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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core/Deps): Update recastnavigation to last version (#2189)
Note: you need to re-extract the client data files, or download them from: https://github.com/wowgaming/client-data/releases/tag/v7
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@@ -203,33 +203,32 @@ void dtCalcPolyCenter(float* tc, const unsigned short* idx, int nidx, const floa
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bool dtClosestHeightPointTriangle(const float* p, const float* a, const float* b, const float* c, float& h)
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{
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const float EPS = 1e-6f;
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float v0[3], v1[3], v2[3];
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dtVsub(v0, c,a);
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dtVsub(v1, b,a);
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dtVsub(v2, p,a);
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const float dot00 = dtVdot2D(v0, v0);
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const float dot01 = dtVdot2D(v0, v1);
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const float dot02 = dtVdot2D(v0, v2);
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const float dot11 = dtVdot2D(v1, v1);
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const float dot12 = dtVdot2D(v1, v2);
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// Compute barycentric coordinates
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const float invDenom = 1.0f / (dot00 * dot11 - dot01 * dot01);
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const float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
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const float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
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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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static const float EPS = 1e-4f;
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dtVsub(v0, c, a);
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dtVsub(v1, b, a);
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dtVsub(v2, p, a);
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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 (fabsf(denom) < EPS)
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return false;
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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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if (denom < 0) {
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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 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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{
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h = a[1] + v0[1]*u + v1[1]*v;
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if (u >= 0.0f && v >= 0.0f && (u + v) <= denom) {
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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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return false;
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}
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