forked from mirror/DotRecast
fix: Change DtRaycastHit class to struct to resolve SOH issue. step2
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@ -187,20 +187,19 @@ namespace DotRecast.Detour.Crowd
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return;
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}
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// Overshoot a little. This helps to optimize open fields in tiled
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// meshes.
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// Overshoot a little. This helps to optimize open fields in tiled meshes.
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dist = Math.Min(dist + 0.01f, pathOptimizationRange);
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// Adjust ray length.
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var delta = RcVec3f.Subtract(next, m_pos);
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RcVec3f goal = RcVecUtils.Mad(m_pos, delta, pathOptimizationRange / dist);
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var status = navquery.Raycast(m_path[0], m_pos, goal, filter, 0, 0, out var rayHit);
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var status = navquery.Raycast(m_path[0], m_pos, goal, filter, out var t, out var norm, out var path);
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if (status.Succeeded())
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{
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if (rayHit.path.Count > 1 && rayHit.t > 0.99f)
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if (path.Count > 1 && t > 0.99f)
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{
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m_path = DtPathUtils.MergeCorridorStartShortcut(m_path, rayHit.path);
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m_path = DtPathUtils.MergeCorridorStartShortcut(m_path, path);
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}
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}
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}
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@ -892,8 +892,9 @@ namespace DotRecast.Detour
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List<long> shortcut = null;
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if (tryLOS)
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{
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var rayHit = new DtRaycastHit(0);
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var rayStatus = Raycast(parentRef, parentNode.pos, neighbourPos, filter,
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DtRaycastOptions.DT_RAYCAST_USE_COSTS, grandpaRef, out var rayHit);
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DtRaycastOptions.DT_RAYCAST_USE_COSTS, ref rayHit, grandpaRef);
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if (rayStatus.Succeeded())
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{
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foundShortCut = rayHit.t >= 1.0f;
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@ -1213,8 +1214,9 @@ namespace DotRecast.Detour
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List<long> shortcut = null;
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if (tryLOS)
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{
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var rayHit = new DtRaycastHit(0);
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status = Raycast(parentRef, parentNode.pos, neighbourPos, m_query.filter,
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DtRaycastOptions.DT_RAYCAST_USE_COSTS, grandpaRef, out var rayHit);
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DtRaycastOptions.DT_RAYCAST_USE_COSTS, ref rayHit, grandpaRef);
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if (status.Succeeded())
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{
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foundShortCut = rayHit.t >= 1.0f;
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@ -2113,6 +2115,62 @@ namespace DotRecast.Detour
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return DtStatus.DT_SUCCESS;
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}
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/// @par
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///
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/// This method is meant to be used for quick, short distance checks.
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///
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/// If the path array is too small to hold the result, it will be filled as
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/// far as possible from the start postion toward the end position.
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///
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/// <b>Using the Hit Parameter (t)</b>
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///
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/// If the hit parameter is a very high value (FLT_MAX), then the ray has hit
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/// the end position. In this case the path represents a valid corridor to the
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/// end position and the value of @p hitNormal is undefined.
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///
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/// If the hit parameter is zero, then the start position is on the wall that
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/// was hit and the value of @p hitNormal is undefined.
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///
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/// If 0 < t < 1.0 then the following applies:
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///
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/// @code
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/// distanceToHitBorder = distanceToEndPosition * t
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/// hitPoint = startPos + (endPos - startPos) * t
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/// @endcode
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///
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/// <b>Use Case Restriction</b>
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///
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/// The raycast ignores the y-value of the end position. (2D check.) This
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/// places significant limits on how it can be used. For example:
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///
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/// Consider a scene where there is a main floor with a second floor balcony
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/// that hangs over the main floor. So the first floor mesh extends below the
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/// balcony mesh. The start position is somewhere on the first floor. The end
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/// position is on the balcony.
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///
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/// The raycast will search toward the end position along the first floor mesh.
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/// If it reaches the end position's xz-coordinates it will indicate FLT_MAX
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/// (no wall hit), meaning it reached the end position. This is one example of why
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/// this method is meant for short distance checks.
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///
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public DtStatus Raycast(long startRef, RcVec3f startPos, RcVec3f endPos,
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IDtQueryFilter filter,
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out float t, out RcVec3f hitNormal, out List<long> path)
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{
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DtRaycastHit hit = new DtRaycastHit(0);
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// hit.path = path;
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// hit.maxPath = maxPath;
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DtStatus status = Raycast(startRef, startPos, endPos, filter, 0, ref hit, 0);
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t = hit.t;
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hitNormal = hit.hitNormal;
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path = hit.path;
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// if (pathCount)
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// *pathCount = hit.pathCount;
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return status;
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}
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/// @par
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///
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@ -2166,11 +2224,10 @@ namespace DotRecast.Detour
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/// @param[out] pathCount The number of visited polygons. [opt]
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/// @param[in] maxPath The maximum number of polygons the @p path array can hold.
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/// @returns The status flags for the query.
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public DtStatus Raycast(long startRef, RcVec3f startPos, RcVec3f endPos, IDtQueryFilter filter, int options,
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long prevRef, out DtRaycastHit hit)
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public DtStatus Raycast(long startRef, RcVec3f startPos, RcVec3f endPos,
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IDtQueryFilter filter, int options,
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ref DtRaycastHit hit, long prevRef)
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{
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hit = null;
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// Validate input
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if (!m_nav.IsValidPolyRef(startRef) || !startPos.IsFinite() || !endPos.IsFinite()
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|| null == filter || (prevRef != 0 && !m_nav.IsValidPolyRef(prevRef)))
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@ -2178,7 +2235,9 @@ namespace DotRecast.Detour
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return DtStatus.DT_FAILURE | DtStatus.DT_INVALID_PARAM;
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}
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hit = new DtRaycastHit();
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hit.t = 0;
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hit.path.Clear();
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hit.pathCost = 0;
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RcVec3f[] verts = new RcVec3f[m_nav.GetMaxVertsPerPoly() + 1];
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@ -2186,7 +2245,8 @@ namespace DotRecast.Detour
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RcVec3f lastPos = RcVec3f.Zero;
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curPos = startPos;
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var dir = RcVec3f.Subtract(endPos, startPos);
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RcVec3f dir = RcVec3f.Subtract(endPos, startPos);
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hit.hitNormal = RcVec3f.Zero;
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DtMeshTile prevTile, tile, nextTile;
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DtPoly prevPoly, poly, nextPoly;
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@ -26,22 +26,30 @@ namespace DotRecast.Detour
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/// Provides information about raycast hit
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/// filled by dtNavMeshQuery::raycast
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/// @ingroup detour
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public class DtRaycastHit
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public struct DtRaycastHit
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{
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/// The hit parameter. (FLT_MAX if no wall hit.)
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public float t;
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/// hitNormal The normal of the nearest wall hit. [(x, y, z)]
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public RcVec3f hitNormal = new RcVec3f();
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public RcVec3f hitNormal;
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/// The index of the edge on the final polygon where the wall was hit.
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public int hitEdgeIndex;
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/// Pointer to an array of reference ids of the visited polygons. [opt]
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public readonly List<long> path = new List<long>();
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public readonly List<long> path;
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/// The cost of the path until hit.
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public float pathCost;
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public DtRaycastHit(int s)
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{
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t = 0;
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hitEdgeIndex = 0;
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hitNormal = RcVec3f.Zero;
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path = new List<long>();
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pathCost = 0;
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}
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}
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}
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@ -257,16 +257,16 @@ namespace DotRecast.Recast.Toolset.Tools
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return DtStatus.DT_FAILURE;
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}
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var status = navQuery.Raycast(startRef, startPos, endPos, filter, 0, 0, out var rayHit);
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var status = navQuery.Raycast(startRef, startPos, endPos, filter, out var t, out var hitNormal2, out var path);
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if (!status.Succeeded())
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{
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return status;
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}
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// results ...
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polys = rayHit.path;
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polys = path;
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if (rayHit.t > 1)
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if (t > 1)
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{
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// No hit
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hitPos = endPos;
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@ -275,15 +275,15 @@ namespace DotRecast.Recast.Toolset.Tools
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else
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{
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// Hit
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hitPos = RcVec3f.Lerp(startPos, endPos, rayHit.t);
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hitNormal = rayHit.hitNormal;
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hitPos = RcVec3f.Lerp(startPos, endPos, t);
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hitNormal = hitNormal2;
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hitResult = true;
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}
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// Adjust height.
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if (rayHit.path.Count > 0)
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if (path.Count > 0)
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{
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var result = navQuery.GetPolyHeight(rayHit.path[rayHit.path.Count - 1], hitPos, out var h);
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var result = navQuery.GetPolyHeight(path[path.Count - 1], hitPos, out var h);
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if (result.Succeeded())
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{
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hitPos.Y = h;
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