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
This commit is contained in:
Francesco Borzì
2019-08-13 19:08:35 +02:00
committed by GitHub
parent 859eaed800
commit 10105cab01
21 changed files with 924 additions and 480 deletions

View File

@@ -203,33 +203,32 @@ void dtCalcPolyCenter(float* tc, const unsigned short* idx, int nidx, const floa
bool dtClosestHeightPointTriangle(const float* p, const float* a, const float* b, const float* c, float& h)
{
const float EPS = 1e-6f;
float v0[3], v1[3], v2[3];
dtVsub(v0, c,a);
dtVsub(v1, b,a);
dtVsub(v2, p,a);
const float dot00 = dtVdot2D(v0, v0);
const float dot01 = dtVdot2D(v0, v1);
const float dot02 = dtVdot2D(v0, v2);
const float dot11 = dtVdot2D(v1, v1);
const float dot12 = dtVdot2D(v1, v2);
// Compute barycentric coordinates
const float invDenom = 1.0f / (dot00 * dot11 - dot01 * dot01);
const float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
const float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
// The (sloppy) epsilon is needed to allow to get height of points which
// are interpolated along the edges of the triangles.
static const float EPS = 1e-4f;
dtVsub(v0, c, a);
dtVsub(v1, b, a);
dtVsub(v2, p, a);
// Compute scaled barycentric coordinates
float denom = v0[0] * v1[2] - v0[2] * v1[0];
if (fabsf(denom) < EPS)
return false;
float u = v1[2] * v2[0] - v1[0] * v2[2];
float v = v0[0] * v2[2] - v0[2] * v2[0];
if (denom < 0) {
denom = -denom;
u = -u;
v = -v;
}
// If point lies inside the triangle, return interpolated ycoord.
if (u >= -EPS && v >= -EPS && (u+v) <= 1+EPS)
{
h = a[1] + v0[1]*u + v1[1]*v;
if (u >= 0.0f && v >= 0.0f && (u + v) <= denom) {
h = a[1] + (v0[1] * u + v1[1] * v) / denom;
return true;
}
return false;
}