Recast: update variable naming

More consistency.
This commit is contained in:
Kawe Mazidjatari 2024-08-12 17:18:44 +02:00
parent ef0f9a7770
commit 667a6509db

View File

@ -533,28 +533,28 @@ static bool traverseLinkInPolygon(const dtMeshTile* tile, const float* midPoint)
return false;
}
static bool traverseLinkInLOS(InputGeom* geom, const float* startPos, const float* endPoint, const float heightOffset)
static bool traverseLinkInLOS(InputGeom* geom, const float* basePos, const float* landPos, const float heightOffset)
{
float rayStartPos[3];
float rayEndPos[3];
float rayBasetPos[3];
float rayLandPos[3];
float hitTime;
rdVcopy(rayStartPos, startPos);
rdVcopy(rayEndPos, endPoint);
rdVcopy(rayBasetPos, basePos);
rdVcopy(rayLandPos, landPos);
// note(amos): offset the ray heights so we don't clip into
// ledges. Realistically, we need at least the height of the
// agent anyways to be able to properly perform a jump
// without clipping into geometry.
rayStartPos[2] += heightOffset;
rayEndPos[2] += heightOffset;
rayBasetPos[2] += heightOffset;
rayLandPos[2] += heightOffset;
// note(amos): perform 2 raycasts as we have to take the
// face normal into account. Path must be clear from both
// directions.
if (geom->raycastMesh(rayStartPos, rayEndPos, hitTime) ||
geom->raycastMesh(rayEndPos, rayStartPos, hitTime))
if (geom->raycastMesh(rayBasetPos, rayLandPos, hitTime) ||
geom->raycastMesh(rayLandPos, rayBasetPos, hitTime))
return false;
return true;