2023-03-14 08:02:43 +03:00
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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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2023-03-15 17:00:29 +03:00
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DotRecast Copyright (c) 2023 Choi Ikpil ikpil@naver.com
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2023-03-14 08:02:43 +03:00
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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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using System;
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namespace DotRecast.Core;
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public class DemoMath {
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public static float vDistSqr(float[] v1, float[] v2, int i) {
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float dx = v2[i] - v1[0];
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float dy = v2[i + 1] - v1[1];
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float dz = v2[i + 2] - v1[2];
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return dx * dx + dy * dy + dz * dz;
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}
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public static float[] vCross(float[] v1, float[] v2) {
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float[] dest = new float[3];
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dest[0] = v1[1] * v2[2] - v1[2] * v2[1];
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dest[1] = v1[2] * v2[0] - v1[0] * v2[2];
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dest[2] = v1[0] * v2[1] - v1[1] * v2[0];
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return dest;
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}
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public static float vDot(float[] v1, float[] v2) {
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return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
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}
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public static float sqr(float f) {
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return f * f;
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}
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public static float getPathLen(float[] path, int npath) {
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float totd = 0;
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for (int i = 0; i < npath - 1; ++i) {
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totd += (float)Math.Sqrt(vDistSqr(path, i * 3, (i + 1) * 3));
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}
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return totd;
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}
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public static float vDistSqr(float[] v, int i, int j) {
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float dx = v[i] - v[j];
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float dy = v[i + 1] - v[j + 1];
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float dz = v[i + 2] - v[j + 2];
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return dx * dx + dy * dy + dz * dz;
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}
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public static float step(float threshold, float v) {
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return v < threshold ? 0.0f : 1.0f;
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}
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public static int clamp(int v, int min, int max) {
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return Math.Max(Math.Min(v, max), min);
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}
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public static float clamp(float v, float min, float max) {
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return Math.Max(Math.Min(v, max), min);
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}
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public static float lerp(float f, float g, float u) {
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return u * g + (1f - u) * f;
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}
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}
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