forked from teamnwah/openmw-tes3coop
Fixed errors pointed out by Zini.
1. Removed "Actor" from name of function isActorNearInactiveCell(). 2. Corrected case of CoordinateConverter member function names.
This commit is contained in:
parent
10eabc9d51
commit
8e2fe1985d
7 changed files with 19 additions and 19 deletions
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@ -36,7 +36,7 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po
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//... At current time, this test is unnecessary. AI shuts down when actor is more than 7168
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//... units from player, and exterior cells are 8192 units long and wide.
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//... But AI processing distance may increase in the future.
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if (isActorNearInactiveCell(pos))
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if (isNearInactiveCell(pos))
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{
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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return false;
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@ -114,14 +114,14 @@ bool MWMechanics::AiPackage::isTargetMagicallyHidden(const MWWorld::Ptr& target)
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|| (magicEffects.get(ESM::MagicEffect::Chameleon).getMagnitude() > 75);
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}
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bool MWMechanics::AiPackage::isActorNearInactiveCell(const ESM::Position& actorPos)
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bool MWMechanics::AiPackage::isNearInactiveCell(const ESM::Position& actorPos)
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{
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const ESM::Cell* playerCell(getPlayer().getCell()->getCell());
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if (playerCell->isExterior())
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{
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// get actor's distance from origin of center cell
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osg::Vec3f actorOffset(actorPos.asVec3());
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CoordinateConverter(playerCell).ToLocal(actorOffset);
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CoordinateConverter(playerCell).toLocal(actorOffset);
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// currently assumes 3 x 3 grid for exterior cells, with player at center cell.
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// ToDo: (Maybe) use "exterior cell load distance" setting to get count of actual active cells
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@ -88,7 +88,7 @@ namespace MWMechanics
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private:
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void evadeObstacles(const MWWorld::Ptr& actor, float duration, ESM::Position& pos);
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bool isActorNearInactiveCell(const ESM::Position& actorPos);
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bool isNearInactiveCell(const ESM::Position& actorPos);
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};
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}
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@ -588,7 +588,7 @@ namespace MWMechanics
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void AiWander::ToWorldCoordinates(ESM::Pathgrid::Point& point, const ESM::Cell * cell)
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{
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CoordinateConverter(cell).ToWorld(point);
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CoordinateConverter(cell).toWorld(point);
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}
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void AiWander::trimAllowedNodes(std::vector<ESM::Pathgrid::Point>& nodes,
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@ -746,7 +746,7 @@ namespace MWMechanics
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{
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// get NPC's position in local (i.e. cell) co-ordinates
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osg::Vec3f npcPos(mInitialActorPosition);
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CoordinateConverter(cell).ToLocal(npcPos);
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CoordinateConverter(cell).toLocal(npcPos);
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// mAllowedNodes for this actor with pathgrid point indexes based on mDistance
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// NOTE: mPoints and mAllowedNodes are in local co-ordinates
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@ -15,25 +15,25 @@ namespace MWMechanics
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}
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}
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void CoordinateConverter::ToWorld(ESM::Pathgrid::Point& point)
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void CoordinateConverter::toWorld(ESM::Pathgrid::Point& point)
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{
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point.mX += mCellX;
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point.mY += mCellY;
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}
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void CoordinateConverter::ToWorld(osg::Vec3f& point)
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void CoordinateConverter::toWorld(osg::Vec3f& point)
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{
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point.x() += static_cast<float>(mCellX);
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point.y() += static_cast<float>(mCellY);
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}
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void CoordinateConverter::ToLocal(osg::Vec3f& point)
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void CoordinateConverter::toLocal(osg::Vec3f& point)
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{
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point.x() -= static_cast<float>(mCellX);
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point.y() -= static_cast<float>(mCellY);
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}
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osg::Vec3f CoordinateConverter::ToLocalVec3(const ESM::Pathgrid::Point& point)
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osg::Vec3f CoordinateConverter::toLocalVec3(const ESM::Pathgrid::Point& point)
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{
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return osg::Vec3f(
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static_cast<float>(point.mX - mCellX),
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@ -18,15 +18,15 @@ namespace MWMechanics
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CoordinateConverter(const ESM::Cell* cell);
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/// in-place conversion from local to world
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void ToWorld(ESM::Pathgrid::Point& point);
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void toWorld(ESM::Pathgrid::Point& point);
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/// in-place conversion from local to world
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void ToWorld(osg::Vec3f& point);
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void toWorld(osg::Vec3f& point);
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/// in-place conversion from world to local
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void ToLocal(osg::Vec3f& point);
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void toLocal(osg::Vec3f& point);
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osg::Vec3f ToLocalVec3(const ESM::Pathgrid::Point& point);
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osg::Vec3f toLocalVec3(const ESM::Pathgrid::Point& point);
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private:
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int mCellX;
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@ -207,10 +207,10 @@ namespace MWMechanics
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// outside an area enclosed by walls, but there is a pathgrid
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// point right behind the wall that is closer than any pathgrid
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// point outside the wall
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osg::Vec3f startPointInLocalCoords(converter.ToLocalVec3(startPoint));
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osg::Vec3f startPointInLocalCoords(converter.toLocalVec3(startPoint));
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int startNode = getClosestPoint(mPathgrid, startPointInLocalCoords);
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osg::Vec3f endPointInLocalCoords(converter.ToLocalVec3(endPoint));
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osg::Vec3f endPointInLocalCoords(converter.toLocalVec3(endPoint));
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std::pair<int, bool> endNode = getClosestReachablePoint(mPathgrid, cell,
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endPointInLocalCoords,
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startNode);
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@ -223,7 +223,7 @@ namespace MWMechanics
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if(startNode == endNode.first)
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{
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ESM::Pathgrid::Point temp(mPathgrid->mPoints[startNode]);
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converter.ToWorld(temp);
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converter.toWorld(temp);
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mPath.push_back(temp);
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}
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else
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@ -233,7 +233,7 @@ namespace MWMechanics
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// convert supplied path to world co-ordinates
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for (std::list<ESM::Pathgrid::Point>::iterator iter(mPath.begin()); iter != mPath.end(); ++iter)
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{
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converter.ToWorld(*iter);
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converter.toWorld(*iter);
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}
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}
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@ -208,7 +208,7 @@ void Pathgrid::enableCellPathgrid(const MWWorld::CellStore *store)
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if (!pathgrid) return;
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osg::Vec3f cellPathGridPos(0, 0, 0);
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MWMechanics::CoordinateConverter(store->getCell()).ToWorld(cellPathGridPos);
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MWMechanics::CoordinateConverter(store->getCell()).toWorld(cellPathGridPos);
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osg::ref_ptr<osg::PositionAttitudeTransform> cellPathGrid = new osg::PositionAttitudeTransform;
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cellPathGrid->setPosition(cellPathGridPos);
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