Fixes falling though map when using charge on a hill.

This commit is contained in:
hondacrx
2022-07-20 01:39:25 -04:00
parent 1ae937efe5
commit 17f3eab338
6 changed files with 15 additions and 8 deletions
@@ -254,7 +254,7 @@ public static partial class Detour
if (u >= 0.0f && v >= 0.0f && (u + v) <= denom)
{
h = a[1] + (v0[1] * u + v1[1] * v) / denom;
h = a[aStart + 1] + (v0[1] * u + v1[1] * v) / denom;
return true;
}
@@ -782,14 +782,14 @@ public static partial class Detour
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);
}
public bool getPolyHeight(dtMeshTile tile, dtPoly poly, float[] pos, float height)
public bool getPolyHeight(dtMeshTile tile, dtPoly poly, float[] pos, ref float height)
{
// Off-mesh connections do not have detail polys and getting height
// over them does not make sense.
if (poly.getType() == (byte)dtPolyTypes.DT_POLYTYPE_OFFMESH_CONNECTION)
return false;
uint ip = (uint)tile.polys.ToList().IndexOf(poly);
uint ip = (uint)Array.IndexOf(tile.polys, poly);
dtPolyDetail pd = tile.detailMeshes[ip];
float[] verts = new float[DT_VERTS_PER_POLYGON * 3];
@@ -855,7 +855,7 @@ public static partial class Detour
getTileAndPolyByRefUnsafe(polyRef, ref tile, ref poly);
dtVcopy(closest, pos);
if (getPolyHeight(tile, poly, pos, closest[1]))
if (getPolyHeight(tile, poly, pos, ref closest[1]))
{
if (posOverPoly)
posOverPoly = true;
@@ -743,7 +743,7 @@ public static partial class Detour
return DT_SUCCESS;
}
return m_nav.getPolyHeight(tile, poly, pos, height) ? DT_SUCCESS : DT_FAILURE | DT_INVALID_PARAM;
return m_nav.getPolyHeight(tile, poly, pos, ref height) ? DT_SUCCESS : DT_FAILURE | DT_INVALID_PARAM;
}
// @}
+8 -1
View File
@@ -241,9 +241,16 @@ namespace System
return a;
}
public static Vector3 direction(this Vector3 vector)
{
float lenSquared = vector.LengthSquared();
float invSqrt = 1.0f / MathF.Sqrt(lenSquared);
return new Vector3(vector.X * invSqrt, vector.Y * invSqrt, vector.Z * invSqrt);
}
public static Vector3 directionOrZero(this Vector3 vector)
{
float mag = vector.Length();
float mag = vector.LengthSquared();
if (mag < 0.0000001f)
{
return Vector3.Zero;
+1 -1
View File
@@ -207,7 +207,7 @@ namespace Game.Chat
for (int i = 0; i < navmesh.getMaxTiles(); ++i)
{
Detour.dtMeshTile tile = navmesh.getTile(i);
if (tile == null)
if (tile.header == null)
continue;
tileCount++;
@@ -991,7 +991,7 @@ namespace Game.Movement
// ok, _pathPoints[i] is too close, _pathPoints[i-1] is not, so our target point is somewhere between the two...
// ... settle for a guesstimate since i'm not confident in doing trig on every chase motion tick...
// (@todo review this)
_pathPoints[i] += (_pathPoints[i - 1] - _pathPoints[i]).directionOrZero() * (dist - (_pathPoints[i] - target).Length());
_pathPoints[i] += (_pathPoints[i - 1] - _pathPoints[i]).direction() * (dist - (_pathPoints[i] - target).Length());
Array.Resize(ref _pathPoints, i + 1);
}