forked from mirror/DotRecast
remove unused function
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@ -119,17 +119,6 @@ namespace DotRecast.Core
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return dest;
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}
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public static Vector3f VMad(float[] v1, Vector3f v2, float s)
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{
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Vector3f dest = new Vector3f();
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dest.x = v1[0] + v2.x * s;
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dest.y = v1[1] + v2.y * s;
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dest.z = v1[2] + v2.z * s;
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return dest;
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}
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/// Performs a linear interpolation between two vectors. (@p v1 toward @p
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/// v2)
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/// @param[out] dest The result vector. [(x, y, x)]
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@ -164,15 +153,6 @@ namespace DotRecast.Core
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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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dest.x = v1.x - v2[0];
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dest.y = v1.y - v2[1];
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dest.z = v1.z - v2[2];
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return dest;
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}
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public static Vector3f VAdd(Vector3f v1, Vector3f v2)
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{
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Vector3f dest = new Vector3f();
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@ -210,13 +190,6 @@ namespace DotRecast.Core
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@out.z = @in[i + 2];
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}
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public static void VMin(float[] @out, float[] @in, int i)
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{
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@out[0] = Math.Min(@out[0], @in[i]);
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@out[1] = Math.Min(@out[1], @in[i + 1]);
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@out[2] = Math.Min(@out[2], @in[i + 2]);
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}
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public static void VMin(ref Vector3f @out, float[] @in, int i)
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{
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@out.x = Math.Min(@out.x, @in[i]);
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@ -225,13 +198,6 @@ namespace DotRecast.Core
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}
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public static void VMax(float[] @out, float[] @in, int i)
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{
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@out[0] = Math.Max(@out[0], @in[i]);
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@out[1] = Math.Max(@out[1], @in[i + 1]);
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@out[2] = Math.Max(@out[2], @in[i + 2]);
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}
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public static void VMax(ref Vector3f @out, float[] @in, int i)
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{
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@out.x = Math.Max(@out.x, @in[i]);
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@ -244,22 +210,6 @@ namespace DotRecast.Core
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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 VDist(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 (float)Math.Sqrt(dx * dx + dy * dy + dz * dz);
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}
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public static float VDist(Vector3f v1, float[] v2)
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{
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float dx = v2[0] - v1.x;
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float dy = v2[1] - v1.y;
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float dz = v2[2] - v1.z;
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return (float)Math.Sqrt(dx * dx + dy * dy + dz * dz);
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}
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public static float VDist(Vector3f v1, Vector3f v2)
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{
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float dx = v2.x - v1.x;
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@ -394,11 +344,6 @@ namespace DotRecast.Core
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///
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/// Basically, this function will return true if the specified points are
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/// close enough to eachother to be considered colocated.
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public static bool VEqual(float[] p0, float[] p1)
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{
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return VEqual(p0, p1, EQUAL_THRESHOLD);
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}
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public static bool VEqual(Vector3f p0, Vector3f p1)
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{
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return VEqual(p0, p1, EQUAL_THRESHOLD);
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@ -907,8 +907,8 @@ namespace DotRecast.Detour.Crowd
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private List<CrowdNeighbour> GetNeighbours(Vector3f pos, float height, float range, CrowdAgent skip, ProximityGrid grid)
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{
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List<CrowdNeighbour> result = new List<CrowdNeighbour>();
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HashSet<CrowdAgent> proxAgents = grid.QueryItems(pos.x - range, pos.z - range, pos.x + range, pos.z + range);
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List<CrowdNeighbour> result = new List<CrowdNeighbour>(proxAgents.Count);
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foreach (CrowdAgent ag in proxAgents)
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{
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if (ag == skip)
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@ -52,7 +52,7 @@ namespace DotRecast.Detour.Crowd
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y = (int)uy;
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}
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void Clear()
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public void Clear()
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{
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_items.Clear();
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}
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@ -80,6 +80,7 @@ namespace DotRecast.Detour.Crowd
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}
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}
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// 해당 셀 사이즈의 크기로 x ~ y 영역을 찾아, 군집 에이전트를 가져오는 코드
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public HashSet<CrowdAgent> QueryItems(float minx, float miny, float maxx, float maxy)
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{
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int iminx = (int)Math.Floor(minx * _invCellSize);
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