feat(nav): nav_next_corner - a way's next corner read back as the nearest point is, so a walker's question and a goal share one answer and a game needs no state of its own for them
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -19,6 +19,16 @@ export function nav_random_near(nav_st: NavState, kind: int, filter: int, x: flo
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return nvc_random_near(h, filter, x, y, z, r, seed, nav_st.nv_near) == 1
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}
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# the next corner of the way from (sx, sy, sz) toward (ex, ey, ez) - the first after the start - read
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# back as the nearest point is (nav_near_x / _z), so a walker's question and a goal share one answer
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export function nav_next_corner(nav_st: mut NavState, kind: int, filter: int, sx: float, sy: float, sz: float, ex: float, ey: float, ez: float) -> bool {
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if nav_path(nav_st, kind, filter, sx, sy, sz, ex, ey, ez) < 2 { return false }
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nav_st.nv_near[0] = nav_st.nv_out[3]
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nav_st.nv_near[1] = nav_st.nv_out[4]
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nav_st.nv_near[2] = nav_st.nv_out[5]
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return true
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}
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# a way from one point to another: its corners, first the start and last the end (or as near the end
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# as the mesh reaches - nav_partial says which); -1 when either end is off the mesh
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export function nav_path(nav_st: mut NavState, kind: int, filter: int, sx: float, sy: float, sz: float, ex: float, ey: float, ez: float) -> int {
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