forked from mirror/DotRecast
Vector3f inline
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@ -37,7 +37,7 @@ namespace DotRecast.Core
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float totd = 0;
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float totd = 0;
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for (int i = 0; i < npath - 1; ++i)
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for (int i = 0; i < npath - 1; ++i)
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{
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{
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totd += (float)Math.Sqrt(VDistSqr(path, i * 3, (i + 1) * 3));
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totd += (float)Math.Sqrt(Vector3f.DistSqr(path, i * 3, (i + 1) * 3));
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}
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}
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return totd;
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return totd;
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@ -65,41 +65,6 @@ namespace DotRecast.Core
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}
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}
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public static float VDistSqr(Vector3f v1, float[] v2, int i)
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{
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float dx = v2[i] - v1.x;
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float dy = v2[i + 1] - v1.y;
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float dz = v2[i + 2] - v1.z;
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return dx * dx + dy * dy + dz * dz;
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}
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public static float VDistSqr(Vector3f v1, Vector3f v2)
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{
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float dx = v2.x - v1.x;
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float dy = v2.y - v1.y;
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float dz = v2.z - v1.z;
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return dx * dx + dy * dy + dz * dz;
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}
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public static float VDistSqr(float[] v, int i, int j)
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{
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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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/// Returns the distance between two points.
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/// @param[in] v1 A point. [(x, y, z)]
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/// @param[in] v2 A point. [(x, y, z)]
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/// @return The distance between the two points.
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public static float VDistSqr(float[] v1, float[] v2)
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{
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float dx = v2[0] - v1[0];
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float dy = v2[1] - v1[1];
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float dz = v2[2] - v1[2];
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return dx * dx + dy * dy + dz * dz;
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}
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/// Derives the square of the scalar length of the vector. (len * len)
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/// Derives the square of the scalar length of the vector. (len * len)
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@ -111,49 +76,7 @@ namespace DotRecast.Core
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}
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}
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/// Derives the distance between the specified points on the xz-plane.
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/// @param[in] v1 A point. [(x, y, z)]
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/// @param[in] v2 A point. [(x, y, z)]
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/// @return The distance between the point on the xz-plane.
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///
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/// The vectors are projected onto the xz-plane, so the y-values are
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/// ignored.
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public static float VDist2D(float[] v1, float[] v2)
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{
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float dx = v2[0] - v1[0];
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float dz = v2[2] - v1[2];
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return (float)Math.Sqrt(dx * dx + dz * dz);
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}
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public static float VDist2D(Vector3f v1, Vector3f v2)
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{
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float dx = v2.x - v1.x;
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float dz = v2.z - v1.z;
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return (float)Math.Sqrt(dx * dx + dz * dz);
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}
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public static float VDist2DSqr(float[] v1, float[] v2)
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{
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float dx = v2[0] - v1[0];
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float dz = v2[2] - v1[2];
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return dx * dx + dz * dz;
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}
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public static float VDist2DSqr(Vector3f v1, Vector3f v2)
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{
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float dx = v2.x - v1.x;
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float dz = v2.z - v1.z;
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return dx * dx + dz * dz;
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}
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public static float VDist2DSqr(Vector3f p, float[] verts, int i)
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{
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float dx = verts[i] - p.x;
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float dz = verts[i + 2] - p.z;
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return dx * dx + dz * dz;
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}
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/// Normalizes the vector.
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/// Normalizes the vector.
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/// @param[in,out] v The vector to normalize. [(x, y, z)]
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/// @param[in,out] v The vector to normalize. [(x, y, z)]
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@ -183,7 +106,7 @@ namespace DotRecast.Core
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public static bool VEqual(Vector3f p0, Vector3f p1, float thresholdSqr)
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public static bool VEqual(Vector3f p0, Vector3f p1, float thresholdSqr)
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{
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{
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float d = VDistSqr(p0, p1);
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float d = Vector3f.DistSqr(p0, p1);
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return d < thresholdSqr;
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return d < thresholdSqr;
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}
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}
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@ -357,5 +357,94 @@ namespace DotRecast.Core
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verts[v1 + 2] + (verts[v2 + 2] - verts[v1 + 2]) * t
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verts[v1 + 2] + (verts[v2 + 2] - verts[v1 + 2]) * t
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);
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);
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}
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}
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/// Returns the distance between two points.
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/// @param[in] v1 A point. [(x, y, z)]
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/// @param[in] v2 A point. [(x, y, z)]
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/// @return The distance between the two points.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float DistSqr(Vector3f v1, float[] v2, int i)
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{
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float dx = v2[i] - v1.x;
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float dy = v2[i + 1] - v1.y;
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float dz = v2[i + 2] - v1.z;
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return dx * dx + dy * dy + dz * dz;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float DistSqr(Vector3f v1, Vector3f v2)
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{
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float dx = v2.x - v1.x;
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float dy = v2.y - v1.y;
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float dz = v2.z - v1.z;
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return dx * dx + dy * dy + dz * dz;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float DistSqr(float[] v, int i, int j)
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{
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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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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float DistSqr(float[] v1, float[] v2)
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{
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float dx = v2[0] - v1[0];
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float dy = v2[1] - v1[1];
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float dz = v2[2] - v1[2];
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return dx * dx + dy * dy + dz * dz;
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}
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/// Derives the distance between the specified points on the xz-plane.
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/// @param[in] v1 A point. [(x, y, z)]
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/// @param[in] v2 A point. [(x, y, z)]
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/// @return The distance between the point on the xz-plane.
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///
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/// The vectors are projected onto the xz-plane, so the y-values are
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/// ignored.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Dist2D(float[] v1, float[] v2)
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{
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float dx = v2[0] - v1[0];
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float dz = v2[2] - v1[2];
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return (float)Math.Sqrt(dx * dx + dz * dz);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Dist2D(Vector3f v1, Vector3f v2)
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{
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float dx = v2.x - v1.x;
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float dz = v2.z - v1.z;
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return (float)Math.Sqrt(dx * dx + dz * dz);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Dist2DSqr(float[] v1, float[] v2)
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{
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float dx = v2[0] - v1[0];
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float dz = v2[2] - v1[2];
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return dx * dx + dz * dz;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Dist2DSqr(Vector3f v1, Vector3f v2)
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{
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float dx = v2.x - v1.x;
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float dz = v2.z - v1.z;
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return dx * dx + dz * dz;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Dist2DSqr(Vector3f p, float[] verts, int i)
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{
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float dx = verts[i] - p.x;
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float dz = verts[i + 2] - p.z;
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return dx * dx + dz * dz;
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}
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}
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}
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}
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}
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@ -890,7 +890,7 @@ namespace DotRecast.Detour.Crowd
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// Update the collision boundary after certain distance has been passed or
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// Update the collision boundary after certain distance has been passed or
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// if it has become invalid.
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// if it has become invalid.
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float updateThr = ag.option.collisionQueryRange * 0.25f;
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float updateThr = ag.option.collisionQueryRange * 0.25f;
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if (VDist2DSqr(ag.npos, ag.boundary.GetCenter()) > Sqr(updateThr)
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if (Vector3f.Dist2DSqr(ag.npos, ag.boundary.GetCenter()) > Sqr(updateThr)
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|| !ag.boundary.IsValid(_navQuery, _filters[ag.option.queryFilterType]))
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|| !ag.boundary.IsValid(_navQuery, _filters[ag.option.queryFilterType]))
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{
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{
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ag.boundary.Update(ag.corridor.GetFirstPoly(), ag.npos, ag.option.collisionQueryRange, _navQuery,
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ag.boundary.Update(ag.corridor.GetFirstPoly(), ag.npos, ag.option.collisionQueryRange, _navQuery,
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@ -1018,7 +1018,7 @@ namespace DotRecast.Detour.Crowd
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anim.polyRef = refs[1];
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anim.polyRef = refs[1];
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anim.active = true;
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anim.active = true;
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anim.t = 0.0f;
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anim.t = 0.0f;
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anim.tmax = (VDist2D(anim.startPos, anim.endPos) / ag.option.maxSpeed) * 0.5f;
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anim.tmax = (Vector3f.Dist2D(anim.startPos, anim.endPos) / ag.option.maxSpeed) * 0.5f;
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ag.state = CrowdAgentState.DT_CROWDAGENT_STATE_OFFMESH;
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ag.state = CrowdAgentState.DT_CROWDAGENT_STATE_OFFMESH;
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ag.corners.Clear();
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ag.corners.Clear();
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@ -139,7 +139,7 @@ namespace DotRecast.Detour.Crowd
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: false;
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: false;
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if (offMeshConnection)
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if (offMeshConnection)
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{
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{
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float distSq = VDist2DSqr(npos, corners[corners.Count - 1].GetPos());
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float distSq = Vector3f.Dist2DSqr(npos, corners[corners.Count - 1].GetPos());
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if (distSq < radius * radius)
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if (distSq < radius * radius)
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return true;
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return true;
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}
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}
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bool endOfPath = ((corners[corners.Count - 1].GetFlags() & NavMeshQuery.DT_STRAIGHTPATH_END) != 0) ? true : false;
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bool endOfPath = ((corners[corners.Count - 1].GetFlags() & NavMeshQuery.DT_STRAIGHTPATH_END) != 0) ? true : false;
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if (endOfPath)
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if (endOfPath)
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return Math.Min(VDist2D(npos, corners[corners.Count - 1].GetPos()), range);
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return Math.Min(Vector3f.Dist2D(npos, corners[corners.Count - 1].GetPos()), range);
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return range;
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return range;
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}
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}
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float minPenalty, ObstacleAvoidanceDebugData debug)
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float minPenalty, ObstacleAvoidanceDebugData debug)
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{
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{
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// penalty for straying away from the desired and current velocities
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// penalty for straying away from the desired and current velocities
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float vpen = m_params.weightDesVel * (VDist2D(vcand, dvel) * m_invVmax);
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float vpen = m_params.weightDesVel * (Vector3f.Dist2D(vcand, dvel) * m_invVmax);
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float vcpen = m_params.weightCurVel * (VDist2D(vcand, vel) * m_invVmax);
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float vcpen = m_params.weightCurVel * (Vector3f.Dist2D(vcand, vel) * m_invVmax);
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// find the threshold hit time to bail out based on the early out penalty
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// find the threshold hit time to bail out based on the early out penalty
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// (see how the penalty is calculated below to understnad)
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// (see how the penalty is calculated below to understnad)
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foreach (StraightPathItem spi in path)
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foreach (StraightPathItem spi in path)
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{
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{
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if ((spi.GetFlags() & NavMeshQuery.DT_STRAIGHTPATH_OFFMESH_CONNECTION) != 0
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if ((spi.GetFlags() & NavMeshQuery.DT_STRAIGHTPATH_OFFMESH_CONNECTION) != 0
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|| VDist2DSqr(spi.GetPos(), m_pos) > MIN_TARGET_DIST)
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|| Vector3f.Dist2DSqr(spi.GetPos(), m_pos) > MIN_TARGET_DIST)
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{
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{
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break;
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break;
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}
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}
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public void OptimizePathVisibility(Vector3f next, float pathOptimizationRange, NavMeshQuery navquery, IQueryFilter filter)
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public void OptimizePathVisibility(Vector3f next, float pathOptimizationRange, NavMeshQuery navquery, IQueryFilter filter)
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{
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{
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// Clamp the ray to max distance.
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// Clamp the ray to max distance.
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float dist = VDist2D(m_pos, next);
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float dist = Vector3f.Dist2D(m_pos, next);
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// If too close to the goal, do not try to optimize.
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// If too close to the goal, do not try to optimize.
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if (dist < 0.01f)
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if (dist < 0.01f)
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@ -11,7 +11,7 @@ namespace DotRecast.Detour.Extras.Jumplink
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Func<Vector3f, float, Tuple<bool, float>> heightFunc)
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Func<Vector3f, float, Tuple<bool, float>> heightFunc)
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{
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{
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float cs = acfg.cellSize;
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float cs = acfg.cellSize;
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float dist = (float)Math.Sqrt(VDist2DSqr(es.start.p, es.start.q));
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float dist = (float)Math.Sqrt(Vector3f.Dist2DSqr(es.start.p, es.start.q));
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int ngsamples = Math.Max(2, (int)Math.Ceiling(dist / cs));
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int ngsamples = Math.Max(2, (int)Math.Ceiling(dist / cs));
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SampleGroundSegment(heightFunc, es.start, ngsamples);
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SampleGroundSegment(heightFunc, es.start, ngsamples);
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foreach (GroundSegment end in es.end)
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foreach (GroundSegment end in es.end)
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GroundSegment end = es.end[js.groundSegment];
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GroundSegment end = es.end[js.groundSegment];
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Vector3f ep = end.gsamples[js.startSample].p;
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Vector3f ep = end.gsamples[js.startSample].p;
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Vector3f eq = end.gsamples[js.startSample + js.samples - 1].p;
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Vector3f eq = end.gsamples[js.startSample + js.samples - 1].p;
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float d = Math.Min(VDist2DSqr(sp, sq), VDist2DSqr(ep, eq));
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float d = Math.Min(Vector3f.Dist2DSqr(sp, sq), Vector3f.Dist2DSqr(ep, eq));
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if (d >= 4 * acfg.agentRadius * acfg.agentRadius)
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if (d >= 4 * acfg.agentRadius * acfg.agentRadius)
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{
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{
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JumpLink link = new JumpLink();
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JumpLink link = new JumpLink();
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@ -35,7 +35,7 @@ namespace DotRecast.Detour.Extras.Jumplink
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private bool SampleTrajectory(JumpLinkBuilderConfig acfg, Heightfield solid, Vector3f pa, Vector3f pb, Trajectory tra)
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private bool SampleTrajectory(JumpLinkBuilderConfig acfg, Heightfield solid, Vector3f pa, Vector3f pb, Trajectory tra)
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{
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{
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float cs = Math.Min(acfg.cellSize, acfg.cellHeight);
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float cs = Math.Min(acfg.cellSize, acfg.cellHeight);
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float d = VDist2D(pa, pb) + Math.Abs(pa.y - pb.y);
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float d = Vector3f.Dist2D(pa, pb) + Math.Abs(pa.y - pb.y);
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int nsamples = Math.Max(2, (int)Math.Ceiling(d / cs));
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int nsamples = Math.Max(2, (int)Math.Ceiling(d / cs));
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for (int i = 0; i < nsamples; ++i)
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for (int i = 0; i < nsamples; ++i)
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{
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{
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@ -317,7 +317,7 @@ namespace DotRecast.Detour
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bool tryLOS = false;
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bool tryLOS = false;
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if ((m_query.options & DT_FINDPATH_ANY_ANGLE) != 0)
|
if ((m_query.options & DT_FINDPATH_ANY_ANGLE) != 0)
|
||||||
{
|
{
|
||||||
if ((parentRef != 0) && (VDistSqr(parentNode.pos, bestNode.pos) < m_query.raycastLimitSqr))
|
if ((parentRef != 0) && (Vector3f.DistSqr(parentNode.pos, bestNode.pos) < m_query.raycastLimitSqr))
|
||||||
{
|
{
|
||||||
tryLOS = true;
|
tryLOS = true;
|
||||||
}
|
}
|
||||||
|
|
|
@ -853,7 +853,7 @@ namespace DotRecast.Detour
|
||||||
if ((options & DT_FINDPATH_ANY_ANGLE) != 0)
|
if ((options & DT_FINDPATH_ANY_ANGLE) != 0)
|
||||||
{
|
{
|
||||||
if ((parentRef != 0) && (raycastLimitSqr >= float.MaxValue
|
if ((parentRef != 0) && (raycastLimitSqr >= float.MaxValue
|
||||||
|| VDistSqr(parentNode.pos, bestNode.pos) < raycastLimitSqr))
|
|| Vector3f.DistSqr(parentNode.pos, bestNode.pos) < raycastLimitSqr))
|
||||||
{
|
{
|
||||||
tryLOS = true;
|
tryLOS = true;
|
||||||
}
|
}
|
||||||
|
@ -1179,7 +1179,7 @@ namespace DotRecast.Detour
|
||||||
if ((m_query.options & DT_FINDPATH_ANY_ANGLE) != 0)
|
if ((m_query.options & DT_FINDPATH_ANY_ANGLE) != 0)
|
||||||
{
|
{
|
||||||
if ((parentRef != 0) && (m_query.raycastLimitSqr >= float.MaxValue
|
if ((parentRef != 0) && (m_query.raycastLimitSqr >= float.MaxValue
|
||||||
|| VDistSqr(parentNode.pos, bestNode.pos) < m_query.raycastLimitSqr))
|
|| Vector3f.DistSqr(parentNode.pos, bestNode.pos) < m_query.raycastLimitSqr))
|
||||||
{
|
{
|
||||||
tryLOS = true;
|
tryLOS = true;
|
||||||
}
|
}
|
||||||
|
|
|
@ -19,7 +19,7 @@ namespace DotRecast.Detour
|
||||||
int outsideVertex = -1;
|
int outsideVertex = -1;
|
||||||
for (int pv = 0; pv < verts.Length; pv += 3)
|
for (int pv = 0; pv < verts.Length; pv += 3)
|
||||||
{
|
{
|
||||||
if (VDist2DSqr(center, verts, pv) > radiusSqr)
|
if (Vector3f.Dist2DSqr(center, verts, pv) > radiusSqr)
|
||||||
{
|
{
|
||||||
outsideVertex = pv;
|
outsideVertex = pv;
|
||||||
break;
|
break;
|
||||||
|
|
|
@ -80,7 +80,7 @@ public class ConvexVolumeTool : Tool
|
||||||
// Create
|
// Create
|
||||||
|
|
||||||
// If clicked on that last pt, create the shape.
|
// If clicked on that last pt, create the shape.
|
||||||
if (pts.Count > 0 && RcMath.VDistSqr(p, Vector3f.Of(pts[pts.Count - 3], pts[pts.Count - 2], pts[pts.Count - 1])) < 0.2f * 0.2f)
|
if (pts.Count > 0 && Vector3f.DistSqr(p, Vector3f.Of(pts[pts.Count - 3], pts[pts.Count - 2], pts[pts.Count - 1])) < 0.2f * 0.2f)
|
||||||
{
|
{
|
||||||
if (hull.Count > 2)
|
if (hull.Count > 2)
|
||||||
{
|
{
|
||||||
|
|
|
@ -189,7 +189,7 @@ public class CrowdProfilingTool
|
||||||
bool valid = true;
|
bool valid = true;
|
||||||
foreach (FindRandomPointResult zone in zones)
|
foreach (FindRandomPointResult zone in zones)
|
||||||
{
|
{
|
||||||
if (RcMath.VDistSqr(zone.GetRandomPt(), result.result.GetRandomPt()) < zoneSeparation)
|
if (Vector3f.DistSqr(zone.GetRandomPt(), result.result.GetRandomPt()) < zoneSeparation)
|
||||||
{
|
{
|
||||||
valid = false;
|
valid = false;
|
||||||
break;
|
break;
|
||||||
|
@ -313,7 +313,7 @@ public class CrowdProfilingTool
|
||||||
List<FindRandomPointResult> potentialTargets = new();
|
List<FindRandomPointResult> potentialTargets = new();
|
||||||
foreach (FindRandomPointResult zone in zones)
|
foreach (FindRandomPointResult zone in zones)
|
||||||
{
|
{
|
||||||
if (RcMath.VDistSqr(zone.GetRandomPt(), ag.npos) > zoneRadius * zoneRadius)
|
if (Vector3f.DistSqr(zone.GetRandomPt(), ag.npos) > zoneRadius * zoneRadius)
|
||||||
{
|
{
|
||||||
potentialTargets.Add(zone);
|
potentialTargets.Add(zone);
|
||||||
}
|
}
|
||||||
|
|
|
@ -436,7 +436,7 @@ public class JumpLinkBuilderTool : Tool
|
||||||
{
|
{
|
||||||
Vector3f p = link.startSamples[i].p;
|
Vector3f p = link.startSamples[i].p;
|
||||||
Vector3f q = link.endSamples[i].p;
|
Vector3f q = link.endSamples[i].p;
|
||||||
if (i == 0 || VDist2D(prev, p) > agentRadius)
|
if (i == 0 || Vector3f.Dist2D(prev, p) > agentRadius)
|
||||||
{
|
{
|
||||||
geom.AddOffMeshConnection(p, q, agentRadius, false, area, flags);
|
geom.AddOffMeshConnection(p, q, agentRadius, false, area, flags);
|
||||||
prev = p;
|
prev = p;
|
||||||
|
|
|
@ -57,7 +57,7 @@ public class OffMeshConnectionTool : Tool
|
||||||
DemoOffMeshConnection nearestConnection = null;
|
DemoOffMeshConnection nearestConnection = null;
|
||||||
foreach (DemoOffMeshConnection offMeshCon in geom.GetOffMeshConnections())
|
foreach (DemoOffMeshConnection offMeshCon in geom.GetOffMeshConnections())
|
||||||
{
|
{
|
||||||
float d = Math.Min(RcMath.VDistSqr(p, offMeshCon.verts, 0), RcMath.VDistSqr(p, offMeshCon.verts, 3));
|
float d = Math.Min(Vector3f.DistSqr(p, offMeshCon.verts, 0), Vector3f.DistSqr(p, offMeshCon.verts, 3));
|
||||||
if (d < nearestDist && Math.Sqrt(d) < sample.GetSettingsUI().GetAgentRadius())
|
if (d < nearestDist && Math.Sqrt(d) < sample.GetSettingsUI().GetAgentRadius())
|
||||||
{
|
{
|
||||||
nearestDist = d;
|
nearestDist = d;
|
||||||
|
|
|
@ -99,7 +99,7 @@ public class RandomPointTest : AbstractDetourTest
|
||||||
Result<FindRandomPointResult> result = query.FindRandomPointWithinCircle(point.GetRandomRef(), point.GetRandomPt(),
|
Result<FindRandomPointResult> result = query.FindRandomPointWithinCircle(point.GetRandomRef(), point.GetRandomPt(),
|
||||||
radius, filter, f);
|
radius, filter, f);
|
||||||
Assert.That(result.Failed(), Is.False);
|
Assert.That(result.Failed(), Is.False);
|
||||||
float distance = VDist2D(point.GetRandomPt(), result.result.GetRandomPt());
|
float distance = Vector3f.Dist2D(point.GetRandomPt(), result.result.GetRandomPt());
|
||||||
Assert.That(distance <= radius, Is.True);
|
Assert.That(distance <= radius, Is.True);
|
||||||
point = result.result;
|
point = result.result;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue