MMaps Updates, Needs tested.
Port From (https://github.com/TrinityCore/TrinityCore)
This commit is contained in:
@@ -211,6 +211,8 @@ public static partial class Detour
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/// @param[out] h The resulting height.
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public static bool dtClosestHeightPointTriangle(float[] p, int pStart, float[] a, int aStart, float[] b, int bStart, float[] c, int cStart, ref float h)
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{
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const float EPS = 1e-6f;
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float[] v0 = new float[3];
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float[] v1 = new float[3];
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float[] v2 = new float[3];
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@@ -218,25 +220,24 @@ public static partial class Detour
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dtVsub(v1, 0, b, bStart, a, aStart);
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dtVsub(v2, 0, p, pStart, a, aStart);
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float dot00 = dtVdot2D(v0, v0);
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float dot01 = dtVdot2D(v0, v1);
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float dot02 = dtVdot2D(v0, v2);
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float dot11 = dtVdot2D(v1, v1);
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float dot12 = dtVdot2D(v1, v2);
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// Compute scaled barycentric coordinates
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float denom = v0[0] * v1[2] - v0[2] * v1[0];
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if (MathF.Abs(denom) < EPS)
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return false;
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// Compute barycentric coordinates
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float invDenom = 1.0f / (dot00 * dot11 - dot01 * dot01);
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float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
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float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
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float u = v1[2] * v2[0] - v1[0] * v2[2];
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float v = v0[0] * v2[2] - v0[2] * v2[0];
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// The (sloppy) epsilon is needed to allow to get height of points which
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// are interpolated along the edges of the triangles.
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const float EPS = 1e-4f;
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// If point lies inside the triangle, return interpolated ycoord.
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if (u >= -EPS && v >= -EPS && (u + v) <= 1 + EPS)
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if (denom < 0)
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{
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h = a[aStart + 1] + v0[1] * u + v1[1] * v;
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denom = -denom;
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u = -u;
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v = -v;
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}
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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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return true;
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}
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@@ -779,6 +780,30 @@ public static partial class Detour
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float d = dtVdistSqr(p0, p0Start, p1, p1Start);
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return d < thr;
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}
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/// Checks that the specified vector's components are all finite.
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/// @param[in] v A point. [(x, y, z)]
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/// @return True if all of the point's components are finite, i.e. not NaN
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/// or any of the infinities.
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public static bool dtVisfinite(float[] v)
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{
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bool result =
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float.IsFinite(v[0]) &&
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float.IsFinite(v[1]) &&
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float.IsFinite(v[2]);
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return result;
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}
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/// Checks that the specified vector's 2D components are finite.
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/// @param[in] v A point. [(x, y, z)]
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public static bool dtVisfinite2D(float[] v)
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{
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bool result = float.IsFinite(v[0]) && float.IsFinite(v[2]);
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return result;
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}
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/// Derives the dot product of two vectors on the xz-plane. (@p u . @p v)
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/// @param[in] u A vector [(x, y, z)]
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/// @param[in] v A vector [(x, y, z)]
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