This - * class uses local mesh queries to detect and update the corridor as needed to handle these types of issues. - * - * The fact that local mesh queries are used to move the position and target locations results in two beahviors that - * need to be considered: - * - * Every time a move function is used there is a chance that the path will become non-optimial. Basically, the further - * the target is moved from its original location, and the further the position is moved outside the original corridor, - * the more likely the path will become non-optimal. This issue can be addressed by periodically running the - * #OptimizePathTopology() and #OptimizePathVisibility() methods. - * - * All local mesh queries have distance limitations. (Review the #dtNavMeshQuery methods for details.) So the most - * accurate use case is to move the position and target in small increments. If a large increment is used, then the - * corridor may not be able to accurately find the new location. Because of this limiation, if a position is moved in a - * large increment, then compare the desired and resulting polygon references. If the two do not match, then path - * replanning may be needed. E.g. If you move the target, check #GetLastPoly() to see if it is the expected polygon. - * - */ + * Represents a dynamic polygon corridor used to plan agent movement. + * + * The corridor is loaded with a path, usually obtained from a #NavMeshQuery::FindPath() query. The corridor is then + * used to plan local movement, with the corridor automatically updating as needed to deal with inaccurate agent + * locomotion. + * + * Example of a common use case: + * + * -# Construct the corridor object and call -# Obtain a path from a #dtNavMeshQuery object. -# Use #Reset() to set the + * agent's current position. (At the beginning of the path.) -# Use #SetCorridor() to load the path and target. -# Use + * #FindCorners() to plan movement. (This handles dynamic path straightening.) -# Use #MovePosition() to feed agent + * movement back into the corridor. (The corridor will automatically adjust as needed.) -# If the target is moving, use + * #MoveTargetPosition() to update the end of the corridor. (The corridor will automatically adjust as needed.) -# + * Repeat the previous 3 steps to continue to move the agent. + * + * The corridor position and target are always constrained to the navigation mesh. + * + * One of the difficulties in maintaining a path is that floating point errors, locomotion inaccuracies, and/or local + * steering can result in the agent crossing the boundary of the path corridor, temporarily invalidating the path. This + * class uses local mesh queries to detect and update the corridor as needed to handle these types of issues. + * + * The fact that local mesh queries are used to move the position and target locations results in two beahviors that + * need to be considered: + * + * Every time a move function is used there is a chance that the path will become non-optimial. Basically, the further + * the target is moved from its original location, and the further the position is moved outside the original corridor, + * the more likely the path will become non-optimal. This issue can be addressed by periodically running the + * #OptimizePathTopology() and #OptimizePathVisibility() methods. + * + * All local mesh queries have distance limitations. (Review the #dtNavMeshQuery methods for details.) So the most + * accurate use case is to move the position and target in small increments. If a large increment is used, then the + * corridor may not be able to accurately find the new location. Because of this limiation, if a position is moved in a + * large increment, then compare the desired and resulting polygon references. If the two do not match, then path + * replanning may be needed. E.g. If you move the target, check #GetLastPoly() to see if it is the expected polygon. + * + */ public class DtPathCorridor { private RcVec3f m_pos = new RcVec3f(); @@ -95,7 +95,7 @@ namespace DotRecast.Detour.Crowd m_target = pos; } - private static readonly float MIN_TARGET_DIST = Sqr(0.01f); + private static readonly float MIN_TARGET_DIST = RcMath.Sqr(0.01f); /** * Finds the corners in the corridor from the position toward the target. (The straightened path.) diff --git a/src/DotRecast.Detour.Crowd/Tracking/DtObstacleAvoidanceDebugData.cs b/src/DotRecast.Detour.Crowd/Tracking/DtObstacleAvoidanceDebugData.cs index 05ff907..535a72a 100644 --- a/src/DotRecast.Detour.Crowd/Tracking/DtObstacleAvoidanceDebugData.cs +++ b/src/DotRecast.Detour.Crowd/Tracking/DtObstacleAvoidanceDebugData.cs @@ -23,7 +23,7 @@ using DotRecast.Core; namespace DotRecast.Detour.Crowd.Tracking { - using static RcMath; + public class DtObstacleAvoidanceDebugData { @@ -68,7 +68,7 @@ namespace DotRecast.Detour.Crowd.Tracking float penRange = maxPen - minPen; float s = penRange > 0.001f ? (1.0f / penRange) : 1; for (int i = 0; i < n; ++i) - arr[i] = Clamp((arr[i] - minPen) * s, 0.0f, 1.0f); + arr[i] = RcMath.Clamp((arr[i] - minPen) * s, 0.0f, 1.0f); } public void NormalizeSamples() diff --git a/src/DotRecast.Detour.Extras/BVTreeBuilder.cs b/src/DotRecast.Detour.Extras/BVTreeBuilder.cs index 97c6915..1f2d1e7 100644 --- a/src/DotRecast.Detour.Extras/BVTreeBuilder.cs +++ b/src/DotRecast.Detour.Extras/BVTreeBuilder.cs @@ -18,7 +18,7 @@ freely, subject to the following restrictions: */ using DotRecast.Core; -using static DotRecast.Core.RcMath; + namespace DotRecast.Detour.Extras { @@ -50,12 +50,12 @@ namespace DotRecast.Detour.Extras bmax.Max(data.verts, data.polys[i].verts[j] * 3); } - it.bmin[0] = Clamp((int)((bmin.x - data.header.bmin.x) * quantFactor), 0, 0x7fffffff); - it.bmin[1] = Clamp((int)((bmin.y - data.header.bmin.y) * quantFactor), 0, 0x7fffffff); - it.bmin[2] = Clamp((int)((bmin.z - data.header.bmin.z) * quantFactor), 0, 0x7fffffff); - it.bmax[0] = Clamp((int)((bmax.x - data.header.bmin.x) * quantFactor), 0, 0x7fffffff); - it.bmax[1] = Clamp((int)((bmax.y - data.header.bmin.y) * quantFactor), 0, 0x7fffffff); - it.bmax[2] = Clamp((int)((bmax.z - data.header.bmin.z) * quantFactor), 0, 0x7fffffff); + it.bmin[0] = RcMath.Clamp((int)((bmin.x - data.header.bmin.x) * quantFactor), 0, 0x7fffffff); + it.bmin[1] = RcMath.Clamp((int)((bmin.y - data.header.bmin.y) * quantFactor), 0, 0x7fffffff); + it.bmin[2] = RcMath.Clamp((int)((bmin.z - data.header.bmin.z) * quantFactor), 0, 0x7fffffff); + it.bmax[0] = RcMath.Clamp((int)((bmax.x - data.header.bmin.x) * quantFactor), 0, 0x7fffffff); + it.bmax[1] = RcMath.Clamp((int)((bmax.y - data.header.bmin.y) * quantFactor), 0, 0x7fffffff); + it.bmax[2] = RcMath.Clamp((int)((bmax.z - data.header.bmin.z) * quantFactor), 0, 0x7fffffff); } return DtNavMeshBuilder.Subdivide(items, data.header.polyCount, 0, data.header.polyCount, 0, nodes); diff --git a/src/DotRecast.Detour.Extras/Jumplink/EdgeSampler.cs b/src/DotRecast.Detour.Extras/Jumplink/EdgeSampler.cs index 339e78e..180948a 100644 --- a/src/DotRecast.Detour.Extras/Jumplink/EdgeSampler.cs +++ b/src/DotRecast.Detour.Extras/Jumplink/EdgeSampler.cs @@ -1,6 +1,5 @@ using System.Collections.Generic; using DotRecast.Core; -using static DotRecast.Core.RcMath; namespace DotRecast.Detour.Extras.Jumplink { diff --git a/src/DotRecast.Detour.Extras/Jumplink/TrajectorySampler.cs b/src/DotRecast.Detour.Extras/Jumplink/TrajectorySampler.cs index b8dba34..5111147 100644 --- a/src/DotRecast.Detour.Extras/Jumplink/TrajectorySampler.cs +++ b/src/DotRecast.Detour.Extras/Jumplink/TrajectorySampler.cs @@ -1,7 +1,7 @@ using System; using DotRecast.Core; using DotRecast.Recast; -using static DotRecast.Core.RcMath; + namespace DotRecast.Detour.Extras.Jumplink { diff --git a/src/DotRecast.Detour.TileCache/DtTileCacheBuilder.cs b/src/DotRecast.Detour.TileCache/DtTileCacheBuilder.cs index 697b5a4..2fd53f2 100644 --- a/src/DotRecast.Detour.TileCache/DtTileCacheBuilder.cs +++ b/src/DotRecast.Detour.TileCache/DtTileCacheBuilder.cs @@ -24,7 +24,7 @@ using System.IO; using DotRecast.Core; using DotRecast.Detour.TileCache.Io; using DotRecast.Detour.TileCache.Io.Compress; -using static DotRecast.Core.RcMath; + namespace DotRecast.Detour.TileCache { @@ -1810,7 +1810,7 @@ namespace DotRecast.Detour.TileCache bmax.x = pos.x + radius; bmax.y = pos.y + height; bmax.z = pos.z + radius; - float r2 = Sqr(radius / cs + 0.5f); + float r2 = RcMath.Sqr(radius / cs + 0.5f); int w = layer.header.width; int h = layer.header.height; diff --git a/src/DotRecast.Detour/DefaultQueryHeuristic.cs b/src/DotRecast.Detour/DefaultQueryHeuristic.cs index 7ae275e..21c2f87 100644 --- a/src/DotRecast.Detour/DefaultQueryHeuristic.cs +++ b/src/DotRecast.Detour/DefaultQueryHeuristic.cs @@ -18,7 +18,7 @@ freely, subject to the following restrictions: */ using DotRecast.Core; -using static DotRecast.Core.RcMath; + namespace DotRecast.Detour { diff --git a/src/DotRecast.Detour/DtNavMesh.cs b/src/DotRecast.Detour/DtNavMesh.cs index a48bd01..3117080 100644 --- a/src/DotRecast.Detour/DtNavMesh.cs +++ b/src/DotRecast.Detour/DtNavMesh.cs @@ -24,7 +24,7 @@ using DotRecast.Core; namespace DotRecast.Detour { - using static RcMath; + public class DtNavMesh { @@ -346,12 +346,12 @@ namespace DotRecast.Detour int[] bmin = new int[3]; int[] bmax = new int[3]; // dtClamp query box to world box. - float minx = Clamp(qmin.x, tbmin.x, tbmax.x) - tbmin.x; - float miny = Clamp(qmin.y, tbmin.y, tbmax.y) - tbmin.y; - float minz = Clamp(qmin.z, tbmin.z, tbmax.z) - tbmin.z; - float maxx = Clamp(qmax.x, tbmin.x, tbmax.x) - tbmin.x; - float maxy = Clamp(qmax.y, tbmin.y, tbmax.y) - tbmin.y; - float maxz = Clamp(qmax.z, tbmin.z, tbmax.z) - tbmin.z; + float minx = RcMath.Clamp(qmin.x, tbmin.x, tbmax.x) - tbmin.x; + float miny = RcMath.Clamp(qmin.y, tbmin.y, tbmax.y) - tbmin.y; + float minz = RcMath.Clamp(qmin.z, tbmin.z, tbmax.z) - tbmin.z; + float maxx = RcMath.Clamp(qmax.x, tbmin.x, tbmax.x) - tbmin.x; + float maxy = RcMath.Clamp(qmax.y, tbmin.y, tbmax.y) - tbmin.y; + float maxz = RcMath.Clamp(qmax.z, tbmin.z, tbmax.z) - tbmin.z; // Quantize bmin[0] = (int)(qfac * minx) & 0x7ffffffe; bmin[1] = (int)(qfac * miny) & 0x7ffffffe; @@ -781,8 +781,8 @@ namespace DotRecast.Detour tmax = temp; } - link.bmin = (int)Math.Round(Clamp(tmin, 0.0f, 1.0f) * 255.0f); - link.bmax = (int)Math.Round(Clamp(tmax, 0.0f, 1.0f) * 255.0f); + link.bmin = (int)Math.Round(RcMath.Clamp(tmin, 0.0f, 1.0f) * 255.0f); + link.bmax = (int)Math.Round(RcMath.Clamp(tmax, 0.0f, 1.0f) * 255.0f); } else if (dir == 2 || dir == 6) { @@ -797,8 +797,8 @@ namespace DotRecast.Detour tmax = temp; } - link.bmin = (int)Math.Round(Clamp(tmin, 0.0f, 1.0f) * 255.0f); - link.bmax = (int)Math.Round(Clamp(tmax, 0.0f, 1.0f) * 255.0f); + link.bmin = (int)Math.Round(RcMath.Clamp(tmin, 0.0f, 1.0f) * 255.0f); + link.bmax = (int)Math.Round(RcMath.Clamp(tmax, 0.0f, 1.0f) * 255.0f); } } } @@ -853,7 +853,7 @@ namespace DotRecast.Detour // findNearestPoly may return too optimistic results, further check // to make sure. - if (Sqr(nearestPt.x - p.x) + Sqr(nearestPt.z - p.z) > Sqr(targetCon.rad)) + if (RcMath.Sqr(nearestPt.x - p.x) + RcMath.Sqr(nearestPt.z - p.z) > RcMath.Sqr(targetCon.rad)) { continue; } @@ -1083,7 +1083,7 @@ namespace DotRecast.Detour float[] p = con.pos; // First vertex // findNearestPoly may return too optimistic results, further check // to make sure. - if (Sqr(nearestPt.x - p[0]) + Sqr(nearestPt.z - p[2]) > Sqr(con.rad)) + if (RcMath.Sqr(nearestPt.x - p[0]) + RcMath.Sqr(nearestPt.z - p[2]) > RcMath.Sqr(con.rad)) { continue; } diff --git a/src/DotRecast.Detour/DtNavMeshBuilder.cs b/src/DotRecast.Detour/DtNavMeshBuilder.cs index 8898012..18762c7 100644 --- a/src/DotRecast.Detour/DtNavMeshBuilder.cs +++ b/src/DotRecast.Detour/DtNavMeshBuilder.cs @@ -23,7 +23,7 @@ using DotRecast.Core; namespace DotRecast.Detour { - using static DotRecast.Core.RcMath; + public static class DtNavMeshBuilder { @@ -171,13 +171,13 @@ namespace DotRecast.Detour } // BV-tree uses cs for all dimensions - it.bmin[0] = Clamp((int)((bmin.x - option.bmin.x) * quantFactor), 0, int.MaxValue); - it.bmin[1] = Clamp((int)((bmin.y - option.bmin.y) * quantFactor), 0, int.MaxValue); - it.bmin[2] = Clamp((int)((bmin.z - option.bmin.z) * quantFactor), 0, int.MaxValue); + it.bmin[0] = RcMath.Clamp((int)((bmin.x - option.bmin.x) * quantFactor), 0, int.MaxValue); + it.bmin[1] = RcMath.Clamp((int)((bmin.y - option.bmin.y) * quantFactor), 0, int.MaxValue); + it.bmin[2] = RcMath.Clamp((int)((bmin.z - option.bmin.z) * quantFactor), 0, int.MaxValue); - it.bmax[0] = Clamp((int)((bmax.x - option.bmin.x) * quantFactor), 0, int.MaxValue); - it.bmax[1] = Clamp((int)((bmax.y - option.bmin.y) * quantFactor), 0, int.MaxValue); - it.bmax[2] = Clamp((int)((bmax.z - option.bmin.z) * quantFactor), 0, int.MaxValue); + it.bmax[0] = RcMath.Clamp((int)((bmax.x - option.bmin.x) * quantFactor), 0, int.MaxValue); + it.bmax[1] = RcMath.Clamp((int)((bmax.y - option.bmin.y) * quantFactor), 0, int.MaxValue); + it.bmax[2] = RcMath.Clamp((int)((bmax.z - option.bmin.z) * quantFactor), 0, int.MaxValue); } else { diff --git a/src/DotRecast.Detour/DtNavMeshQuery.cs b/src/DotRecast.Detour/DtNavMeshQuery.cs index 8d8bcda..2111cbf 100644 --- a/src/DotRecast.Detour/DtNavMeshQuery.cs +++ b/src/DotRecast.Detour/DtNavMeshQuery.cs @@ -24,7 +24,7 @@ using DotRecast.Core; namespace DotRecast.Detour { - using static RcMath; + using static DtNode; public class DtNavMeshQuery @@ -603,12 +603,12 @@ namespace DotRecast.Detour int[] bmin = new int[3]; int[] bmax = new int[3]; // dtClamp query box to world box. - float minx = Clamp(qmin.x, tbmin.x, tbmax.x) - tbmin.x; - float miny = Clamp(qmin.y, tbmin.y, tbmax.y) - tbmin.y; - float minz = Clamp(qmin.z, tbmin.z, tbmax.z) - tbmin.z; - float maxx = Clamp(qmax.x, tbmin.x, tbmax.x) - tbmin.x; - float maxy = Clamp(qmax.y, tbmin.y, tbmax.y) - tbmin.y; - float maxz = Clamp(qmax.z, tbmin.z, tbmax.z) - tbmin.z; + float minx = RcMath.Clamp(qmin.x, tbmin.x, tbmax.x) - tbmin.x; + float miny = RcMath.Clamp(qmin.y, tbmin.y, tbmax.y) - tbmin.y; + float minz = RcMath.Clamp(qmin.z, tbmin.z, tbmax.z) - tbmin.z; + float maxx = RcMath.Clamp(qmax.x, tbmin.x, tbmax.x) - tbmin.x; + float maxy = RcMath.Clamp(qmax.y, tbmin.y, tbmax.y) - tbmin.y; + float maxz = RcMath.Clamp(qmax.z, tbmin.z, tbmax.z) - tbmin.z; // Quantize bmin[0] = (int)(qfac * minx) & 0x7ffffffe; bmin[1] = (int)(qfac * miny) & 0x7ffffffe; @@ -780,7 +780,7 @@ namespace DotRecast.Detour var raycastLimit = fpo.raycastLimit; var options = fpo.options; - float raycastLimitSqr = Sqr(raycastLimit); + float raycastLimitSqr = RcMath.Sqr(raycastLimit); // trade quality with performance? if ((options & DT_FINDPATH_ANY_ANGLE) != 0 && raycastLimit < 0f) @@ -789,7 +789,7 @@ namespace DotRecast.Detour // so it is enough to compute it from the first tile. DtMeshTile tile = m_nav.GetTileByRef(startRef); float agentRadius = tile.data.header.walkableRadius; - raycastLimitSqr = Sqr(agentRadius * DtNavMesh.DT_RAY_CAST_LIMIT_PROPORTIONS); + raycastLimitSqr = RcMath.Sqr(agentRadius * DtNavMesh.DT_RAY_CAST_LIMIT_PROPORTIONS); } if (startRef == endRef) @@ -1044,7 +1044,7 @@ namespace DotRecast.Detour m_query.filter = filter; m_query.options = options; m_query.heuristic = heuristic; - m_query.raycastLimitSqr = Sqr(raycastLimit); + m_query.raycastLimitSqr = RcMath.Sqr(raycastLimit); // Validate input if (!m_nav.IsValidPolyRef(startRef) || !m_nav.IsValidPolyRef(endRef) || !RcVec3f.IsFinite(startPos) || !RcVec3f.IsFinite(endPos) || null == filter) @@ -1059,7 +1059,7 @@ namespace DotRecast.Detour // so it is enough to compute it from the first tile. DtMeshTile tile = m_nav.GetTileByRef(startRef); float agentRadius = tile.data.header.walkableRadius; - m_query.raycastLimitSqr = Sqr(agentRadius * DtNavMesh.DT_RAY_CAST_LIMIT_PROPORTIONS); + m_query.raycastLimitSqr = RcMath.Sqr(agentRadius * DtNavMesh.DT_RAY_CAST_LIMIT_PROPORTIONS); } if (startRef == endRef) @@ -1622,7 +1622,7 @@ namespace DotRecast.Detour if (i == 0) { var distSqr = DtUtils.DistancePtSegSqr2D(portalApex, left, right, out var t); - if (distSqr < Sqr(0.001f)) + if (distSqr < RcMath.Sqr(0.001f)) { continue; } @@ -1829,7 +1829,7 @@ namespace DotRecast.Detour // Search constraints var searchPos = RcVec3f.Lerp(startPos, endPos, 0.5f); - float searchRadSqr = Sqr(RcVec3f.Distance(startPos, endPos) / 2.0f + 0.001f); + float searchRadSqr = RcMath.Sqr(RcVec3f.Distance(startPos, endPos) / 2.0f + 0.001f); float[] verts = new float[m_nav.GetMaxVertsPerPoly() * 3]; @@ -2125,7 +2125,7 @@ namespace DotRecast.Detour float t = 0.5f; if (DtUtils.IntersectSegSeg2D(fromPos, toPos, left, right, out var _, out var t2)) { - t = Clamp(t2, 0.1f, 0.9f); + t = RcMath.Clamp(t2, 0.1f, 0.9f); } pt = RcVec3f.Lerp(left, right, t); @@ -2371,7 +2371,7 @@ namespace DotRecast.Detour var e2 = verts[(segMax + 1) % nv]; var eDir = e2.Subtract(e1); var diff = curPos.Subtract(e1); - float s = Sqr(eDir.x) > Sqr(eDir.z) ? diff.x / eDir.x : diff.z / eDir.z; + float s = RcMath.Sqr(eDir.x) > RcMath.Sqr(eDir.z) ? diff.x / eDir.x : diff.z / eDir.z; curPos.y = e1.y + eDir.y * s; hit.pathCost += filter.GetCost(lastPos, curPos, prevRef, prevTile, prevPoly, curRef, tile, poly, @@ -2481,7 +2481,7 @@ namespace DotRecast.Detour startNode.flags = DtNode.DT_NODE_OPEN; m_openList.Push(startNode); - float radiusSqr = Sqr(radius); + float radiusSqr = RcMath.Sqr(radius); while (!m_openList.IsEmpty()) { @@ -2828,7 +2828,7 @@ namespace DotRecast.Detour resultRef.Add(startNode.id); resultParent.Add(0L); - float radiusSqr = Sqr(radius); + float radiusSqr = RcMath.Sqr(radius); float[] pa = new float[m_nav.GetMaxVertsPerPoly() * 3]; float[] pb = new float[m_nav.GetMaxVertsPerPoly() * 3]; @@ -3156,7 +3156,7 @@ namespace DotRecast.Detour startNode.flags = DtNode.DT_NODE_OPEN; m_openList.Push(startNode); - float radiusSqr = Sqr(maxRadius); + float radiusSqr = RcMath.Sqr(maxRadius); var hasBestV = false; var bestvj = RcVec3f.Zero; diff --git a/src/DotRecast.Recast.Demo/RecastDemo.cs b/src/DotRecast.Recast.Demo/RecastDemo.cs index 8521ee9..d87306a 100644 --- a/src/DotRecast.Recast.Demo/RecastDemo.cs +++ b/src/DotRecast.Recast.Demo/RecastDemo.cs @@ -43,7 +43,7 @@ using DotRecast.Recast.Toolset.Geom; using DotRecast.Recast.Demo.Tools; using DotRecast.Recast.Demo.UI; using DotRecast.Recast.Toolset; -using static DotRecast.Core.RcMath; + using MouseButton = Silk.NET.Input.MouseButton; using Window = Silk.NET.Windowing.Window; @@ -433,13 +433,13 @@ public class RecastDemo : IRecastDemoChannel _modState |= 0 < tempMoveAccel ? (int)KeyModState.Shift : (int)KeyModState.None; //Logger.Information($"{_modState}"); - _moveFront = Clamp(_moveFront + tempMoveFront * dt * 4.0f, 0, 2.0f); - _moveLeft = Clamp(_moveLeft + tempMoveLeft * dt * 4.0f, 0, 2.0f); - _moveBack = Clamp(_moveBack + tempMoveBack * dt * 4.0f, 0, 2.0f); - _moveRight = Clamp(_moveRight + tempMoveRight * dt * 4.0f, 0, 2.0f); - _moveUp = Clamp(_moveUp + tempMoveUp * dt * 4.0f, 0, 2.0f); - _moveDown = Clamp(_moveDown + tempMoveDown * dt * 4.0f, 0, 2.0f); - _moveAccel = Clamp(_moveAccel + tempMoveAccel * dt * 4.0f, 0, 2.0f); + _moveFront = RcMath.Clamp(_moveFront + tempMoveFront * dt * 4.0f, 0, 2.0f); + _moveLeft = RcMath.Clamp(_moveLeft + tempMoveLeft * dt * 4.0f, 0, 2.0f); + _moveBack = RcMath.Clamp(_moveBack + tempMoveBack * dt * 4.0f, 0, 2.0f); + _moveRight = RcMath.Clamp(_moveRight + tempMoveRight * dt * 4.0f, 0, 2.0f); + _moveUp = RcMath.Clamp(_moveUp + tempMoveUp * dt * 4.0f, 0, 2.0f); + _moveDown = RcMath.Clamp(_moveDown + tempMoveDown * dt * 4.0f, 0, 2.0f); + _moveAccel = RcMath.Clamp(_moveAccel + tempMoveAccel * dt * 4.0f, 0, 2.0f); } } @@ -490,7 +490,7 @@ public class RecastDemo : IRecastDemoChannel // Update sample simulation. float SIM_RATE = 20; float DELTA_TIME = 1.0f / SIM_RATE; - timeAcc = Clamp((float)(timeAcc + dt), -1.0f, 1.0f); + timeAcc = RcMath.Clamp((float)(timeAcc + dt), -1.0f, 1.0f); int simIter = 0; while (timeAcc > DELTA_TIME) { @@ -574,7 +574,7 @@ public class RecastDemo : IRecastDemoChannel RcVec3f bmin = bminN; RcVec3f bmax = bmaxN; - camr = (float)(Math.Sqrt(Sqr(bmax.x - bmin.x) + Sqr(bmax.y - bmin.y) + Sqr(bmax.z - bmin.z)) / 2); + camr = (float)(Math.Sqrt(RcMath.Sqr(bmax.x - bmin.x) + RcMath.Sqr(bmax.y - bmin.y) + RcMath.Sqr(bmax.z - bmin.z)) / 2); cameraPos.x = (bmax.x + bmin.x) / 2 + camr; cameraPos.y = (bmax.y + bmin.y) / 2 + camr; cameraPos.z = (bmax.z + bmin.z) / 2 + camr; diff --git a/src/DotRecast.Recast.Demo/Tools/GizmoRenderer.cs b/src/DotRecast.Recast.Demo/Tools/GizmoRenderer.cs index c42f034..8a85489 100644 --- a/src/DotRecast.Recast.Demo/Tools/GizmoRenderer.cs +++ b/src/DotRecast.Recast.Demo/Tools/GizmoRenderer.cs @@ -1,7 +1,7 @@ using DotRecast.Core; using DotRecast.Recast.Demo.Draw; using DotRecast.Recast.Toolset.Gizmos; -using static DotRecast.Core.RcMath; + namespace DotRecast.Recast.Demo.Tools; @@ -50,7 +50,7 @@ public static class GizmoRenderer normal.y = e0.z * e1.x - e0.x * e1.z; normal.z = e0.x * e1.y - e0.y * e1.x; RcVec3f.Normalize(ref normal); - float c = Clamp(0.57735026f * (normal.x + normal.y + normal.z), -1, 1); + float c = RcMath.Clamp(0.57735026f * (normal.x + normal.y + normal.z), -1, 1); int col = DebugDraw.DuLerpCol( DebugDraw.DuRGBA(32, 32, 0, 160), DebugDraw.DuRGBA(220, 220, 0, 160), @@ -139,7 +139,7 @@ public static class GizmoRenderer for (int j = 0; j < 3; j++) { int v = sphere.triangles[i + j] * 3; - float c = Clamp(0.57735026f * (sphere.vertices[v] + sphere.vertices[v + 1] + sphere.vertices[v + 2]), -1, 1); + float c = RcMath.Clamp(0.57735026f * (sphere.vertices[v] + sphere.vertices[v + 1] + sphere.vertices[v + 2]), -1, 1); int col = DebugDraw.DuLerpCol(DebugDraw.DuRGBA(32, 32, 0, 160), DebugDraw.DuRGBA(220, 220, 0, 160), (int)(127 * (1 + c))); debugDraw.Vertex( diff --git a/src/DotRecast.Recast.Toolset/Gizmos/RcCapsuleGizmo.cs b/src/DotRecast.Recast.Toolset/Gizmos/RcCapsuleGizmo.cs index 54cd270..0029338 100644 --- a/src/DotRecast.Recast.Toolset/Gizmos/RcCapsuleGizmo.cs +++ b/src/DotRecast.Recast.Toolset/Gizmos/RcCapsuleGizmo.cs @@ -1,5 +1,5 @@ using DotRecast.Core; -using static DotRecast.Core.RcMath; + using static DotRecast.Recast.Toolset.Gizmos.RcGizmoHelper; namespace DotRecast.Recast.Toolset.Gizmos @@ -48,7 +48,7 @@ namespace DotRecast.Recast.Toolset.Gizmos v.y = vertices[i + 1] - center[1]; v.z = vertices[i + 2] - center[2]; RcVec3f.Normalize(ref v); - gradient[i / 3] = Clamp(0.57735026f * (v.x + v.y + v.z), -1, 1); + gradient[i / 3] = RcMath.Clamp(0.57735026f * (v.x + v.y + v.z), -1, 1); } } diff --git a/src/DotRecast.Recast.Toolset/Gizmos/RcCylinderGizmo.cs b/src/DotRecast.Recast.Toolset/Gizmos/RcCylinderGizmo.cs index 8e9b9b3..6c37cbf 100644 --- a/src/DotRecast.Recast.Toolset/Gizmos/RcCylinderGizmo.cs +++ b/src/DotRecast.Recast.Toolset/Gizmos/RcCylinderGizmo.cs @@ -1,5 +1,5 @@ using DotRecast.Core; -using static DotRecast.Core.RcMath; + using static DotRecast.Recast.Toolset.Gizmos.RcGizmoHelper; @@ -53,7 +53,7 @@ namespace DotRecast.Recast.Toolset.Gizmos v.y = vertices[i + 1] - center.y; v.z = vertices[i + 2] - center.z; RcVec3f.Normalize(ref v); - gradient[i / 3] = Clamp(0.57735026f * (v.x + v.y + v.z), -1, 1); + gradient[i / 3] = RcMath.Clamp(0.57735026f * (v.x + v.y + v.z), -1, 1); } } } diff --git a/src/DotRecast.Recast/RcCompacts.cs b/src/DotRecast.Recast/RcCompacts.cs index d192bcf..c0a32d1 100644 --- a/src/DotRecast.Recast/RcCompacts.cs +++ b/src/DotRecast.Recast/RcCompacts.cs @@ -19,7 +19,7 @@ freely, subject to the following restrictions: using System; using DotRecast.Core; -using static DotRecast.Core.RcMath; + using static DotRecast.Recast.RcConstants; @@ -27,6 +27,7 @@ namespace DotRecast.Recast { using static RcCommons; + public static class RcCompacts { private const int MAX_LAYERS = RC_NOT_CONNECTED - 1; @@ -92,8 +93,8 @@ namespace DotRecast.Recast { int bot = s.smax; int top = s.next != null ? (int)s.next.smin : MAX_HEIGHT; - chf.spans[idx].y = Clamp(bot, 0, MAX_HEIGHT); - chf.spans[idx].h = Clamp(top - bot, 0, MAX_HEIGHT); + chf.spans[idx].y = RcMath.Clamp(bot, 0, MAX_HEIGHT); + chf.spans[idx].h = RcMath.Clamp(top - bot, 0, MAX_HEIGHT); chf.areas[idx] = s.area; idx++; tmpCount++; diff --git a/src/DotRecast.Recast/RcFilledVolumeRasterization.cs b/src/DotRecast.Recast/RcFilledVolumeRasterization.cs index 19dec00..268094d 100644 --- a/src/DotRecast.Recast/RcFilledVolumeRasterization.cs +++ b/src/DotRecast.Recast/RcFilledVolumeRasterization.cs @@ -19,12 +19,13 @@ freely, subject to the following restrictions: using System; using DotRecast.Core; -using static DotRecast.Core.RcMath; using static DotRecast.Recast.RcConstants; namespace DotRecast.Recast { + + public static class RcFilledVolumeRasterization { private const float EPSILON = 0.00001f; @@ -221,8 +222,8 @@ namespace DotRecast.Recast int smax = (int)Math.Ceiling((h[1] - hf.bmin.y) * ich); if (smin != smax) { - int ismin = Clamp(smin, 0, SPAN_MAX_HEIGHT); - int ismax = Clamp(smax, ismin + 1, SPAN_MAX_HEIGHT); + int ismin = RcMath.Clamp(smin, 0, SPAN_MAX_HEIGHT); + int ismax = RcMath.Clamp(smax, ismin + 1, SPAN_MAX_HEIGHT); RcRasterizations.AddSpan(hf, x, z, ismin, ismax, area, flagMergeThr); } } @@ -281,12 +282,12 @@ namespace DotRecast.Recast { float[] s = MergeIntersections( RayCylinderIntersection(RcVec3f.Of( - Clamp(start.x, rectangle[0], rectangle[2]), rectangle[4], - Clamp(start.z, rectangle[1], rectangle[3]) + RcMath.Clamp(start.x, rectangle[0], rectangle[2]), rectangle[4], + RcMath.Clamp(start.z, rectangle[1], rectangle[3]) ), start, axis, radiusSqr), RayCylinderIntersection(RcVec3f.Of( - Clamp(end.x, rectangle[0], rectangle[2]), rectangle[4], - Clamp(end.z, rectangle[1], rectangle[3]) + RcMath.Clamp(end.x, rectangle[0], rectangle[2]), rectangle[4], + RcMath.Clamp(end.z, rectangle[1], rectangle[3]) ), start, axis, radiusSqr)); float axisLen2dSqr = axis.x * axis.x + axis.z * axis.z; if (axisLen2dSqr > EPSILON) @@ -397,7 +398,7 @@ namespace DotRecast.Recast { // 2d intersection of plane and segment float t = (x - start.x) / direction.x; - float z = Clamp(start.z + t * direction.z, rectangle[1], rectangle[3]); + float z = RcMath.Clamp(start.z + t * direction.z, rectangle[1], rectangle[3]); return RcVec3f.Of(x, rectangle[4], z); } @@ -410,7 +411,7 @@ namespace DotRecast.Recast { // 2d intersection of plane and segment float t = (z - start.z) / direction.z; - float x = Clamp(start.x + t * direction.x, rectangle[0], rectangle[2]); + float x = RcMath.Clamp(start.x + t * direction.x, rectangle[0], rectangle[2]); return RcVec3f.Of(x, rectangle[4], z); } diff --git a/src/DotRecast.Recast/RcMeshDetails.cs b/src/DotRecast.Recast/RcMeshDetails.cs index 515e5b4..3ff77ad 100644 --- a/src/DotRecast.Recast/RcMeshDetails.cs +++ b/src/DotRecast.Recast/RcMeshDetails.cs @@ -21,12 +21,13 @@ freely, subject to the following restrictions: using System; using System.Collections.Generic; using DotRecast.Core; -using static DotRecast.Core.RcMath; using static DotRecast.Recast.RcConstants; namespace DotRecast.Recast { using static RcCommons; + + public static class RcMeshDetails { @@ -351,8 +352,8 @@ namespace DotRecast.Recast { int ix = (int)Math.Floor(fx * ics + 0.01f); int iz = (int)Math.Floor(fz * ics + 0.01f); - ix = Clamp(ix - hp.xmin, 0, hp.width - 1); - iz = Clamp(iz - hp.ymin, 0, hp.height - 1); + ix = RcMath.Clamp(ix - hp.xmin, 0, hp.width - 1); + iz = RcMath.Clamp(iz - hp.ymin, 0, hp.height - 1); int h = hp.data[ix + iz * hp.width]; if (h == RC_UNSET_HEIGHT) { diff --git a/src/DotRecast.Recast/RcRasterizations.cs b/src/DotRecast.Recast/RcRasterizations.cs index f9a38be..151aee3 100644 --- a/src/DotRecast.Recast/RcRasterizations.cs +++ b/src/DotRecast.Recast/RcRasterizations.cs @@ -20,26 +20,27 @@ freely, subject to the following restrictions: using System; using DotRecast.Core; -using static DotRecast.Core.RcMath; using static DotRecast.Recast.RcConstants; namespace DotRecast.Recast { + + public static class RcRasterizations { /** - * Check whether two bounding boxes overlap - * - * @param amin - * Min axis extents of bounding box A - * @param amax - * Max axis extents of bounding box A - * @param bmin - * Min axis extents of bounding box B - * @param bmax - * Max axis extents of bounding box B - * @returns true if the two bounding boxes overlap. False otherwise - */ + * Check whether two bounding boxes overlap + * + * @param amin + * Min axis extents of bounding box A + * @param amax + * Max axis extents of bounding box A + * @param bmin + * Min axis extents of bounding box B + * @param bmax + * Max axis extents of bounding box B + * @returns true if the two bounding boxes overlap. False otherwise + */ private static bool OverlapBounds(float[] amin, float[] amax, float[] bmin, float[] bmax) { bool overlap = true; @@ -229,9 +230,9 @@ namespace DotRecast.Recast /// @param[in] inverseCellHeight 1 / cellHeight /// @param[in] flagMergeThreshold The threshold in which area flags will be merged /// @returns true if the operation completes successfully. false if there was an error adding spans to the heightfield. - private static void RasterizeTri(float[] verts, int v0, int v1, int v2, int area, RcHeightfield heightfield, - RcVec3f heightfieldBBMin, RcVec3f heightfieldBBMax, - float cellSize, float inverseCellSize, float inverseCellHeight, + private static void RasterizeTri(float[] verts, int v0, int v1, int v2, int area, RcHeightfield heightfield, + RcVec3f heightfieldBBMin, RcVec3f heightfieldBBMax, + float cellSize, float inverseCellSize, float inverseCellHeight, int flagMergeThreshold) { RcVec3f tmin = new RcVec3f(); @@ -257,8 +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 = Clamp(z0, -1, h - 1); - z1 = Clamp(z1, 0, h - 1); + z0 = RcMath.Clamp(z0, -1, h - 1); + z1 = RcMath.Clamp(z1, 0, h - 1); // Clip the triangle into all grid cells it touches. float[] buf = new float[7 * 3 * 4]; @@ -303,8 +304,8 @@ namespace DotRecast.Recast continue; } - x0 = Clamp(x0, -1, w - 1); - x1 = Clamp(x1, 0, w - 1); + x0 = RcMath.Clamp(x0, -1, w - 1); + x1 = RcMath.Clamp(x1, 0, w - 1); int nv, nv2 = nvRow; for (int x = x0; x <= x1; ++x) @@ -345,8 +346,8 @@ namespace DotRecast.Recast spanMax = by; // Snap the span to the heightfield height grid. - int spanMinCellIndex = Clamp((int)Math.Floor(spanMin * inverseCellHeight), 0, SPAN_MAX_HEIGHT); - int spanMaxCellIndex = Clamp((int)Math.Ceiling(spanMax * inverseCellHeight), spanMinCellIndex + 1, SPAN_MAX_HEIGHT); + 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); AddSpan(heightfield, x, z, spanMinCellIndex, spanMaxCellIndex, area, flagMergeThreshold); } diff --git a/test/DotRecast.Detour.Crowd.Test/AbstractCrowdTest.cs b/test/DotRecast.Detour.Crowd.Test/AbstractCrowdTest.cs index e7f7090..656232f 100644 --- a/test/DotRecast.Detour.Crowd.Test/AbstractCrowdTest.cs +++ b/test/DotRecast.Detour.Crowd.Test/AbstractCrowdTest.cs @@ -26,7 +26,7 @@ using NUnit.Framework; namespace DotRecast.Detour.Crowd.Test; -using static DotRecast.Core.RcMath; + [Parallelizable] public class AbstractCrowdTest diff --git a/test/DotRecast.Detour.Test/Io/MeshSetReaderWriterTest.cs b/test/DotRecast.Detour.Test/Io/MeshSetReaderWriterTest.cs index 87088cf..01f8ed2 100644 --- a/test/DotRecast.Detour.Test/Io/MeshSetReaderWriterTest.cs +++ b/test/DotRecast.Detour.Test/Io/MeshSetReaderWriterTest.cs @@ -23,7 +23,7 @@ using DotRecast.Detour.Io; using DotRecast.Recast; using DotRecast.Recast.Geom; using NUnit.Framework; -using static DotRecast.Core.RcMath; + namespace DotRecast.Detour.Test.Io; diff --git a/test/DotRecast.Detour.Test/RandomPointTest.cs b/test/DotRecast.Detour.Test/RandomPointTest.cs index aa42d45..862b799 100644 --- a/test/DotRecast.Detour.Test/RandomPointTest.cs +++ b/test/DotRecast.Detour.Test/RandomPointTest.cs @@ -21,7 +21,7 @@ using System.Diagnostics; using DotRecast.Core; using NUnit.Framework; -using static DotRecast.Core.RcMath; + namespace DotRecast.Detour.Test; diff --git a/test/DotRecast.Detour.TileCache.Test/AbstractTileCacheTest.cs b/test/DotRecast.Detour.TileCache.Test/AbstractTileCacheTest.cs index b714709..eff8045 100644 --- a/test/DotRecast.Detour.TileCache.Test/AbstractTileCacheTest.cs +++ b/test/DotRecast.Detour.TileCache.Test/AbstractTileCacheTest.cs @@ -24,7 +24,7 @@ using DotRecast.Detour.TileCache.Test.Io; using DotRecast.Recast; using DotRecast.Recast.Geom; using NUnit.Framework; -using static DotRecast.Core.RcMath; + namespace DotRecast.Detour.TileCache.Test;