forked from mirror/DotRecast
remove VectorPtr
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e13dc0ac70
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@ -155,15 +155,6 @@ namespace DotRecast.Core
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}
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public static Vector3f VSub(VectorPtr v1, VectorPtr v2)
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{
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Vector3f dest = new Vector3f();
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dest.x = v1.Get(0) - v2.Get(0);
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dest.y = v1.Get(1) - v2.Get(1);
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dest.z = v1.Get(2) - v2.Get(2);
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return dest;
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}
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public static Vector3f VSub(Vector3f v1, Vector3f v2)
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{
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Vector3f dest = new Vector3f();
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@ -173,16 +164,6 @@ namespace DotRecast.Core
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return dest;
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}
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public static Vector3f VSub(Vector3f v1, VectorPtr v2)
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{
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Vector3f dest = new Vector3f();
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dest.x = v1.x - v2.Get(0);
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dest.y = v1.y - v2.Get(1);
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dest.z = v1.z - v2.Get(2);
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return dest;
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}
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public static Vector3f VSub(Vector3f v1, float[] v2)
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{
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Vector3f dest = new Vector3f();
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@ -821,8 +802,9 @@ namespace DotRecast.Core
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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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VectorPtr vpj = new VectorPtr(verts, j * 3);
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var edge = VSub(new VectorPtr(verts, i * 3), vpj);
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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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float n = VPerp2D(edge, diff);
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float d = VPerp2D(dir, edge);
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@ -31,7 +31,12 @@ namespace DotRecast.Core
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public static Vector3f Of(float[] f)
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{
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return new Vector3f(f);
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return Of(f, 0);
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}
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public static Vector3f Of(float[] f, int idx)
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{
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return Of(f[idx + 0], f[idx + 1], f[idx + 2]);
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}
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public static Vector3f Of(float x, float y, float z)
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@ -95,7 +100,7 @@ namespace DotRecast.Core
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return Equals((Vector3f)obj);
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}
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public bool Equals(Vector3f other)
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{
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return x.Equals(other.x) &&
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@ -1,48 +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.Core
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{
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/**
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* Wrapper for 3-element pieces (3D vectors) of a bigger float array.
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*
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*/
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public class VectorPtr
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{
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private readonly float[] array;
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private readonly int index;
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public VectorPtr(float[] array) :
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this(array, 0)
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{
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}
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public VectorPtr(float[] array, int index)
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{
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this.array = array;
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this.index = index;
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}
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public float Get(int offset)
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{
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return array[index + offset];
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}
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}
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}
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@ -48,14 +48,13 @@ namespace DotRecast.Detour.Extras.Unity.Astar
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connection.poly = poly;
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connection.pos = new float[]
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{
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l.clamped1.x, l.clamped1.y, l.clamped1.z,
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l.clamped1.x, l.clamped1.y, l.clamped1.z,
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l.clamped2.x, l.clamped2.y, l.clamped2.z
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};
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connection.rad = 0.1f;
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connection.side = startTile == endTile
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? 0xFF
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: NavMeshBuilder.ClassifyOffMeshPoint(new VectorPtr(connection.pos, 3),
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startTile.header.bmin, startTile.header.bmax);
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: NavMeshBuilder.ClassifyOffMeshPoint(Vector3f.Of(connection.pos, 3), startTile.header.bmin, startTile.header.bmax);
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connection.userId = (int)l.linkID;
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if (startTile.offMeshCons == null)
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{
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@ -73,4 +72,4 @@ namespace DotRecast.Detour.Extras.Unity.Astar
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}
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}
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}
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}
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}
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@ -667,9 +667,10 @@ namespace DotRecast.Detour
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m_openList.Push(startNode);
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float radiusSqr = Sqr(maxRadius);
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Vector3f hitPos = new Vector3f();
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VectorPtr bestvj = null;
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VectorPtr bestvi = null;
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Vector3f hitPos = Vector3f.Zero;
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Vector3f? bestvj = null;
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Vector3f? bestvi = null;
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while (!m_openList.IsEmpty())
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{
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Node bestNode = m_openList.Pop();
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@ -752,11 +753,11 @@ namespace DotRecast.Detour
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// Calculate hit pos.
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hitPos.x = bestTile.data.verts[vj] + (bestTile.data.verts[vi] - bestTile.data.verts[vj]) * tseg;
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hitPos.y = bestTile.data.verts[vj + 1]
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+ (bestTile.data.verts[vi + 1] - bestTile.data.verts[vj + 1]) * tseg;
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+ (bestTile.data.verts[vi + 1] - bestTile.data.verts[vj + 1]) * tseg;
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hitPos.z = bestTile.data.verts[vj + 2]
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+ (bestTile.data.verts[vi + 2] - bestTile.data.verts[vj + 2]) * tseg;
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bestvj = new VectorPtr(bestTile.data.verts, vj);
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bestvi = new VectorPtr(bestTile.data.verts, vi);
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+ (bestTile.data.verts[vi + 2] - bestTile.data.verts[vj + 2]) * tseg;
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bestvj = Vector3f.Of(bestTile.data.verts, vj);
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bestvi = Vector3f.Of(bestTile.data.verts, vi);
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}
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for (int i = bestTile.polyLinks[bestPoly.index]; i != NavMesh.DT_NULL_LINK; i = bestTile.links[i].next)
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@ -843,7 +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, bestvj);
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var tangent = VSub(bestvi.Value, 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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@ -223,13 +223,13 @@ namespace DotRecast.Detour
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const int XM = 1 << 2;
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const int ZM = 1 << 3;
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public static int ClassifyOffMeshPoint(VectorPtr pt, Vector3f bmin, Vector3f bmax)
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public static int ClassifyOffMeshPoint(Vector3f pt, Vector3f bmin, Vector3f bmax)
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{
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int outcode = 0;
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outcode |= (pt.Get(0) >= bmax.x) ? XP : 0;
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outcode |= (pt.Get(2) >= bmax.z) ? ZP : 0;
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outcode |= (pt.Get(0) < bmin.x) ? XM : 0;
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outcode |= (pt.Get(2) < bmin.z) ? ZM : 0;
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outcode |= (pt.x >= bmax.x) ? XP : 0;
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outcode |= (pt.z >= bmax.z) ? ZP : 0;
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outcode |= (pt.x < bmin.x) ? XM : 0;
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outcode |= (pt.z < bmin.z) ? ZM : 0;
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switch (outcode)
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{
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@ -319,8 +319,8 @@ namespace DotRecast.Detour
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for (int i = 0; i < option.offMeshConCount; ++i)
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{
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VectorPtr p0 = new VectorPtr(option.offMeshConVerts, (i * 2 + 0) * 3);
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VectorPtr p1 = new VectorPtr(option.offMeshConVerts, (i * 2 + 1) * 3);
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var p0 = Vector3f.Of(option.offMeshConVerts, (i * 2 + 0) * 3);
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var p1 = Vector3f.Of(option.offMeshConVerts, (i * 2 + 1) * 3);
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offMeshConClass[i * 2 + 0] = ClassifyOffMeshPoint(p0, bmin, bmax);
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offMeshConClass[i * 2 + 1] = ClassifyOffMeshPoint(p1, bmin, bmax);
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@ -329,7 +329,7 @@ namespace DotRecast.Detour
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// potentially touching the mesh.
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if (offMeshConClass[i * 2 + 0] == 0xff)
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{
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if (p0.Get(1) < bmin.y || p0.Get(1) > bmax.y)
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if (p0.y < bmin.y || p0.y > bmax.y)
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offMeshConClass[i * 2 + 0] = 0;
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}
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@ -2375,12 +2375,12 @@ namespace DotRecast.Detour
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// and correct the height (since the raycast moves in 2d)
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lastPos = curPos;
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curPos = VMad(startPos, dir, hit.t);
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VectorPtr e1 = new VectorPtr(verts, iresult.segMax * 3);
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VectorPtr e2 = new VectorPtr(verts, ((iresult.segMax + 1) % nv) * 3);
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Vector3f eDir = VSub(e2, e1);
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Vector3f diff = VSub(curPos, e1);
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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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float s = Sqr(eDir.x) > Sqr(eDir.z) ? diff.x / eDir.x : diff.z / eDir.z;
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curPos.y = e1.Get(1) + eDir.y * s;
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curPos.y = e1.y + eDir.y * s;
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hit.pathCost += filter.GetCost(lastPos, curPos, prevRef, prevTile, prevPoly, curRef, tile, poly,
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nextRef, nextTile, nextPoly);
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@ -3193,8 +3193,8 @@ namespace DotRecast.Detour
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float radiusSqr = Sqr(maxRadius);
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Vector3f hitPos = new Vector3f();
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VectorPtr bestvj = null;
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VectorPtr bestvi = null;
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Vector3f? bestvj = null;
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Vector3f? bestvi = null;
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while (!m_openList.IsEmpty())
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{
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Node bestNode = m_openList.Pop();
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@ -3280,8 +3280,8 @@ namespace DotRecast.Detour
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+ (bestTile.data.verts[vi + 1] - bestTile.data.verts[vj + 1]) * tseg;
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hitPos.z = bestTile.data.verts[vj + 2]
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+ (bestTile.data.verts[vi + 2] - bestTile.data.verts[vj + 2]) * tseg;
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bestvj = new VectorPtr(bestTile.data.verts, vj);
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bestvi = new VectorPtr(bestTile.data.verts, vi);
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bestvj = Vector3f.Of(bestTile.data.verts, vj);
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bestvi = Vector3f.Of(bestTile.data.verts, vi);
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}
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for (int i = bestTile.polyLinks[bestPoly.index]; i != NavMesh.DT_NULL_LINK; i = bestTile.links[i].next)
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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, bestvj);
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var tangent = VSub(bestvi.Value, 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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