DotRecastNetSim/src/DotRecast.Recast/PolyMeshRaycast.cs

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/*
recast4j copyright (c) 2021 Piotr Piastucki piotr@jtilia.org
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System.Collections.Generic;
using DotRecast.Core;
namespace DotRecast.Recast
{
public static class PolyMeshRaycast
{
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public static float? Raycast(IList<RecastBuilderResult> results, Vector3f src, Vector3f dst)
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{
foreach (RecastBuilderResult result in results)
{
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if (result.GetMeshDetail() != null)
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{
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float? intersection = Raycast(result.GetMesh(), result.GetMeshDetail(), src, dst);
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if (null != intersection)
{
return intersection;
}
}
}
return null;
}
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private static float? Raycast(PolyMesh poly, PolyMeshDetail meshDetail, Vector3f sp, Vector3f sq)
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{
if (meshDetail != null)
{
for (int i = 0; i < meshDetail.nmeshes; ++i)
{
int m = i * 4;
int bverts = meshDetail.meshes[m];
int btris = meshDetail.meshes[m + 2];
int ntris = meshDetail.meshes[m + 3];
int verts = bverts * 3;
int tris = btris * 4;
for (int j = 0; j < ntris; ++j)
{
Vector3f[] vs = new Vector3f[3];
for (int k = 0; k < 3; ++k)
{
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vs[k].x = meshDetail.verts[verts + meshDetail.tris[tris + j * 4 + k] * 3];
vs[k].y = meshDetail.verts[verts + meshDetail.tris[tris + j * 4 + k] * 3 + 1];
vs[k].z = meshDetail.verts[verts + meshDetail.tris[tris + j * 4 + k] * 3 + 2];
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}
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float? intersection = Intersections.IntersectSegmentTriangle(sp, sq, vs[0], vs[1], vs[2]);
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if (null != intersection)
{
return intersection;
}
}
}
}
else
{
// TODO: check PolyMesh instead
}
return null;
}
}
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}