forked from mirror/DotRecast
remove VSub -> Vector3f.Subtract
This commit is contained in:
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cc6fde19bb
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0c37c9eedb
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@ -27,9 +27,9 @@ namespace DotRecast.Core
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public static float? IntersectSegmentTriangle(Vector3f sp, Vector3f sq, Vector3f a, Vector3f b, Vector3f c)
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{
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float v, w;
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Vector3f ab = VSub(b, a);
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Vector3f ac = VSub(c, a);
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Vector3f qp = VSub(sp, sq);
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Vector3f ab = b.Subtract(a);
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Vector3f ac = c.Subtract(a);
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Vector3f qp = sp.Subtract(sq);
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// Compute triangle normal. Can be precalculated or cached if
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// intersecting multiple segments against the same triangle
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@ -46,7 +46,7 @@ namespace DotRecast.Core
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// Compute intersection t value of pq with plane of triangle. A ray
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// intersects iff 0 <= t. Segment intersects iff 0 <= t <= 1. Delay
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// dividing by d until intersection has been found to pierce triangle
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Vector3f ap = VSub(sp, a);
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Vector3f ap = sp.Subtract(a);
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float t = VDot(ap, norm);
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if (t < 0.0f)
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{
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@ -142,16 +142,6 @@ namespace DotRecast.Core
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);
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}
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public static Vector3f VSub(Vector3f v1, Vector3f v2)
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{
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return new Vector3f(
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v1.x - v2.x,
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v1.y - v2.y,
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v1.z - v2.z
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);
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}
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public static Vector3f VAdd(Vector3f v1, Vector3f v2)
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{
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return new Vector3f(
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@ -517,9 +507,9 @@ namespace DotRecast.Core
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public static float? ClosestHeightPointTriangle(Vector3f p, Vector3f a, Vector3f b, Vector3f c)
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{
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Vector3f v0 = VSub(c, a);
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Vector3f v1 = VSub(b, a);
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Vector3f v2 = VSub(p, a);
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Vector3f v0 = c.Subtract(a);
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Vector3f v1 = b.Subtract(a);
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Vector3f v2 = p.Subtract(a);
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// Compute scaled barycentric coordinates
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float denom = v0.x * v1.z - v0.z * v1.x;
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@ -737,15 +727,15 @@ namespace DotRecast.Core
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{
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IntersectResult result = new IntersectResult();
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float EPS = 0.000001f;
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var dir = VSub(p1, p0);
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var dir = p1.Subtract(p0);
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var p0v = p0;
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for (int i = 0, j = nverts - 1; i < nverts; j = i++)
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{
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Vector3f vpj = Vector3f.Of(verts, j * 3);
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Vector3f vpi = Vector3f.Of(verts, i * 3);
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var edge = VSub(vpi, vpj);
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var diff = VSub(p0v, vpj);
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var edge = vpi.Subtract(vpj);
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var diff = p0v.Subtract(vpj);
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float n = VPerp2D(edge, diff);
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float d = VPerp2D(dir, edge);
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if (Math.Abs(d) < EPS)
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@ -868,9 +858,9 @@ namespace DotRecast.Core
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public static Tuple<float, float>? IntersectSegSeg2D(Vector3f ap, Vector3f aq, Vector3f bp, Vector3f bq)
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{
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Vector3f u = VSub(aq, ap);
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Vector3f v = VSub(bq, bp);
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Vector3f w = VSub(ap, bp);
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Vector3f u = aq.Subtract(ap);
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Vector3f v = bq.Subtract(bp);
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Vector3f w = ap.Subtract(bp);
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float d = VperpXZ(u, v);
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if (Math.Abs(d) < 1e-6f)
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{
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@ -17,6 +17,7 @@ freely, subject to the following restrictions:
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*/
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using System;
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using System.Runtime.CompilerServices;
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namespace DotRecast.Core
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{
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@ -93,6 +94,16 @@ namespace DotRecast.Core
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Vector3f Subtract(Vector3f right)
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{
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return new Vector3f(
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x - right.x,
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y - right.y,
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z - right.z
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);
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}
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public override bool Equals(object obj)
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{
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if (!(obj is Vector3f))
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@ -127,5 +138,10 @@ namespace DotRecast.Core
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return !left.Equals(right);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Vector3f operator -(Vector3f left, Vector3f right)
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{
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return left.Subtract(right);
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}
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}
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}
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@ -917,7 +917,7 @@ namespace DotRecast.Detour.Crowd
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}
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// Check for overlap.
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Vector3f diff = VSub(pos, ag.npos);
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Vector3f diff = pos.Subtract(ag.npos);
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if (Math.Abs(diff.y) >= (height + ag.option.height) / 2.0f)
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{
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continue;
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@ -1091,7 +1091,7 @@ namespace DotRecast.Detour.Crowd
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{
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CrowdAgent nei = ag.neis[j].agent;
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Vector3f diff = VSub(ag.npos, nei.npos);
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Vector3f diff = ag.npos.Subtract(nei.npos);
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diff.y = 0;
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float distSqr = VLenSqr(diff);
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@ -1245,7 +1245,7 @@ namespace DotRecast.Detour.Crowd
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{
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CrowdAgent nei = ag.neis[j].agent;
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long idx1 = nei.idx;
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Vector3f diff = VSub(ag.npos, nei.npos);
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Vector3f diff = ag.npos.Subtract(nei.npos);
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diff.y = 0;
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float dist = VLenSqr(diff);
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@ -115,7 +115,7 @@ namespace DotRecast.Detour.Crowd
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{
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// Fake dynamic constraint.
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float maxDelta = option.maxAcceleration * dt;
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Vector3f dv = VSub(nvel, vel);
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Vector3f dv = nvel.Subtract(vel);
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float ds = VLen(dv);
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if (ds > maxDelta)
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dv = VScale(dv, maxDelta / ds);
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@ -169,8 +169,8 @@ namespace DotRecast.Detour.Crowd
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var p0 = corners[ip0].GetPos();
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var p1 = corners[ip1].GetPos();
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var dir0 = VSub(p0, npos);
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var dir1 = VSub(p1, npos);
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var dir0 = p0.Subtract(npos);
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var dir1 = p1.Subtract(npos);
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dir0.y = 0;
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dir1.y = 0;
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@ -194,7 +194,7 @@ namespace DotRecast.Detour.Crowd
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Vector3f dir = new Vector3f();
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if (0 < corners.Count)
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{
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dir = VSub(corners[0].GetPos(), npos);
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dir = corners[0].GetPos().Subtract(npos);
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dir.y = 0;
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VNormalize(ref dir);
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}
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@ -127,9 +127,9 @@ namespace DotRecast.Detour.Crowd
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Vector3f orig = new Vector3f();
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Vector3f dv = new Vector3f();
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cir.dp = VSub(pb, pa);
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cir.dp = pb.Subtract(pa);
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VNormalize(ref cir.dp);
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dv = VSub(cir.dvel, dvel);
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dv = cir.dvel.Subtract(dvel);
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float a = TriArea2D(orig, cir.dp, dv);
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if (a < 0.01f)
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@ -158,7 +158,7 @@ namespace DotRecast.Detour.Crowd
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SweepCircleCircleResult SweepCircleCircle(Vector3f c0, float r0, Vector3f v, Vector3f c1, float r1)
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{
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const float EPS = 0.0001f;
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Vector3f s = VSub(c1, c0);
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Vector3f s = c1.Subtract(c0);
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float r = r0 + r1;
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float c = VDot2D(s, s) - r * r;
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float a = VDot2D(v, v);
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@ -177,8 +177,8 @@ namespace DotRecast.Detour.Crowd
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IsectRaySegResult IsectRaySeg(Vector3f ap, Vector3f u, Vector3f bp, Vector3f bq)
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{
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Vector3f v = VSub(bq, bp);
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Vector3f w = VSub(ap, bp);
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Vector3f v = bq.Subtract(bp);
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Vector3f w = ap.Subtract(bp);
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float d = VPerp2D(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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@ -230,8 +230,8 @@ namespace DotRecast.Detour.Crowd
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// RVO
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Vector3f vab = VScale(vcand, 2);
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vab = VSub(vab, vel);
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vab = VSub(vab, cir.vel);
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vab = vab.Subtract(vel);
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vab = vab.Subtract(cir.vel);
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// Side
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side += Clamp(Math.Min(VDot2D(cir.dp, vab) * 0.5f + 0.5f, VDot2D(cir.np, vab) * 2), 0.0f, 1.0f);
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@ -269,7 +269,7 @@ namespace DotRecast.Detour.Crowd
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if (seg.touch)
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{
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// Special case when the agent is very close to the segment.
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Vector3f sdir = VSub(seg.q, seg.p);
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Vector3f sdir = seg.q.Subtract(seg.p);
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Vector3f snorm = new Vector3f();
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snorm.x = -sdir.z;
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snorm.z = sdir.x;
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@ -315,7 +315,7 @@ namespace DotRecast.Detour.Crowd
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dist = Math.Min(dist + 0.01f, pathOptimizationRange);
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// Adjust ray length.
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var delta = VSub(next, m_pos);
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var delta = next.Subtract(m_pos);
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Vector3f goal = VMad(m_pos, delta, pathOptimizationRange / dist);
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Result<RaycastHit> rc = navquery.Raycast(m_path[0], m_pos, goal, filter, 0, 0);
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@ -17,7 +17,7 @@ namespace DotRecast.Detour.Extras.Jumplink
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public EdgeSampler(JumpEdge edge, Trajectory trajectory)
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{
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this.trajectory = trajectory;
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ax = VSub(edge.sq, edge.sp);
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ax = edge.sq.Subtract(edge.sp);
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VNormalize(ref ax);
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VSet(ref az, ax.z, 0, -ax.x);
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VNormalize(ref az);
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@ -59,8 +59,8 @@ namespace DotRecast.Detour
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VCopy(ref a1, p, 3 * ((ai + n - 1) % n)); // prev a
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VCopy(ref b1, q, 3 * ((bi + m - 1) % m)); // prev b
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Vector3f A = VSub(a, a1);
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Vector3f B = VSub(b, b1);
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Vector3f A = a.Subtract(a1);
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Vector3f B = b.Subtract(b1);
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float cross = B.x * A.z - A.x * B.z; // TriArea2D({0, 0}, A, B);
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float aHB = TriArea2D(b1, b, a);
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@ -33,7 +33,7 @@ namespace DotRecast.Detour
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// If a point is directly over a polygon and closer than
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// climb height, favor that instead of straight line nearest point.
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float d = 0;
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Vector3f diff = VSub(center, closestPtPoly);
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Vector3f diff = center.Subtract(closestPtPoly);
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if (posOverPoly)
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{
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d = Math.Abs(diff.y) - tile.data.header.walkableClimb;
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@ -844,7 +844,7 @@ namespace DotRecast.Detour
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Vector3f hitNormal = new Vector3f();
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if (bestvi != null && bestvj != null)
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{
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var tangent = VSub(bestvi.Value, bestvj.Value);
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var tangent = bestvi.Value.Subtract(bestvj.Value);
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hitNormal.x = tangent.z;
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hitNormal.y = 0;
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hitNormal.z = -tangent.x;
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@ -1355,7 +1355,7 @@ namespace DotRecast.Detour
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{
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Vector3f nearestPt = new Vector3f();
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bool overPoly = false;
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Vector3f bmin = VSub(center, extents);
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Vector3f bmin = center.Subtract(extents);
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Vector3f bmax = VAdd(center, extents);
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// Get nearby polygons from proximity grid.
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@ -1374,7 +1374,7 @@ namespace DotRecast.Detour
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// If a point is directly over a polygon and closer than
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// climb height, favor that instead of straight line nearest point.
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Vector3f diff = VSub(center, closestPtPoly);
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Vector3f diff = center.Subtract(closestPtPoly);
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if (posOverPoly)
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{
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d = Math.Abs(diff.y) - tile.data.header.walkableClimb;
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@ -690,7 +690,7 @@ namespace DotRecast.Detour
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}
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// Find tiles the query touches.
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Vector3f bmin = VSub(center, halfExtents);
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Vector3f bmin = center.Subtract(halfExtents);
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Vector3f bmax = VAdd(center, halfExtents);
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foreach (var t in QueryTiles(center, halfExtents))
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{
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@ -710,7 +710,7 @@ namespace DotRecast.Detour
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return ImmutableArray<MeshTile>.Empty;
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}
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Vector3f bmin = VSub(center, halfExtents);
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Vector3f bmin = center.Subtract(halfExtents);
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Vector3f bmax = VAdd(center, halfExtents);
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int[] minxy = m_nav.CalcTileLoc(bmin);
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int minx = minxy[0];
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@ -2210,7 +2210,7 @@ namespace DotRecast.Detour
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Vector3f lastPos = Vector3f.Zero;
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curPos = startPos;
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var dir = VSub(endPos, startPos);
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var dir = endPos.Subtract(startPos);
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MeshTile prevTile, tile, nextTile;
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Poly prevPoly, poly, nextPoly;
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@ -2377,8 +2377,8 @@ namespace DotRecast.Detour
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curPos = VMad(startPos, dir, hit.t);
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var e1 = Vector3f.Of(verts, iresult.segMax * 3);
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var e2 = Vector3f.Of(verts, ((iresult.segMax + 1) % nv) * 3);
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var eDir = VSub(e2, e1);
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var diff = VSub(curPos, e1);
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var eDir = e2.Subtract(e1);
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var diff = curPos.Subtract(e1);
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float s = Sqr(eDir.x) > Sqr(eDir.z) ? diff.x / eDir.x : diff.z / eDir.z;
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curPos.y = e1.y + eDir.y * s;
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@ -3368,7 +3368,7 @@ namespace DotRecast.Detour
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Vector3f hitNormal = new Vector3f();
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if (bestvi != null && bestvj != null)
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{
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var tangent = VSub(bestvi.Value, bestvj.Value);
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var tangent = bestvi.Value.Subtract(bestvj.Value);
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hitNormal.x = tangent.z;
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hitNormal.y = 0;
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hitNormal.z = -tangent.x;
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@ -312,7 +312,7 @@ public class CrowdTool : Tool
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private Vector3f CalcVel(Vector3f pos, Vector3f tgt, float speed)
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{
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Vector3f vel = VSub(tgt, pos);
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Vector3f vel = tgt.Subtract(pos);
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vel.y = 0.0f;
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VNormalize(ref vel);
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return VScale(vel, speed);
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@ -225,7 +225,7 @@ public class TestNavmeshTool : Tool
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: false;
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// Find movement delta.
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Vector3f delta = VSub(steerTarget.steerPos, iterPos);
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Vector3f delta = steerTarget.steerPos.Subtract(iterPos);
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float len = (float)Math.Sqrt(VDot(delta, delta));
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// If the steer target is end of path or off-mesh link, do not move past the location.
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if ((endOfPath || offMeshConnection) && len < STEP_SIZE)
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@ -855,7 +855,7 @@ public class TestNavmeshTool : Tool
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continue;
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}
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Vector3f delta = VSub(s3, s.vmin);
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Vector3f delta = s3.Subtract(s.vmin);
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Vector3f p0 = VMad(s.vmin, delta, 0.5f);
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Vector3f norm = Vector3f.Of(delta.z, 0, -delta.x);
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VNormalize(ref norm);
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@ -153,7 +153,7 @@ public class AbstractCrowdTest
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protected Vector3f CalcVel(Vector3f pos, Vector3f tgt, float speed)
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{
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Vector3f vel = VSub(tgt, pos);
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Vector3f vel = tgt.Subtract(pos);
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vel.y = 0.0f;
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VNormalize(ref vel);
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vel = VScale(vel, speed);
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