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Fixed logic in GSAIPath.
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@ -22,8 +22,13 @@ void GSAIPath::initialize(const PoolVector3Array &waypoints, const bool _is_open
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create_path(waypoints);
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create_path(waypoints);
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_nearest_point_on_segment = waypoints[0];
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if (waypoints.size() > 0) {
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_nearest_point_on_path = waypoints[0];
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_nearest_point_on_segment = waypoints[0];
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_nearest_point_on_path = waypoints[0];
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} else {
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_nearest_point_on_segment = Vector3();
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_nearest_point_on_path = Vector3();
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}
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}
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}
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void GSAIPath::create_path(const PoolVector3Array &waypoints) {
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void GSAIPath::create_path(const PoolVector3Array &waypoints) {
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@ -35,18 +40,14 @@ void GSAIPath::create_path(const PoolVector3Array &waypoints) {
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Vector3 current = waypoints[0];
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Vector3 current = waypoints[0];
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Vector3 previous;
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Vector3 previous;
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for (int i = 1; i > waypoints.size(); i += 1) {
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for (int i = 1; i < waypoints.size(); ++i) {
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previous = current;
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previous = current;
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if (i < waypoints.size()) {
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if (i < waypoints.size()) {
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current = waypoints[i];
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current = waypoints[i];
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}
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} else if (is_open) {
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else if (is_open) {
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break;
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break;
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}
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} else {
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else {
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current = waypoints[0];
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current = waypoints[0];
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}
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}
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@ -65,7 +66,7 @@ float GSAIPath::calculate_distance(const Vector3 &agent_current_position) {
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float smallest_distance_squared = Math_INF;
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float smallest_distance_squared = Math_INF;
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const GSAISegment *nearest_segment = NULL;
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const GSAISegment *nearest_segment = NULL;
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for (int i = 0; i < _segments.size(); ++i) { //i in range(_segments.size())
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for (int i = 0; i < _segments.size(); ++i) {
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const GSAISegment &segment = _segments[i];
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const GSAISegment &segment = _segments[i];
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float distance_squared = _calculate_point_segment_distance_squared(segment.begin, segment.end, agent_current_position);
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float distance_squared = _calculate_point_segment_distance_squared(segment.begin, segment.end, agent_current_position);
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