forked from bit/DotRecastNetSim
remove Results
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@ -155,44 +155,53 @@ namespace DotRecast.Detour.Crowd
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}
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}
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SweepCircleCircleResult SweepCircleCircle(RcVec3f c0, float r0, RcVec3f v, RcVec3f c1, float r1)
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private bool SweepCircleCircle(RcVec3f c0, float r0, RcVec3f v, RcVec3f c1, float r1, out float tmin, out float tmax)
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{
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const float EPS = 0.0001f;
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tmin = 0;
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tmax = 0;
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RcVec3f s = c1.Subtract(c0);
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float r = r0 + r1;
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float c = s.Dot2D(s) - r * r;
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float a = v.Dot2D(v);
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if (a < EPS)
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return new SweepCircleCircleResult(false, 0f, 0f); // not moving
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return false; // not moving
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// Overlap, calc time to exit.
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float b = v.Dot2D(s);
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float d = b * b - a * c;
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if (d < 0.0f)
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return new SweepCircleCircleResult(false, 0f, 0f); // no intersection.
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return false; // no intersection.
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a = 1.0f / a;
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float rd = (float)Math.Sqrt(d);
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return new SweepCircleCircleResult(true, (b - rd) * a, (b + rd) * a);
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tmin = (b - rd) * a;
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tmax = (b + rd) * a;
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return true;
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}
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IsectRaySegResult IsectRaySeg(RcVec3f ap, RcVec3f u, RcVec3f bp, RcVec3f bq)
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private bool IsectRaySeg(RcVec3f ap, RcVec3f u, RcVec3f bp, RcVec3f bq, ref float t)
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{
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RcVec3f v = bq.Subtract(bp);
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RcVec3f w = ap.Subtract(bp);
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float d = RcVec3f.Perp2D(u, v);
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if (Math.Abs(d) < 1e-6f)
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return new IsectRaySegResult(false, 0f);
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return false;
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d = 1.0f / d;
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float t = RcVec3f.Perp2D(v, w) * d;
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t = RcVec3f.Perp2D(v, w) * d;
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if (t < 0 || t > 1)
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return new IsectRaySegResult(false, 0f);
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return false;
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float s = RcVec3f.Perp2D(u, w) * d;
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if (s < 0 || s > 1)
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return new IsectRaySegResult(false, 0f);
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return false;
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return new IsectRaySegResult(true, t);
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return true;
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}
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/**
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@ -237,10 +246,8 @@ namespace DotRecast.Detour.Crowd
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side += Clamp(Math.Min(cir.dp.Dot2D(vab) * 0.5f + 0.5f, cir.np.Dot2D(vab) * 2), 0.0f, 1.0f);
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nside++;
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SweepCircleCircleResult sres = SweepCircleCircle(pos, rad, vab, cir.p, cir.rad);
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if (!sres.intersection)
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if (!SweepCircleCircle(pos, rad, vab, cir.p, cir.rad, out var htmin, out var htmax))
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continue;
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float htmin = sres.htmin, htmax = sres.htmax;
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// Handle overlapping obstacles.
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if (htmin < 0.0f && htmax > 0.0f)
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@ -281,11 +288,8 @@ namespace DotRecast.Detour.Crowd
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}
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else
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{
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var ires = IsectRaySeg(pos, vcand, seg.p, seg.q);
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if (!ires.result)
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if (!IsectRaySeg(pos, vcand, seg.p, seg.q, ref htmin))
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continue;
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htmin = ires.htmin;
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}
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// Avoid less when facing walls.
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@ -1,14 +0,0 @@
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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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@ -1,36 +0,0 @@
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/*
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Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
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recast4j copyright (c) 2015-2019 Piotr Piastucki piotr@jtilia.org
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DotRecast Copyright (c) 2023 Choi Ikpil ikpil@naver.com
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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namespace DotRecast.Detour.Crowd
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{
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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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public readonly float htmax;
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public SweepCircleCircleResult(bool intersection, float htmin, float htmax)
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{
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this.intersection = intersection;
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this.htmin = htmin;
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this.htmax = htmax;
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}
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}
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}
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@ -100,7 +100,7 @@ public class Crowd4VelocityTest : AbstractCrowdTest
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public void TestAgent1Quality3TVTA()
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{
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int updateFlags = DtCrowdAgentParams.DT_CROWD_ANTICIPATE_TURNS | DtCrowdAgentParams.DT_CROWD_OPTIMIZE_VIS
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| DtCrowdAgentParams.DT_CROWD_OPTIMIZE_TOPO | DtCrowdAgentParams.DT_CROWD_OBSTACLE_AVOIDANCE;
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| DtCrowdAgentParams.DT_CROWD_OPTIMIZE_TOPO | DtCrowdAgentParams.DT_CROWD_OBSTACLE_AVOIDANCE;
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AddAgentGrid(2, 0.3f, updateFlags, 3, endPoss[0]);
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SetMoveTarget(endPoss[4], false);
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