@@ -505,9 +505,12 @@ fn display_path(navmeshes: Res<Assets<NavMesh>>, mut gizmos: Gizmos) {
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// vec2(MESH_UNIT as f32 * 3.0, MESH_UNIT as f32 * 3.0),
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// ),
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(
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- vec2 ( ( MESH_UNIT as f32 ) / 4.0 , -( MESH_UNIT as f32 ) / 4.0 ) ,
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- // vec2(MESH_UNIT as f32 * 1.25, MESH_UNIT as f32 * 0.9),
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- vec2 ( MESH_UNIT as f32 * 2.75 , MESH_UNIT as f32 * 3.25 ) ,
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+ vec2 ( ( MESH_UNIT as f32 ) * 1.5 , -( MESH_UNIT as f32 ) / 4.0 ) ,
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+ vec2 ( MESH_UNIT as f32 * 1.5 , MESH_UNIT as f32 * 3.25 ) ,
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+ ) ,
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+ (
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+ vec2 ( MESH_UNIT as f32 * 1.5 , MESH_UNIT as f32 * 3.25 ) ,
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+ vec2 ( ( MESH_UNIT as f32 ) * 1.5 , -( MESH_UNIT as f32 ) / 4.0 ) ,
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) ,
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] {
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let start = navmesh. get ( ) . get_point_layer ( points. 0 ) [ 0 ] ;
@@ -537,10 +540,13 @@ fn point_to_height(point: Vec2, layer: u8) -> f32 {
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match layer {
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0 => 0.5 ,
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1 => top + 0.5 ,
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- // TODO: check those
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- 2 => ( point. x - ( MESH_UNIT as f32 / 2.0 ) ) / MESH_UNIT as f32 * top + 0.5 ,
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- // TODO: those are definitely wrong
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- 3 => ( point. x - MESH_UNIT as f32 ) / MESH_UNIT as f32 * top + 0.5 ,
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+ 2 => ( point. x - ( MESH_UNIT as f32 / 2.0 ) ) / ( MESH_UNIT as f32 / 2.0 ) * top + 0.5 ,
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+ 3 => {
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+ ( MESH_UNIT as f32 / 2.0 - ( point. x - ( MESH_UNIT as f32 * 2.0 ) ) )
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+ / ( MESH_UNIT as f32 / 2.0 )
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+ * top
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+ + 0.5
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+ }
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x => unreachable ! ( "layer {:?}" , x) ,
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}
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}
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