Fixes falling though map when using charge on a hill.
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@@ -254,7 +254,7 @@ public static partial class Detour
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if (u >= 0.0f && v >= 0.0f && (u + v) <= denom)
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{
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h = a[1] + (v0[1] * u + v1[1] * v) / denom;
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h = a[aStart + 1] + (v0[1] * u + v1[1] * v) / denom;
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return true;
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}
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@@ -782,14 +782,14 @@ public static partial class Detour
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dtVlerp(closest, 0, new float[] { v[pmin].X, v[pmin].Y, v[pmin].Z }, 0, new float[] { v[pmax].X, v[pmax].Y, v[pmax].Z }, 0, tmin);
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}
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public bool getPolyHeight(dtMeshTile tile, dtPoly poly, float[] pos, float height)
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public bool getPolyHeight(dtMeshTile tile, dtPoly poly, float[] pos, ref float height)
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{
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// Off-mesh connections do not have detail polys and getting height
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// over them does not make sense.
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if (poly.getType() == (byte)dtPolyTypes.DT_POLYTYPE_OFFMESH_CONNECTION)
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return false;
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uint ip = (uint)tile.polys.ToList().IndexOf(poly);
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uint ip = (uint)Array.IndexOf(tile.polys, poly);
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dtPolyDetail pd = tile.detailMeshes[ip];
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float[] verts = new float[DT_VERTS_PER_POLYGON * 3];
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@@ -855,7 +855,7 @@ public static partial class Detour
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getTileAndPolyByRefUnsafe(polyRef, ref tile, ref poly);
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dtVcopy(closest, pos);
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if (getPolyHeight(tile, poly, pos, closest[1]))
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if (getPolyHeight(tile, poly, pos, ref closest[1]))
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{
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if (posOverPoly)
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posOverPoly = true;
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@@ -743,7 +743,7 @@ public static partial class Detour
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return DT_SUCCESS;
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}
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return m_nav.getPolyHeight(tile, poly, pos, height) ? DT_SUCCESS : DT_FAILURE | DT_INVALID_PARAM;
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return m_nav.getPolyHeight(tile, poly, pos, ref height) ? DT_SUCCESS : DT_FAILURE | DT_INVALID_PARAM;
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}
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// @}
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@@ -241,9 +241,16 @@ namespace System
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return a;
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}
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public static Vector3 direction(this Vector3 vector)
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{
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float lenSquared = vector.LengthSquared();
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float invSqrt = 1.0f / MathF.Sqrt(lenSquared);
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return new Vector3(vector.X * invSqrt, vector.Y * invSqrt, vector.Z * invSqrt);
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}
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public static Vector3 directionOrZero(this Vector3 vector)
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{
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float mag = vector.Length();
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float mag = vector.LengthSquared();
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if (mag < 0.0000001f)
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{
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return Vector3.Zero;
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@@ -207,7 +207,7 @@ namespace Game.Chat
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for (int i = 0; i < navmesh.getMaxTiles(); ++i)
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{
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Detour.dtMeshTile tile = navmesh.getTile(i);
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if (tile == null)
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if (tile.header == null)
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continue;
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tileCount++;
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@@ -991,7 +991,7 @@ namespace Game.Movement
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// ok, _pathPoints[i] is too close, _pathPoints[i-1] is not, so our target point is somewhere between the two...
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// ... settle for a guesstimate since i'm not confident in doing trig on every chase motion tick...
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// (@todo review this)
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_pathPoints[i] += (_pathPoints[i - 1] - _pathPoints[i]).directionOrZero() * (dist - (_pathPoints[i] - target).Length());
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_pathPoints[i] += (_pathPoints[i - 1] - _pathPoints[i]).direction() * (dist - (_pathPoints[i] - target).Length());
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Array.Resize(ref _pathPoints, i + 1);
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}
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