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https://github.com/recastnavigation/recastnavigation.git
synced 2026-08-15 23:59:59 +00:00
Some better variable names in tile mesh sample
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@@ -18,7 +18,6 @@
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#include "Sample_TileMesh.h"
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#include "SDL.h"
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#include "SDL_opengl.h"
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#include <cmath>
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@@ -161,7 +160,8 @@ public:
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GLdouble x, y, z;
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if (m_hitPosSet && gluProject(m_hitPos[0], m_hitPos[1], m_hitPos[2], model, proj, view, &x, &y, &z))
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{
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int tx = 0, ty = 0;
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int tx = 0;
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int ty = 0;
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m_sample->getTilePos(m_hitPos, tx, ty);
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char text[32];
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snprintf(text, 32, "(%d,%d)", tx, ty);
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@@ -169,10 +169,9 @@ public:
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}
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// Tool help
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const int h = view[3];
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imguiDrawText(
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280,
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h - 40,
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view[3] - 40,
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IMGUI_ALIGN_LEFT,
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"LMB: Rebuild hit tile. Shift+LMB: Clear hit tile.",
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imguiRGBA(255, 255, 255, 192));
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@@ -691,7 +690,7 @@ void Sample_TileMesh::buildTile(const float* pos)
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m_buildContext->dumpLog("Build Tile (%d,%d):", tileX, tileY);
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}
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void Sample_TileMesh::getTilePos(const float* pos, int& tileX, int& tileY) const
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void Sample_TileMesh::getTilePos(const float* pos, int& outTileX, int& outTileY) const
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{
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if (!m_inputGeometry)
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{
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@@ -700,9 +699,9 @@ void Sample_TileMesh::getTilePos(const float* pos, int& tileX, int& tileY) const
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const float* navMeshBoundsMin = m_inputGeometry->getNavMeshBoundsMin();
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const float ts = m_tileSize * m_cellSize;
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tileX = static_cast<int>((pos[0] - navMeshBoundsMin[0]) / ts);
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tileY = static_cast<int>((pos[2] - navMeshBoundsMin[2]) / ts);
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const float tileSize = m_tileSize * m_cellSize;
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outTileX = static_cast<int>((pos[0] - navMeshBoundsMin[0]) / tileSize);
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outTileY = static_cast<int>((pos[2] - navMeshBoundsMin[2]) / tileSize);
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}
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void Sample_TileMesh::removeTile(const float* pos)
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@@ -798,7 +797,11 @@ void Sample_TileMesh::buildAllTiles()
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void Sample_TileMesh::removeAllTiles() const
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{
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if (!m_inputGeometry || !m_navMesh)
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if (m_inputGeometry == nullptr)
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{
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return;
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}
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if (m_navMesh == nullptr)
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{
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return;
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}
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@@ -812,11 +815,11 @@ void Sample_TileMesh::removeAllTiles() const
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const int tileWidth = (gridWidth + tileSize - 1) / tileSize;
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const int tileHeight = (gridHeight + tileSize - 1) / tileSize;
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for (int y = 0; y < tileHeight; ++y)
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for (int tileY = 0; tileY < tileHeight; ++tileY)
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{
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for (int x = 0; x < tileWidth; ++x)
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for (int tileX = 0; tileX < tileWidth; ++tileX)
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{
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m_navMesh->removeTile(m_navMesh->getTileRefAt(x, y, 0), 0, 0);
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m_navMesh->removeTile(m_navMesh->getTileRefAt(tileX, tileY, 0), 0, 0);
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}
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}
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}
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@@ -937,14 +940,15 @@ unsigned char* Sample_TileMesh::buildTileMesh(
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return 0;
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}
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float tbmin[2];
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float tbmax[2];
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tbmin[0] = m_config.bmin[0];
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tbmin[1] = m_config.bmin[2];
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tbmax[0] = m_config.bmax[0];
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tbmax[1] = m_config.bmax[2];
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float tileBoundsMin[2];
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float tileBoundsMax[2];
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tileBoundsMin[0] = m_config.bmin[0];
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tileBoundsMin[1] = m_config.bmin[2];
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tileBoundsMax[0] = m_config.bmax[0];
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tileBoundsMax[1] = m_config.bmax[2];
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int overlappingChunkIndexes[512]; // TODO: Make grow when returning too many items.
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const int numOverlappingChunks = chunkyMesh->GetChunksOverlappingRect(tbmin, tbmax, overlappingChunkIndexes, 512);
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const int numOverlappingChunks =
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chunkyMesh->GetChunksOverlappingRect(tileBoundsMin, tileBoundsMax, overlappingChunkIndexes, 512);
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if (!numOverlappingChunks)
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{
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return 0;
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