forked from bit/DotRecastNetSim
rename for unity3d
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@ -2,7 +2,7 @@
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namespace DotRecast.Detour
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namespace DotRecast.Detour
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{
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{
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public class CompareItemX : IComparer<BVItem>
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public class BVItemXComparer : IComparer<BVItem>
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{
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{
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public int Compare(BVItem a, BVItem b)
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public int Compare(BVItem a, BVItem b)
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{
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{
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@ -2,7 +2,7 @@
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namespace DotRecast.Detour
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namespace DotRecast.Detour
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{
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{
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public class CompareItemY : IComparer<BVItem>
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public class BVItemYComparer : IComparer<BVItem>
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{
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{
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public int Compare(BVItem a, BVItem b)
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public int Compare(BVItem a, BVItem b)
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{
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{
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@ -2,7 +2,7 @@
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namespace DotRecast.Detour
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namespace DotRecast.Detour
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{
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{
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public class CompareItemZ : IComparer<BVItem>
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public class BVItemZComparer : IComparer<BVItem>
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{
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{
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public int Compare(BVItem a, BVItem b)
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public int Compare(BVItem a, BVItem b)
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{
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{
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@ -116,17 +116,17 @@ namespace DotRecast.Detour
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if (axis == 0)
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if (axis == 0)
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{
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{
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// Sort along x-axis
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// Sort along x-axis
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Array.Sort(items, imin, inum, new CompareItemX());
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Array.Sort(items, imin, inum, new BVItemXComparer());
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}
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}
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else if (axis == 1)
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else if (axis == 1)
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{
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{
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// Sort along y-axis
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// Sort along y-axis
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Array.Sort(items, imin, inum, new CompareItemY());
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Array.Sort(items, imin, inum, new BVItemYComparer());
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}
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}
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else
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else
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{
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{
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// Sort along z-axis
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// Sort along z-axis
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Array.Sort(items, imin, inum, new CompareItemZ());
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Array.Sort(items, imin, inum, new BVItemZComparer());
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}
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}
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int isplit = imin + inum / 2;
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int isplit = imin + inum / 2;
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