forked from mirror/DotRecast
Changed `RcChunkyTriMesh` to separate the function and variable.
This commit is contained in:
parent
650849b11b
commit
5827a43dd8
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@ -13,9 +13,10 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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- Fixed bug where the dynamic voxel save file browser doesn't appear in Recast.Demo
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### Changed
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- Changed to reuse samples and edges list in BuildPolyDetail()
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- Changed 'heights', 'areas', 'cons', and 'regs' arrays to byte arrays for uniformity and efficiency in DtTileCacheLayer
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- Changed 'reg', 'area' arrays to byte arrays for uniformity and efficiency in DtTileCacheContour
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- Changed to reuse samples and edges list in `BuildPolyDetail()`
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- Changed `heights`, `areas`, `cons`, and `regs` arrays to byte arrays for uniformity and efficiency in `DtTileCacheLayer`
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- Changed `reg`, `area` arrays to byte arrays for uniformity and efficiency in `DtTileCacheContour`
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- Changed `RcChunkyTriMesh` to separate the function and variable.
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### Removed
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- Removed RcMeshDetails.VdistSq2(float[], float[])
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@ -150,7 +150,7 @@ namespace DotRecast.Recast.Toolset.Geom
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q.X = src.X + (dst.X - src.X) * btmax;
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q.Y = src.Z + (dst.Z - src.Z) * btmax;
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List<RcChunkyTriMeshNode> chunks = _mesh.chunkyTriMesh.GetChunksOverlappingSegment(p, q);
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List<RcChunkyTriMeshNode> chunks = RcChunkyTriMeshs.GetChunksOverlappingSegment(_mesh.chunkyTriMesh, p, q);
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if (0 == chunks.Count)
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{
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return false;
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@ -18,278 +18,14 @@ freely, subject to the following restrictions:
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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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using System.Collections.Generic;
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using DotRecast.Core.Numerics;
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namespace DotRecast.Recast.Geom
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{
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public class RcChunkyTriMesh
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{
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private List<RcChunkyTriMeshNode> nodes;
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private int ntris;
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private int maxTrisPerChunk;
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private void CalcExtends(BoundsItem[] items, int imin, int imax, ref RcVec2f bmin, ref RcVec2f bmax)
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{
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bmin.X = items[imin].bmin.X;
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bmin.Y = items[imin].bmin.Y;
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bmax.X = items[imin].bmax.X;
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bmax.Y = items[imin].bmax.Y;
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for (int i = imin + 1; i < imax; ++i)
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{
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BoundsItem it = items[i];
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if (it.bmin.X < bmin.X)
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{
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bmin.X = it.bmin.X;
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}
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if (it.bmin.Y < bmin.Y)
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{
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bmin.Y = it.bmin.Y;
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}
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if (it.bmax.X > bmax.X)
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{
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bmax.X = it.bmax.X;
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}
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if (it.bmax.Y > bmax.Y)
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{
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bmax.Y = it.bmax.Y;
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}
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}
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}
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private int LongestAxis(float x, float y)
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{
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return y > x ? 1 : 0;
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}
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private void Subdivide(BoundsItem[] items, int imin, int imax, int trisPerChunk, List<RcChunkyTriMeshNode> nodes, int[] inTris)
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{
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int inum = imax - imin;
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RcChunkyTriMeshNode node = new RcChunkyTriMeshNode();
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nodes.Add(node);
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if (inum <= trisPerChunk)
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{
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// Leaf
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CalcExtends(items, imin, imax, ref node.bmin, ref node.bmax);
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// Copy triangles.
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node.i = nodes.Count;
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node.tris = new int[inum * 3];
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int dst = 0;
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for (int i = imin; i < imax; ++i)
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{
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int src = items[i].i * 3;
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node.tris[dst++] = inTris[src];
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node.tris[dst++] = inTris[src + 1];
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node.tris[dst++] = inTris[src + 2];
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}
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}
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else
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{
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// Split
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CalcExtends(items, imin, imax, ref node.bmin, ref node.bmax);
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int axis = LongestAxis(node.bmax.X - node.bmin.X, node.bmax.Y - node.bmin.Y);
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if (axis == 0)
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{
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Array.Sort(items, imin, imax - imin, BoundsItemXComparer.Shared);
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// Sort along x-axis
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}
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else if (axis == 1)
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{
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Array.Sort(items, imin, imax - imin, BoundsItemYComparer.Shared);
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// Sort along y-axis
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}
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int isplit = imin + inum / 2;
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// Left
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Subdivide(items, imin, isplit, trisPerChunk, nodes, inTris);
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// Right
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Subdivide(items, isplit, imax, trisPerChunk, nodes, inTris);
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// Negative index means escape.
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node.i = -nodes.Count;
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}
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}
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public RcChunkyTriMesh(float[] verts, int[] tris, int ntris, int trisPerChunk)
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{
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int nchunks = (ntris + trisPerChunk - 1) / trisPerChunk;
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nodes = new List<RcChunkyTriMeshNode>(nchunks);
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this.ntris = ntris;
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// Build tree
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BoundsItem[] items = new BoundsItem[ntris];
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for (int i = 0; i < ntris; i++)
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{
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int t = i * 3;
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BoundsItem it = items[i] = new BoundsItem();
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it.i = i;
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// Calc triangle XZ bounds.
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it.bmin.X = it.bmax.X = verts[tris[t] * 3 + 0];
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it.bmin.Y = it.bmax.Y = verts[tris[t] * 3 + 2];
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for (int j = 1; j < 3; ++j)
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{
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int v = tris[t + j] * 3;
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if (verts[v] < it.bmin.X)
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{
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it.bmin.X = verts[v];
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}
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if (verts[v + 2] < it.bmin.Y)
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{
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it.bmin.Y = verts[v + 2];
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}
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if (verts[v] > it.bmax.X)
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{
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it.bmax.X = verts[v];
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}
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if (verts[v + 2] > it.bmax.Y)
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{
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it.bmax.Y = verts[v + 2];
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}
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}
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}
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Subdivide(items, 0, ntris, trisPerChunk, nodes, tris);
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// Calc max tris per node.
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maxTrisPerChunk = 0;
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foreach (RcChunkyTriMeshNode node in nodes)
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{
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bool isLeaf = node.i >= 0;
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if (!isLeaf)
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{
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continue;
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}
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if (node.tris.Length / 3 > maxTrisPerChunk)
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{
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maxTrisPerChunk = node.tris.Length / 3;
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}
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}
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}
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private bool CheckOverlapRect(float[] amin, float[] amax, RcVec2f bmin, RcVec2f bmax)
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{
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bool overlap = true;
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overlap = (amin[0] > bmax.X || amax[0] < bmin.X) ? false : overlap;
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overlap = (amin[1] > bmax.Y || amax[1] < bmin.Y) ? false : overlap;
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return overlap;
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}
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public List<RcChunkyTriMeshNode> GetChunksOverlappingRect(float[] bmin, float[] bmax)
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{
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// Traverse tree
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List<RcChunkyTriMeshNode> ids = new List<RcChunkyTriMeshNode>();
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int i = 0;
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while (i < nodes.Count)
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{
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RcChunkyTriMeshNode node = nodes[i];
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bool overlap = CheckOverlapRect(bmin, bmax, node.bmin, node.bmax);
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bool isLeafNode = node.i >= 0;
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if (isLeafNode && overlap)
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{
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ids.Add(node);
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}
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if (overlap || isLeafNode)
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{
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i++;
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}
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else
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{
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i = -node.i;
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}
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}
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return ids;
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}
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public List<RcChunkyTriMeshNode> GetChunksOverlappingSegment(RcVec2f p, RcVec2f q)
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{
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// Traverse tree
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List<RcChunkyTriMeshNode> ids = new List<RcChunkyTriMeshNode>();
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int i = 0;
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while (i < nodes.Count)
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{
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RcChunkyTriMeshNode node = nodes[i];
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bool overlap = CheckOverlapSegment(p, q, node.bmin, node.bmax);
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bool isLeafNode = node.i >= 0;
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if (isLeafNode && overlap)
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{
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ids.Add(node);
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}
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if (overlap || isLeafNode)
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{
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i++;
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}
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else
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{
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i = -node.i;
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}
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}
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return ids;
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}
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private bool CheckOverlapSegment(RcVec2f p, RcVec2f q, RcVec2f bmin, RcVec2f bmax)
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{
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const float EPSILON = 1e-6f;
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float tmin = 0;
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float tmax = 1;
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var d = new RcVec2f();
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d.X = q.X - p.X;
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d.Y = q.Y - p.Y;
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for (int i = 0; i < 2; i++)
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{
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if (MathF.Abs(d.Get(i)) < EPSILON)
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{
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// Ray is parallel to slab. No hit if origin not within slab
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if (p.Get(i) < bmin.Get(i) || p.Get(i) > bmax.Get(i))
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return false;
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}
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else
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{
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// Compute intersection t value of ray with near and far plane of slab
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float ood = 1.0f / d.Get(i);
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float t1 = (bmin.Get(i) - p.Get(i)) * ood;
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float t2 = (bmax.Get(i) - p.Get(i)) * ood;
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if (t1 > t2)
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{
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(t1, t2) = (t2, t1);
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}
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if (t1 > tmin)
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tmin = t1;
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if (t2 < tmax)
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tmax = t2;
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if (tmin > tmax)
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return false;
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}
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}
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return true;
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}
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public List<RcChunkyTriMeshNode> nodes;
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public int ntris;
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public int maxTrisPerChunk;
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}
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}
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@ -0,0 +1,305 @@
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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) 2023-2024 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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using System.Collections.Generic;
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using DotRecast.Core.Numerics;
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namespace DotRecast.Recast.Geom
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{
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public static class RcChunkyTriMeshs
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{
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/// Creates partitioned triangle mesh (AABB tree),
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/// where each node contains at max trisPerChunk triangles.
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public static bool CreateChunkyTriMesh(float[] verts, int[] tris, int ntris, int trisPerChunk, RcChunkyTriMesh cm)
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{
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int nchunks = (ntris + trisPerChunk - 1) / trisPerChunk;
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cm.nodes = new List<RcChunkyTriMeshNode>(nchunks);
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cm.ntris = ntris;
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// Build tree
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BoundsItem[] items = new BoundsItem[ntris];
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for (int i = 0; i < ntris; ++i)
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{
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items[i] = new BoundsItem();
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}
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for (int i = 0; i < ntris; i++)
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{
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int t = i * 3;
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BoundsItem it = items[i];
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it.i = i;
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// Calc triangle XZ bounds.
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it.bmin.X = it.bmax.X = verts[tris[t] * 3 + 0];
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it.bmin.Y = it.bmax.Y = verts[tris[t] * 3 + 2];
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for (int j = 1; j < 3; ++j)
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{
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int v = tris[t + j] * 3;
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if (verts[v] < it.bmin.X)
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{
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it.bmin.X = verts[v];
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}
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if (verts[v + 2] < it.bmin.Y)
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{
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it.bmin.Y = verts[v + 2];
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}
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if (verts[v] > it.bmax.X)
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{
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it.bmax.X = verts[v];
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}
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if (verts[v + 2] > it.bmax.Y)
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{
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it.bmax.Y = verts[v + 2];
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}
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}
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}
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Subdivide(items, 0, ntris, trisPerChunk, cm.nodes, tris);
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items = null;
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// Calc max tris per node.
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cm.maxTrisPerChunk = 0;
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foreach (RcChunkyTriMeshNode node in cm.nodes)
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{
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bool isLeaf = node.i >= 0;
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if (!isLeaf)
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{
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continue;
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}
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if (node.tris.Length / 3 > cm.maxTrisPerChunk)
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{
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cm.maxTrisPerChunk = node.tris.Length / 3;
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}
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}
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return true;
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}
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/// Returns the chunk indices which overlap the input rectable.
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public static List<RcChunkyTriMeshNode> GetChunksOverlappingRect(RcChunkyTriMesh cm, float[] bmin, float[] bmax)
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{
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// Traverse tree
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List<RcChunkyTriMeshNode> ids = new List<RcChunkyTriMeshNode>();
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int i = 0;
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while (i < cm.nodes.Count)
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{
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RcChunkyTriMeshNode node = cm.nodes[i];
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bool overlap = CheckOverlapRect(bmin, bmax, node.bmin, node.bmax);
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bool isLeafNode = node.i >= 0;
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if (isLeafNode && overlap)
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{
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ids.Add(node);
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}
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if (overlap || isLeafNode)
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{
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i++;
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}
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else
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{
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i = -node.i;
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}
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}
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return ids;
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}
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/// Returns the chunk indices which overlap the input segment.
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public static List<RcChunkyTriMeshNode> GetChunksOverlappingSegment(RcChunkyTriMesh cm, RcVec2f p, RcVec2f q)
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{
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// Traverse tree
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List<RcChunkyTriMeshNode> ids = new List<RcChunkyTriMeshNode>();
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int i = 0;
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while (i < cm.nodes.Count)
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{
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RcChunkyTriMeshNode node = cm.nodes[i];
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bool overlap = CheckOverlapSegment(p, q, node.bmin, node.bmax);
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bool isLeafNode = node.i >= 0;
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if (isLeafNode && overlap)
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{
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ids.Add(node);
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}
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if (overlap || isLeafNode)
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{
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i++;
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}
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else
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{
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i = -node.i;
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}
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}
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return ids;
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}
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private static void CalcExtends(BoundsItem[] items, int imin, int imax, ref RcVec2f bmin, ref RcVec2f bmax)
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{
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bmin.X = items[imin].bmin.X;
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bmin.Y = items[imin].bmin.Y;
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bmax.X = items[imin].bmax.X;
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bmax.Y = items[imin].bmax.Y;
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for (int i = imin + 1; i < imax; ++i)
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{
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BoundsItem it = items[i];
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if (it.bmin.X < bmin.X)
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{
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bmin.X = it.bmin.X;
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}
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if (it.bmin.Y < bmin.Y)
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{
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bmin.Y = it.bmin.Y;
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}
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if (it.bmax.X > bmax.X)
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||||
{
|
||||
bmax.X = it.bmax.X;
|
||||
}
|
||||
|
||||
if (it.bmax.Y > bmax.Y)
|
||||
{
|
||||
bmax.Y = it.bmax.Y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static int LongestAxis(float x, float y)
|
||||
{
|
||||
return y > x ? 1 : 0;
|
||||
}
|
||||
|
||||
private static void Subdivide(BoundsItem[] items, int imin, int imax, int trisPerChunk, List<RcChunkyTriMeshNode> nodes, int[] inTris)
|
||||
{
|
||||
int inum = imax - imin;
|
||||
|
||||
RcChunkyTriMeshNode node = new RcChunkyTriMeshNode();
|
||||
nodes.Add(node);
|
||||
|
||||
if (inum <= trisPerChunk)
|
||||
{
|
||||
// Leaf
|
||||
CalcExtends(items, imin, imax, ref node.bmin, ref node.bmax);
|
||||
|
||||
// Copy triangles.
|
||||
node.i = nodes.Count;
|
||||
node.tris = new int[inum * 3];
|
||||
|
||||
int dst = 0;
|
||||
for (int i = imin; i < imax; ++i)
|
||||
{
|
||||
int src = items[i].i * 3;
|
||||
node.tris[dst++] = inTris[src];
|
||||
node.tris[dst++] = inTris[src + 1];
|
||||
node.tris[dst++] = inTris[src + 2];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Split
|
||||
CalcExtends(items, imin, imax, ref node.bmin, ref node.bmax);
|
||||
|
||||
int axis = LongestAxis(node.bmax.X - node.bmin.X, node.bmax.Y - node.bmin.Y);
|
||||
|
||||
if (axis == 0)
|
||||
{
|
||||
Array.Sort(items, imin, imax - imin, BoundsItemXComparer.Shared);
|
||||
// Sort along x-axis
|
||||
}
|
||||
else if (axis == 1)
|
||||
{
|
||||
Array.Sort(items, imin, imax - imin, BoundsItemYComparer.Shared);
|
||||
// Sort along y-axis
|
||||
}
|
||||
|
||||
int isplit = imin + inum / 2;
|
||||
|
||||
// Left
|
||||
Subdivide(items, imin, isplit, trisPerChunk, nodes, inTris);
|
||||
// Right
|
||||
Subdivide(items, isplit, imax, trisPerChunk, nodes, inTris);
|
||||
|
||||
// Negative index means escape.
|
||||
node.i = -nodes.Count;
|
||||
}
|
||||
}
|
||||
|
||||
private static bool CheckOverlapRect(float[] amin, float[] amax, RcVec2f bmin, RcVec2f bmax)
|
||||
{
|
||||
bool overlap = true;
|
||||
overlap = (amin[0] > bmax.X || amax[0] < bmin.X) ? false : overlap;
|
||||
overlap = (amin[1] > bmax.Y || amax[1] < bmin.Y) ? false : overlap;
|
||||
return overlap;
|
||||
}
|
||||
|
||||
|
||||
private static bool CheckOverlapSegment(RcVec2f p, RcVec2f q, RcVec2f bmin, RcVec2f bmax)
|
||||
{
|
||||
const float EPSILON = 1e-6f;
|
||||
|
||||
float tmin = 0;
|
||||
float tmax = 1;
|
||||
var d = new RcVec2f();
|
||||
d.X = q.X - p.X;
|
||||
d.Y = q.Y - p.Y;
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (MathF.Abs(d.Get(i)) < EPSILON)
|
||||
{
|
||||
// Ray is parallel to slab. No hit if origin not within slab
|
||||
if (p.Get(i) < bmin.Get(i) || p.Get(i) > bmax.Get(i))
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Compute intersection t value of ray with near and far plane of slab
|
||||
float ood = 1.0f / d.Get(i);
|
||||
float t1 = (bmin.Get(i) - p.Get(i)) * ood;
|
||||
float t2 = (bmax.Get(i) - p.Get(i)) * ood;
|
||||
if (t1 > t2)
|
||||
{
|
||||
(t1, t2) = (t2, t1);
|
||||
}
|
||||
|
||||
if (t1 > tmin)
|
||||
tmin = t1;
|
||||
if (t2 < tmax)
|
||||
tmax = t2;
|
||||
if (tmin > tmax)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -32,7 +32,8 @@ namespace DotRecast.Recast.Geom
|
|||
{
|
||||
this.vertices = vertices;
|
||||
this.faces = faces;
|
||||
chunkyTriMesh = new RcChunkyTriMesh(vertices, faces, faces.Length / 3, 32);
|
||||
chunkyTriMesh = new RcChunkyTriMesh();
|
||||
RcChunkyTriMeshs.CreateChunkyTriMesh(vertices, faces, faces.Length / 3, 32, chunkyTriMesh);
|
||||
}
|
||||
|
||||
public int[] GetTris()
|
||||
|
@ -47,7 +48,7 @@ namespace DotRecast.Recast.Geom
|
|||
|
||||
public List<RcChunkyTriMeshNode> GetChunksOverlappingRect(float[] bmin, float[] bmax)
|
||||
{
|
||||
return chunkyTriMesh.GetChunksOverlappingRect(bmin, bmax);
|
||||
return RcChunkyTriMeshs.GetChunksOverlappingRect(chunkyTriMesh, bmin, bmax);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue