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/*
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Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
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2023-03-15 17:00:29 +03:00
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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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using System;
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namespace DotRecast.Recast
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{
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using static RecastConstants;
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public class RecastConfig
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{
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public readonly PartitionType partitionType;
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public readonly bool useTiles;
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/** The width/depth size of tile's on the xz-plane. [Limit: >= 0] [Units: vx] **/
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public readonly int tileSizeX;
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public readonly int tileSizeZ;
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/** The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu] **/
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public readonly float cs;
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/** The y-axis cell size to use for fields. [Limit: > 0] [Units: wu] **/
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public readonly float ch;
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/** The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees] **/
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public readonly float walkableSlopeAngle;
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/**
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* Minimum floor to 'ceiling' height that will still allow the floor area to be considered walkable. [Limit: >= 3]
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* [Units: vx]
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**/
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public readonly int walkableHeight;
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/** Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx] **/
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public readonly int walkableClimb;
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/**
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* The distance to erode/shrink the walkable area of the heightfield away from obstructions. [Limit: >=0] [Units:
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* vx]
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**/
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public readonly int walkableRadius;
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/** The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx] **/
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public readonly int maxEdgeLen;
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/**
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* The maximum distance a simplfied contour's border edges should deviate the original raw contour. [Limit: >=0]
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* [Units: vx]
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**/
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public readonly float maxSimplificationError;
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/** The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx] **/
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public readonly int minRegionArea;
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/**
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* Any regions with a span count smaller than this value will, if possible, be merged with larger regions. [Limit:
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* >=0] [Units: vx]
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**/
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public readonly int mergeRegionArea;
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/**
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* The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.
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* [Limit: >= 3]
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**/
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public readonly int maxVertsPerPoly;
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/**
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* Sets the sampling distance to use when generating the detail mesh. (For height detail only.) [Limits: 0 or >=
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* 0.9] [Units: wu]
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**/
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public readonly float detailSampleDist;
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/**
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* The maximum distance the detail mesh surface should deviate from heightfield data. (For height detail only.)
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* [Limit: >=0] [Units: wu]
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**/
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public readonly float detailSampleMaxError;
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public readonly AreaModification walkableAreaMod;
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public readonly bool filterLowHangingObstacles;
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public readonly bool filterLedgeSpans;
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public readonly bool filterWalkableLowHeightSpans;
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/** Set to false to disable building detailed mesh **/
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public readonly bool buildMeshDetail;
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/** The size of the non-navigable border around the heightfield. [Limit: >=0] [Units: vx] **/
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public readonly int borderSize;
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/** Set of original settings passed in world units */
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public readonly float minRegionAreaWorld;
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public readonly float mergeRegionAreaWorld;
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public readonly float walkableHeightWorld;
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public readonly float walkableClimbWorld;
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public readonly float walkableRadiusWorld;
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public readonly float maxEdgeLenWorld;
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/**
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* Non-tiled build configuration
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*/
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public RecastConfig(PartitionType partitionType, float cellSize, float cellHeight, float agentHeight, float agentRadius,
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float agentMaxClimb, float agentMaxSlope, int regionMinSize, int regionMergeSize, float edgeMaxLen,
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float edgeMaxError, int vertsPerPoly, float detailSampleDist, float detailSampleMaxError,
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AreaModification walkableAreaMod) : this(partitionType, cellSize, cellHeight, agentMaxSlope, true, true, true, agentHeight, agentRadius, agentMaxClimb,
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regionMinSize, regionMergeSize, edgeMaxLen, edgeMaxError, vertsPerPoly, detailSampleDist, detailSampleMaxError,
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walkableAreaMod, true)
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{
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}
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/**
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* Non-tiled build configuration
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*/
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public RecastConfig(PartitionType partitionType, float cellSize, float cellHeight, float agentMaxSlope,
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bool filterLowHangingObstacles, bool filterLedgeSpans, bool filterWalkableLowHeightSpans, float agentHeight,
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float agentRadius, float agentMaxClimb, int regionMinSize, int regionMergeSize, float edgeMaxLen, float edgeMaxError,
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int vertsPerPoly, float detailSampleDist, float detailSampleMaxError, AreaModification walkableAreaMod,
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bool buildMeshDetail) : this(false, 0, 0, 0, partitionType, cellSize, cellHeight, agentMaxSlope, filterLowHangingObstacles, filterLedgeSpans,
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filterWalkableLowHeightSpans, agentHeight, agentRadius, agentMaxClimb,
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regionMinSize * regionMinSize * cellSize * cellSize, regionMergeSize * regionMergeSize * cellSize * cellSize,
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edgeMaxLen, edgeMaxError, vertsPerPoly, buildMeshDetail, detailSampleDist, detailSampleMaxError, walkableAreaMod)
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{
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// Note: area = size*size in [Units: wu]
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}
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public RecastConfig(bool useTiles, int tileSizeX, int tileSizeZ, int borderSize, PartitionType partitionType,
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float cellSize, float cellHeight, float agentMaxSlope, bool filterLowHangingObstacles, bool filterLedgeSpans,
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bool filterWalkableLowHeightSpans, float agentHeight, float agentRadius, float agentMaxClimb, float minRegionArea,
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float mergeRegionArea, float edgeMaxLen, float edgeMaxError, int vertsPerPoly, bool buildMeshDetail,
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float detailSampleDist, float detailSampleMaxError, AreaModification walkableAreaMod)
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{
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this.useTiles = useTiles;
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this.tileSizeX = tileSizeX;
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this.tileSizeZ = tileSizeZ;
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this.borderSize = borderSize;
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this.partitionType = partitionType;
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cs = cellSize;
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ch = cellHeight;
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walkableSlopeAngle = agentMaxSlope;
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walkableHeight = (int)Math.Ceiling(agentHeight / ch);
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walkableHeightWorld = agentHeight;
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walkableClimb = (int)Math.Floor(agentMaxClimb / ch);
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walkableClimbWorld = agentMaxClimb;
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walkableRadius = (int)Math.Ceiling(agentRadius / cs);
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walkableRadiusWorld = agentRadius;
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this.minRegionArea = (int)Math.Round(minRegionArea / (cs * cs));
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minRegionAreaWorld = minRegionArea;
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this.mergeRegionArea = (int)Math.Round(mergeRegionArea / (cs * cs));
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mergeRegionAreaWorld = mergeRegionArea;
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maxEdgeLen = (int)(edgeMaxLen / cellSize);
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maxEdgeLenWorld = edgeMaxLen;
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maxSimplificationError = edgeMaxError;
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maxVertsPerPoly = vertsPerPoly;
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this.detailSampleDist = detailSampleDist < 0.9f ? 0 : cellSize * detailSampleDist;
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this.detailSampleMaxError = cellHeight * detailSampleMaxError;
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this.walkableAreaMod = walkableAreaMod;
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this.filterLowHangingObstacles = filterLowHangingObstacles;
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this.filterLedgeSpans = filterLedgeSpans;
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this.filterWalkableLowHeightSpans = filterWalkableLowHeightSpans;
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this.buildMeshDetail = buildMeshDetail;
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}
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public static int calcBorder(float agentRadius, float cs)
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{
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return 3 + (int)Math.Ceiling(agentRadius / cs);
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}
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}
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}
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