forked from mirror/DotRecast
Removed RcVecUtils.Dot2D(this RcVec3f @this, Span<float> v, int vi)
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@ -16,13 +16,14 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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- Changed to reuse samples and edges list in BuildPolyDetail()
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- Changed to reuse samples and edges list in BuildPolyDetail()
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### Removed
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### Removed
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- Removed RcMeshDetails.VdistSq2(float[], float[])
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- Removed RcVecUtils.Dot()
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- Removed RcVecUtils.Dot()
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- Removed RcVecUtils.Scale()
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- Removed RcVecUtils.Scale()
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- Removed RcVecUtils.Subtract(RcVec3f i, float[] verts, int j)
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- Removed RcVecUtils.Subtract(RcVec3f i, float[] verts, int j)
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- Removed RcVecUtils.Subtract(float[] verts, int i, int j)
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- Removed RcVecUtils.Subtract(float[] verts, int i, int j)
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- Removed RcMeshDetails.VdistSq2(float[], float[])
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- Removed RcVecUtils.Min(), RcVecUtils.Max()
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- Removed RcVecUtils.Min(), RcVecUtils.Max()
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- Removed RcVecUtils.Create(float[] values)
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- Removed RcVecUtils.Create(float[] values)
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- Removed RcVecUtils.Dot2D(this RcVec3f @this, Span<float> v, int vi)
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### Special Thanks
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### Special Thanks
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- [@Doprez](https://github.com/Doprez)
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- [@Doprez](https://github.com/Doprez)
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@ -50,13 +50,6 @@ namespace DotRecast.Core.Numerics
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@this.Z * v.Z;
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@this.Z * v.Z;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Dot2D(this RcVec3f @this, Span<float> v, int vi)
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{
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return @this.X * v[vi] +
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@this.Z * v[vi + 2];
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void Cross(float[] dest, float[] v1, float[] v2)
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public static void Cross(float[] dest, float[] v1, float[] v2)
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{
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{
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@ -249,10 +249,10 @@ namespace DotRecast.Detour
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public static RcVec2f ProjectPoly(RcVec3f axis, Span<float> poly, int npoly)
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public static RcVec2f ProjectPoly(RcVec3f axis, Span<float> poly, int npoly)
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{
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{
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float rmin, rmax;
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float rmin, rmax;
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rmin = rmax = axis.Dot2D(poly, 0);
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rmin = rmax = axis.Dot2D(new RcVec3f(poly));
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for (int i = 1; i < npoly; ++i)
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for (int i = 1; i < npoly; ++i)
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{
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{
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float d = axis.Dot2D(poly, i * 3);
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float d = axis.Dot2D(RcVecUtils.Create(poly, i * 3));
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rmin = Math.Min(rmin, d);
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rmin = Math.Min(rmin, d);
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rmax = Math.Max(rmax, d);
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rmax = Math.Max(rmax, d);
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}
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}
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