forked from bit/DotRecastNetSim
VDot -> Vector3f.Dot
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@ -37,7 +37,7 @@ namespace DotRecast.Core
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// Compute denominator d. If d <= 0, segment is parallel to or points
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// away from triangle, so exit early
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float d = VDot(qp, norm);
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float d = Vector3f.Dot(qp, norm);
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if (d <= 0.0f)
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{
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return null;
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@ -47,7 +47,7 @@ namespace DotRecast.Core
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// intersects iff 0 <= t. Segment intersects iff 0 <= t <= 1. Delay
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// dividing by d until intersection has been found to pierce triangle
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Vector3f ap = sp.Subtract(a);
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float t = VDot(ap, norm);
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float t = Vector3f.Dot(ap, norm);
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if (t < 0.0f)
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{
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return null;
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@ -60,13 +60,13 @@ namespace DotRecast.Core
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// Compute barycentric coordinate components and test if within bounds
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Vector3f e = Vector3f.Cross(qp, ap);
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v = VDot(ac, e);
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v = Vector3f.Dot(ac, e);
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if (v < 0.0f || v > d)
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{
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return null;
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}
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w = -VDot(ab, e);
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w = -Vector3f.Dot(ab, e);
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if (w < 0.0f || v + w > d)
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{
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return null;
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@ -52,10 +52,6 @@ namespace DotRecast.Core
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}
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public static float VDot(Vector3f v1, Vector3f v2)
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{
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return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
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}
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public static float Sqr(float f)
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{
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@ -125,8 +121,6 @@ namespace DotRecast.Core
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}
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public static void VSet(ref Vector3f @out, float a, float b, float c)
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{
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@out.x = a;
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@ -230,6 +230,11 @@ namespace DotRecast.Core
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return (float)Math.Sqrt(dx * dx + dy * dy + dz * dz);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Dot(Vector3f v1, Vector3f v2)
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{
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return (v1.x * v2.x) + (v1.y * v2.y)
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+ (v1.z * v2.z);
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}
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}
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}
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@ -226,7 +226,7 @@ public class TestNavmeshTool : Tool
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// Find movement delta.
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Vector3f delta = steerTarget.steerPos.Subtract(iterPos);
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float len = (float)Math.Sqrt(VDot(delta, delta));
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float len = (float)Math.Sqrt(Vector3f.Dot(delta, delta));
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// If the steer target is end of path or off-mesh link, do not move past the location.
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if ((endOfPath || offMeshConnection) && len < STEP_SIZE)
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{
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