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https://github.com/TorqueGameEngines/Torque3D.git
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Updated recast to 1.5.1
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630949514a
commit
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55 changed files with 3277 additions and 1460 deletions
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@ -16,16 +16,11 @@
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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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#include <math.h>
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#include "DetourCommon.h"
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#include "DetourMath.h"
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//////////////////////////////////////////////////////////////////////////////////////////
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float dtSqrt(float x)
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{
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return sqrtf(x);
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}
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void dtClosestPtPointTriangle(float* closest, const float* p,
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const float* a, const float* b, const float* c)
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{
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@ -360,7 +355,7 @@ void dtRandomPointInConvexPoly(const float* pts, const int npts, float* areas,
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acc += dacc;
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}
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float v = dtSqrt(t);
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float v = dtMathSqrtf(t);
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const float a = 1 - v;
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const float b = (1 - u) * v;
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@ -374,3 +369,20 @@ void dtRandomPointInConvexPoly(const float* pts, const int npts, float* areas,
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out[2] = a*pa[2] + b*pb[2] + c*pc[2];
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}
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inline float vperpXZ(const float* a, const float* b) { return a[0]*b[2] - a[2]*b[0]; }
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bool dtIntersectSegSeg2D(const float* ap, const float* aq,
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const float* bp, const float* bq,
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float& s, float& t)
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{
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float u[3], v[3], w[3];
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dtVsub(u,aq,ap);
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dtVsub(v,bq,bp);
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dtVsub(w,ap,bp);
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float d = vperpXZ(u,v);
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if (fabsf(d) < 1e-6f) return false;
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s = vperpXZ(v,w) / d;
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t = vperpXZ(u,w) / d;
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return true;
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}
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