* limitations under the License.
*/
-// INTERNAL INCLUDES
+// CLASS HEADER
#include <dali-scene3d/internal/algorithm/navigation-mesh-impl.h>
// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
-#include <filesystem>
#include <algorithm>
-#include <cerrno>
-#include <cstdio>
-#include <cstring>
+#include <filesystem>
using Dali::Vector3;
namespace Dali::Scene3D::Internal::Algorithm
{
-
-using Poly = Dali::Scene3D::Algorithm::NavigationMesh::Face;
-using Edge = Dali::Scene3D::Algorithm::NavigationMesh::Edge;
+using Poly = Dali::Scene3D::Algorithm::NavigationMesh::Face;
+using Edge = Dali::Scene3D::Algorithm::NavigationMesh::Edge;
using Vertex = Dali::Scene3D::Algorithm::NavigationMesh::Vertex;
// Internal Navigation ray structure
struct NavigationRay
{
- Dali::Vector3 origin; // Origin of ray
+ Dali::Vector3 origin; // Origin of ray
Dali::Vector3 direction; // Direction of ray
};
std::copy(buffer.begin(), buffer.end(), mBuffer.begin());
// Setup header from the buffer
- mHeader = *reinterpret_cast<NavigationMeshHeader_V10*>(mBuffer.data());
+ mHeader = *reinterpret_cast<NavigationMeshHeader_V10*>(mBuffer.data());
mCurrentFace = Scene3D::Algorithm::NavigationMesh::NULL_FACE;
}
return false;
}
- std::sort(results.begin(), results.end(), [](const IntersectResult& lhs, const IntersectResult& rhs)
- { return lhs.distance < rhs.distance; });
+ std::sort(results.begin(), results.end(), [](const IntersectResult& lhs, const IntersectResult& rhs) { return lhs.distance < rhs.distance; });
outPosition = PointLocalToScene(results.front().point);
faceIndex = results.front().faceIndex;
Dali::Vector3 NavigationMesh::GetGravityVector() const
{
- return Dali::Vector3( mHeader.gravityVector );
+ return Dali::Vector3(mHeader.gravityVector);
}
-}
\ No newline at end of file
+} // namespace Dali::Scene3D::Internal::Algorithm
\ No newline at end of file