forked from bit/DotRecastNetSim
add vector2f.Get()
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@ -6,5 +6,16 @@ namespace DotRecast.Core
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{
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public float x;
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public float y;
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public float Get(int idx)
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{
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if (0 == idx)
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return x;
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if (1 == idx)
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return y;
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throw new IndexOutOfRangeException("vector2f index out of range");
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}
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}
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}
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@ -53,35 +53,35 @@ namespace DotRecast.Recast.Geom
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int ntris;
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int maxTrisPerChunk;
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private void calcExtends(BoundsItem[] items, int imin, int imax, float[] bmin, float[] bmax)
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private void calcExtends(BoundsItem[] items, int imin, int imax, ref Vector2f bmin, ref Vector2f bmax)
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{
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bmin[0] = items[imin].bmin.x;
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bmin[1] = items[imin].bmin.y;
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bmin.x = items[imin].bmin.x;
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bmin.y = items[imin].bmin.y;
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bmax[0] = items[imin].bmax.x;
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bmax[1] = items[imin].bmax.y;
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bmax.x = items[imin].bmax.x;
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bmax.y = items[imin].bmax.y;
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for (int i = imin + 1; i < imax; ++i)
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{
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BoundsItem it = items[i];
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if (it.bmin.x < bmin[0])
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if (it.bmin.x < bmin.x)
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{
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bmin[0] = it.bmin.x;
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bmin.x = it.bmin.x;
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}
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if (it.bmin.y < bmin[1])
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if (it.bmin.y < bmin.y)
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{
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bmin[1] = it.bmin.y;
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bmin.y = it.bmin.y;
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}
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if (it.bmax.x > bmax[0])
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if (it.bmax.x > bmax.x)
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{
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bmax[0] = it.bmax.x;
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bmax.x = it.bmax.x;
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}
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if (it.bmax.y > bmax[1])
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if (it.bmax.y > bmax.y)
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{
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bmax[1] = it.bmax.y;
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bmax.y = it.bmax.y;
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}
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}
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}
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@ -91,8 +91,7 @@ namespace DotRecast.Recast.Geom
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return y > x ? 1 : 0;
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}
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private void subdivide(BoundsItem[] items, int imin, int imax, int trisPerChunk, List<ChunkyTriMeshNode> nodes,
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int[] inTris)
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private void subdivide(BoundsItem[] items, int imin, int imax, int trisPerChunk, List<ChunkyTriMeshNode> nodes, int[] inTris)
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{
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int inum = imax - imin;
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@ -102,7 +101,7 @@ namespace DotRecast.Recast.Geom
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if (inum <= trisPerChunk)
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{
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// Leaf
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calcExtends(items, imin, imax, node.bmin, node.bmax);
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calcExtends(items, imin, imax, ref node.bmin, ref node.bmax);
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// Copy triangles.
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node.i = nodes.Count;
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@ -120,9 +119,9 @@ namespace DotRecast.Recast.Geom
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else
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{
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// Split
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calcExtends(items, imin, imax, node.bmin, node.bmax);
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calcExtends(items, imin, imax, ref node.bmin, ref node.bmax);
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int axis = longestAxis(node.bmax[0] - node.bmin[0], node.bmax[1] - node.bmin[1]);
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int axis = longestAxis(node.bmax.x - node.bmin.x, node.bmax.y - node.bmin.y);
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if (axis == 0)
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{
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@ -209,11 +208,11 @@ namespace DotRecast.Recast.Geom
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}
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}
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private bool checkOverlapRect(float[] amin, float[] amax, float[] bmin, float[] bmax)
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private bool checkOverlapRect(float[] amin, float[] amax, Vector2f bmin, Vector2f bmax)
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{
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bool overlap = true;
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overlap = (amin[0] > bmax[0] || amax[0] < bmin[0]) ? false : overlap;
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overlap = (amin[1] > bmax[1] || amax[1] < bmin[1]) ? false : overlap;
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overlap = (amin[0] > bmax.x || amax[0] < bmin.x) ? false : overlap;
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overlap = (amin[1] > bmax.y || amax[1] < bmin.y) ? false : overlap;
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return overlap;
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}
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@ -275,7 +274,7 @@ namespace DotRecast.Recast.Geom
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return ids;
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}
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private bool checkOverlapSegment(float[] p, float[] q, float[] bmin, float[] bmax)
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private bool checkOverlapSegment(float[] p, float[] q, Vector2f bmin, Vector2f bmax)
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{
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float EPSILON = 1e-6f;
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@ -290,20 +289,18 @@ namespace DotRecast.Recast.Geom
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if (Math.Abs(d[i]) < EPSILON)
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{
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// Ray is parallel to slab. No hit if origin not within slab
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if (p[i] < bmin[i] || p[i] > bmax[i])
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if (p[i] < bmin.Get(i) || p[i] > bmax.Get(i))
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return false;
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}
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else
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{
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// Compute intersection t value of ray with near and far plane of slab
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float ood = 1.0f / d[i];
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float t1 = (bmin[i] - p[i]) * ood;
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float t2 = (bmax[i] - p[i]) * ood;
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float t1 = (bmin.Get(i) - p[i]) * ood;
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float t2 = (bmax.Get(i) - p[i]) * ood;
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if (t1 > t2)
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{
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float tmp = t1;
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t1 = t2;
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t2 = tmp;
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(t1, t2) = (t2, t1);
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}
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if (t1 > tmin)
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@ -1,9 +1,11 @@
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namespace DotRecast.Recast.Geom
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using DotRecast.Core;
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namespace DotRecast.Recast.Geom
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{
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public class ChunkyTriMeshNode
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{
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public readonly float[] bmin = new float[2];
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public readonly float[] bmax = new float[2];
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public Vector2f bmin;
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public Vector2f bmax;
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public int i;
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public int[] tris;
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}
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