forked from bit/DotRecastNetSim
heap memory optimization
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ebb77c5465
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@ -0,0 +1,14 @@
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namespace DotRecast.Detour.Crowd
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{
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public struct IsectRaySegResult
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{
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public readonly bool result;
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public readonly float htmin;
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public IsectRaySegResult(bool result, float htmin)
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{
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this.result = result;
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this.htmin = htmin;
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}
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}
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}
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@ -207,21 +207,24 @@ namespace DotRecast.Detour.Crowd
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return new SweepCircleCircleResult(true, (b - rd) * a, (b + rd) * a);
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}
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Tuple<bool, float> isectRaySeg(Vector3f ap, Vector3f u, Vector3f bp, Vector3f bq)
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IsectRaySegResult isectRaySeg(Vector3f ap, Vector3f u, Vector3f bp, Vector3f bq)
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{
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Vector3f v = vSub(bq, bp);
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Vector3f w = vSub(ap, bp);
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float d = vPerp2D(u, v);
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if (Math.Abs(d) < 1e-6f)
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return Tuple.Create(false, 0f);
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return new IsectRaySegResult(false, 0f);
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d = 1.0f / d;
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float t = vPerp2D(v, w) * d;
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if (t < 0 || t > 1)
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return Tuple.Create(false, 0f);
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return new IsectRaySegResult(false, 0f);
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float s = vPerp2D(u, w) * d;
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if (s < 0 || s > 1)
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return Tuple.Create(false, 0f);
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return Tuple.Create(true, t);
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return new IsectRaySegResult(false, 0f);
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return new IsectRaySegResult(true, t);
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}
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/**
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@ -310,10 +313,11 @@ namespace DotRecast.Detour.Crowd
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}
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else
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{
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Tuple<bool, float> ires = isectRaySeg(pos, vcand, seg.p, seg.q);
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if (!ires.Item1)
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var ires = isectRaySeg(pos, vcand, seg.p, seg.q);
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if (!ires.result)
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continue;
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htmin = ires.Item2;
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htmin = ires.htmin;
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}
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// Avoid less when facing walls.
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@ -20,7 +20,7 @@ freely, subject to the following restrictions:
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namespace DotRecast.Detour.Crowd
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{
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public class SweepCircleCircleResult
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public struct SweepCircleCircleResult
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{
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public readonly bool intersection;
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public readonly float htmin;
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