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Fix functions name style

This commit is contained in:
elsid 2018-08-18 13:42:11 +03:00
parent 2f424f6be2
commit 31340a212a
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4 changed files with 34 additions and 34 deletions

View file

@ -303,7 +303,7 @@ namespace MWMechanics
osg::Vec3f localPos = actor.getRefData().getPosition().asVec3(); osg::Vec3f localPos = actor.getRefData().getPosition().asVec3();
coords.toLocal(localPos); coords.toLocal(localPos);
int closestPointIndex = PathFinder::GetClosestPoint(pathgrid, localPos); int closestPointIndex = PathFinder::getClosestPoint(pathgrid, localPos);
for (int i = 0; i < static_cast<int>(pathgrid->mPoints.size()); i++) for (int i = 0; i < static_cast<int>(pathgrid->mPoints.size()); i++)
{ {
if (i != closestPointIndex && getPathGridGraph(storage.mCell).isPointConnected(closestPointIndex, i)) if (i != closestPointIndex && getPathGridGraph(storage.mCell).isPointConnected(closestPointIndex, i))
@ -355,7 +355,7 @@ namespace MWMechanics
float dist = (actor.getRefData().getPosition().asVec3() - target.getRefData().getPosition().asVec3()).length(); float dist = (actor.getRefData().getPosition().asVec3() - target.getRefData().getPosition().asVec3()).length();
if ((dist > fFleeDistance && !storage.mLOS) if ((dist > fFleeDistance && !storage.mLOS)
|| pathTo(actor, PathFinder::MakeOsgVec3(storage.mFleeDest), duration)) || pathTo(actor, PathFinder::makeOsgVec3(storage.mFleeDest), duration))
{ {
state = AiCombatStorage::FleeState_Idle; state = AiCombatStorage::FleeState_Idle;
} }

View file

@ -593,7 +593,7 @@ namespace MWMechanics
const auto start = actorPos.asVec3(); const auto start = actorPos.asVec3();
// don't take shortcuts for wandering // don't take shortcuts for wandering
const auto destVec3f = PathFinder::MakeOsgVec3(dest); const auto destVec3f = PathFinder::makeOsgVec3(dest);
mPathFinder.buildSyncedPath(start, destVec3f, actor.getCell(), getPathGridGraph(actor.getCell())); mPathFinder.buildSyncedPath(start, destVec3f, actor.getCell(), getPathGridGraph(actor.getCell()));
if (mPathFinder.isPathConstructed()) if (mPathFinder.isPathConstructed())
@ -730,7 +730,7 @@ namespace MWMechanics
ESM::Pathgrid::Point worldDest = dest; ESM::Pathgrid::Point worldDest = dest;
ToWorldCoordinates(worldDest, actor.getCell()->getCell()); ToWorldCoordinates(worldDest, actor.getCell()->getCell());
bool isPathGridOccupied = MWBase::Environment::get().getMechanicsManager()->isAnyActorInRange(PathFinder::MakeOsgVec3(worldDest), 60); bool isPathGridOccupied = MWBase::Environment::get().getMechanicsManager()->isAnyActorInRange(PathFinder::makeOsgVec3(worldDest), 60);
// add offset only if the selected pathgrid is occupied by another actor // add offset only if the selected pathgrid is occupied by another actor
if (isPathGridOccupied) if (isPathGridOccupied)
@ -751,18 +751,18 @@ namespace MWMechanics
ESM::Pathgrid::Point connDest = points[randomIndex]; ESM::Pathgrid::Point connDest = points[randomIndex];
// add an offset towards random neighboring node // add an offset towards random neighboring node
osg::Vec3f dir = PathFinder::MakeOsgVec3(connDest) - PathFinder::MakeOsgVec3(dest); osg::Vec3f dir = PathFinder::makeOsgVec3(connDest) - PathFinder::makeOsgVec3(dest);
float length = dir.length(); float length = dir.length();
dir.normalize(); dir.normalize();
for (int j = 1; j <= 3; j++) for (int j = 1; j <= 3; j++)
{ {
// move for 5-15% towards random neighboring node // move for 5-15% towards random neighboring node
dest = PathFinder::MakePathgridPoint(PathFinder::MakeOsgVec3(dest) + dir * (j * 5 * length / 100.f)); dest = PathFinder::makePathgridPoint(PathFinder::makeOsgVec3(dest) + dir * (j * 5 * length / 100.f));
worldDest = dest; worldDest = dest;
ToWorldCoordinates(worldDest, actor.getCell()->getCell()); ToWorldCoordinates(worldDest, actor.getCell()->getCell());
isOccupied = MWBase::Environment::get().getMechanicsManager()->isAnyActorInRange(PathFinder::MakeOsgVec3(worldDest), 60); isOccupied = MWBase::Environment::get().getMechanicsManager()->isAnyActorInRange(PathFinder::makeOsgVec3(worldDest), 60);
if (!isOccupied) if (!isOccupied)
break; break;
@ -798,7 +798,7 @@ namespace MWMechanics
const ESM::Pathgrid *pathgrid = const ESM::Pathgrid *pathgrid =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*currentCell->getCell()); MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*currentCell->getCell());
int index = PathFinder::GetClosestPoint(pathgrid, PathFinder::MakeOsgVec3(dest)); int index = PathFinder::getClosestPoint(pathgrid, PathFinder::makeOsgVec3(dest));
getPathGridGraph(currentCell).getNeighbouringPoints(index, points); getPathGridGraph(currentCell).getNeighbouringPoints(index, points);
} }
@ -831,7 +831,7 @@ namespace MWMechanics
CoordinateConverter(cell).toLocal(npcPos); CoordinateConverter(cell).toLocal(npcPos);
// Find closest pathgrid point // Find closest pathgrid point
int closestPointIndex = PathFinder::GetClosestPoint(pathgrid, npcPos); int closestPointIndex = PathFinder::getClosestPoint(pathgrid, npcPos);
// mAllowedNodes for this actor with pathgrid point indexes based on mDistance // mAllowedNodes for this actor with pathgrid point indexes based on mDistance
// and if the point is connected to the closest current point // and if the point is connected to the closest current point
@ -839,7 +839,7 @@ namespace MWMechanics
int pointIndex = 0; int pointIndex = 0;
for(unsigned int counter = 0; counter < pathgrid->mPoints.size(); counter++) for(unsigned int counter = 0; counter < pathgrid->mPoints.size(); counter++)
{ {
osg::Vec3f nodePos(PathFinder::MakeOsgVec3(pathgrid->mPoints[counter])); osg::Vec3f nodePos(PathFinder::makeOsgVec3(pathgrid->mPoints[counter]));
if((npcPos - nodePos).length2() <= mDistance * mDistance && if((npcPos - nodePos).length2() <= mDistance * mDistance &&
getPathGridGraph(cellStore).isPointConnected(closestPointIndex, counter)) getPathGridGraph(cellStore).isPointConnected(closestPointIndex, counter))
{ {
@ -866,7 +866,7 @@ namespace MWMechanics
// 2. Partway along the path between the point and its connected points. // 2. Partway along the path between the point and its connected points.
void AiWander::AddNonPathGridAllowedPoints(osg::Vec3f npcPos, const ESM::Pathgrid * pathGrid, int pointIndex, AiWanderStorage& storage) void AiWander::AddNonPathGridAllowedPoints(osg::Vec3f npcPos, const ESM::Pathgrid * pathGrid, int pointIndex, AiWanderStorage& storage)
{ {
storage.mAllowedNodes.push_back(PathFinder::MakePathgridPoint(npcPos)); storage.mAllowedNodes.push_back(PathFinder::makePathgridPoint(npcPos));
for (std::vector<ESM::Pathgrid::Edge>::const_iterator it = pathGrid->mEdges.begin(); it != pathGrid->mEdges.end(); ++it) for (std::vector<ESM::Pathgrid::Edge>::const_iterator it = pathGrid->mEdges.begin(); it != pathGrid->mEdges.end(); ++it)
{ {
if (it->mV0 == pointIndex) if (it->mV0 == pointIndex)
@ -878,8 +878,8 @@ namespace MWMechanics
void AiWander::AddPointBetweenPathGridPoints(const ESM::Pathgrid::Point& start, const ESM::Pathgrid::Point& end, AiWanderStorage& storage) void AiWander::AddPointBetweenPathGridPoints(const ESM::Pathgrid::Point& start, const ESM::Pathgrid::Point& end, AiWanderStorage& storage)
{ {
osg::Vec3f vectorStart = PathFinder::MakeOsgVec3(start); osg::Vec3f vectorStart = PathFinder::makeOsgVec3(start);
osg::Vec3f delta = PathFinder::MakeOsgVec3(end) - vectorStart; osg::Vec3f delta = PathFinder::makeOsgVec3(end) - vectorStart;
float length = delta.length(); float length = delta.length();
delta.normalize(); delta.normalize();
@ -888,7 +888,7 @@ namespace MWMechanics
// must not travel longer than distance between waypoints or NPC goes past waypoint // must not travel longer than distance between waypoints or NPC goes past waypoint
distance = std::min(distance, static_cast<int>(length)); distance = std::min(distance, static_cast<int>(length));
delta *= distance; delta *= distance;
storage.mAllowedNodes.push_back(PathFinder::MakePathgridPoint(vectorStart + delta)); storage.mAllowedNodes.push_back(PathFinder::makePathgridPoint(vectorStart + delta));
} }
void AiWander::SetCurrentNodeToClosestAllowedNode(const osg::Vec3f& npcPos, AiWanderStorage& storage) void AiWander::SetCurrentNodeToClosestAllowedNode(const osg::Vec3f& npcPos, AiWanderStorage& storage)
@ -897,7 +897,7 @@ namespace MWMechanics
unsigned int index = 0; unsigned int index = 0;
for (unsigned int counterThree = 0; counterThree < storage.mAllowedNodes.size(); counterThree++) for (unsigned int counterThree = 0; counterThree < storage.mAllowedNodes.size(); counterThree++)
{ {
osg::Vec3f nodePos(PathFinder::MakeOsgVec3(storage.mAllowedNodes[counterThree])); osg::Vec3f nodePos(PathFinder::makeOsgVec3(storage.mAllowedNodes[counterThree]));
float tempDist = (npcPos - nodePos).length2(); float tempDist = (npcPos - nodePos).length2();
if (tempDist < distanceToClosestNode) if (tempDist < distanceToClosestNode)
{ {

View file

@ -27,7 +27,7 @@ namespace
// points to a quadtree may help // points to a quadtree may help
for(unsigned int counter = 0; counter < grid->mPoints.size(); counter++) for(unsigned int counter = 0; counter < grid->mPoints.size(); counter++)
{ {
float potentialDistBetween = MWMechanics::PathFinder::DistanceSquared(grid->mPoints[counter], pos); float potentialDistBetween = MWMechanics::PathFinder::distanceSquared(grid->mPoints[counter], pos);
if (potentialDistBetween < closestDistanceReachable) if (potentialDistBetween < closestDistanceReachable)
{ {
// found a closer one // found a closer one
@ -108,7 +108,7 @@ namespace MWMechanics
* pathgrid point (e.g. wander) then it may be worth while to call * pathgrid point (e.g. wander) then it may be worth while to call
* pop_back() to remove the redundant entry. * pop_back() to remove the redundant entry.
* *
* NOTE: coordinates must be converted prior to calling GetClosestPoint() * NOTE: coordinates must be converted prior to calling getClosestPoint()
* *
* | * |
* | cell * | cell
@ -148,16 +148,16 @@ namespace MWMechanics
return; return;
} }
// NOTE: GetClosestPoint expects local coordinates // NOTE: getClosestPoint expects local coordinates
CoordinateConverter converter(mCell->getCell()); CoordinateConverter converter(mCell->getCell());
// NOTE: It is possible that GetClosestPoint returns a pathgrind point index // NOTE: It is possible that getClosestPoint returns a pathgrind point index
// that is unreachable in some situations. e.g. actor is standing // that is unreachable in some situations. e.g. actor is standing
// outside an area enclosed by walls, but there is a pathgrid // outside an area enclosed by walls, but there is a pathgrid
// point right behind the wall that is closer than any pathgrid // point right behind the wall that is closer than any pathgrid
// point outside the wall // point outside the wall
osg::Vec3f startPointInLocalCoords(converter.toLocalVec3(startPoint)); osg::Vec3f startPointInLocalCoords(converter.toLocalVec3(startPoint));
int startNode = GetClosestPoint(mPathgrid, startPointInLocalCoords); int startNode = getClosestPoint(mPathgrid, startPointInLocalCoords);
osg::Vec3f endPointInLocalCoords(converter.toLocalVec3(endPoint)); osg::Vec3f endPointInLocalCoords(converter.toLocalVec3(endPoint));
std::pair<int, bool> endNode = getClosestReachablePoint(mPathgrid, &pathgridGraph, std::pair<int, bool> endNode = getClosestReachablePoint(mPathgrid, &pathgridGraph,
@ -167,8 +167,8 @@ namespace MWMechanics
// if it's shorter for actor to travel from start to end, than to travel from either // if it's shorter for actor to travel from start to end, than to travel from either
// start or end to nearest pathgrid point, just travel from start to end. // start or end to nearest pathgrid point, just travel from start to end.
float startToEndLength2 = (endPointInLocalCoords - startPointInLocalCoords).length2(); float startToEndLength2 = (endPointInLocalCoords - startPointInLocalCoords).length2();
float endTolastNodeLength2 = DistanceSquared(mPathgrid->mPoints[endNode.first], endPointInLocalCoords); float endTolastNodeLength2 = distanceSquared(mPathgrid->mPoints[endNode.first], endPointInLocalCoords);
float startTo1stNodeLength2 = DistanceSquared(mPathgrid->mPoints[startNode], startPointInLocalCoords); float startTo1stNodeLength2 = distanceSquared(mPathgrid->mPoints[startNode], startPointInLocalCoords);
if ((startToEndLength2 < startTo1stNodeLength2) || (startToEndLength2 < endTolastNodeLength2)) if ((startToEndLength2 < startTo1stNodeLength2) || (startToEndLength2 < endTolastNodeLength2))
{ {
mPath.push_back(endPoint); mPath.push_back(endPoint);
@ -184,7 +184,7 @@ namespace MWMechanics
{ {
ESM::Pathgrid::Point temp(mPathgrid->mPoints[startNode]); ESM::Pathgrid::Point temp(mPathgrid->mPoints[startNode]);
converter.toWorld(temp); converter.toWorld(temp);
mPath.push_back(MakeOsgVec3(temp)); mPath.push_back(makeOsgVec3(temp));
} }
else else
{ {
@ -195,8 +195,8 @@ namespace MWMechanics
if (path.size() > 1) if (path.size() > 1)
{ {
ESM::Pathgrid::Point secondNode = *(++path.begin()); ESM::Pathgrid::Point secondNode = *(++path.begin());
osg::Vec3f firstNodeVec3f = MakeOsgVec3(mPathgrid->mPoints[startNode]); osg::Vec3f firstNodeVec3f = makeOsgVec3(mPathgrid->mPoints[startNode]);
osg::Vec3f secondNodeVec3f = MakeOsgVec3(secondNode); osg::Vec3f secondNodeVec3f = makeOsgVec3(secondNode);
osg::Vec3f toSecondNodeVec3f = secondNodeVec3f - firstNodeVec3f; osg::Vec3f toSecondNodeVec3f = secondNodeVec3f - firstNodeVec3f;
osg::Vec3f toStartPointVec3f = startPointInLocalCoords - firstNodeVec3f; osg::Vec3f toStartPointVec3f = startPointInLocalCoords - firstNodeVec3f;
if (toSecondNodeVec3f * toStartPointVec3f > 0) if (toSecondNodeVec3f * toStartPointVec3f > 0)
@ -217,7 +217,7 @@ namespace MWMechanics
[&] (ESM::Pathgrid::Point& point) [&] (ESM::Pathgrid::Point& point)
{ {
converter.toWorld(point); converter.toWorld(point);
return MakeOsgVec3(point); return makeOsgVec3(point);
}); });
} }

View file

@ -118,18 +118,18 @@ namespace MWMechanics
} }
/// utility function to convert a osg::Vec3f to a Pathgrid::Point /// utility function to convert a osg::Vec3f to a Pathgrid::Point
static ESM::Pathgrid::Point MakePathgridPoint(const osg::Vec3f& v) static ESM::Pathgrid::Point makePathgridPoint(const osg::Vec3f& v)
{ {
return ESM::Pathgrid::Point(static_cast<int>(v[0]), static_cast<int>(v[1]), static_cast<int>(v[2])); return ESM::Pathgrid::Point(static_cast<int>(v[0]), static_cast<int>(v[1]), static_cast<int>(v[2]));
} }
/// utility function to convert an ESM::Position to a Pathgrid::Point /// utility function to convert an ESM::Position to a Pathgrid::Point
static ESM::Pathgrid::Point MakePathgridPoint(const ESM::Position& p) static ESM::Pathgrid::Point makePathgridPoint(const ESM::Position& p)
{ {
return ESM::Pathgrid::Point(static_cast<int>(p.pos[0]), static_cast<int>(p.pos[1]), static_cast<int>(p.pos[2])); return ESM::Pathgrid::Point(static_cast<int>(p.pos[0]), static_cast<int>(p.pos[1]), static_cast<int>(p.pos[2]));
} }
static osg::Vec3f MakeOsgVec3(const ESM::Pathgrid::Point& p) static osg::Vec3f makeOsgVec3(const ESM::Pathgrid::Point& p)
{ {
return osg::Vec3f(static_cast<float>(p.mX), static_cast<float>(p.mY), static_cast<float>(p.mZ)); return osg::Vec3f(static_cast<float>(p.mX), static_cast<float>(p.mY), static_cast<float>(p.mZ));
} }
@ -138,9 +138,9 @@ namespace MWMechanics
// Caller needs to be careful for very short distances (i.e. less than 1) // Caller needs to be careful for very short distances (i.e. less than 1)
// or when accumuating the results i.e. (a + b)^2 != a^2 + b^2 // or when accumuating the results i.e. (a + b)^2 != a^2 + b^2
// //
static float DistanceSquared(ESM::Pathgrid::Point point, const osg::Vec3f& pos) static float distanceSquared(ESM::Pathgrid::Point point, const osg::Vec3f& pos)
{ {
return (MWMechanics::PathFinder::MakeOsgVec3(point) - pos).length2(); return (MWMechanics::PathFinder::makeOsgVec3(point) - pos).length2();
} }
// Return the closest pathgrid point index from the specified position // Return the closest pathgrid point index from the specified position
@ -149,18 +149,18 @@ namespace MWMechanics
// //
// NOTE: pos is expected to be in local coordinates, as is grid->mPoints // NOTE: pos is expected to be in local coordinates, as is grid->mPoints
// //
static int GetClosestPoint(const ESM::Pathgrid* grid, const osg::Vec3f& pos) static int getClosestPoint(const ESM::Pathgrid* grid, const osg::Vec3f& pos)
{ {
assert(grid && !grid->mPoints.empty()); assert(grid && !grid->mPoints.empty());
float distanceBetween = DistanceSquared(grid->mPoints[0], pos); float distanceBetween = distanceSquared(grid->mPoints[0], pos);
int closestIndex = 0; int closestIndex = 0;
// TODO: if this full scan causes performance problems mapping pathgrid // TODO: if this full scan causes performance problems mapping pathgrid
// points to a quadtree may help // points to a quadtree may help
for(unsigned int counter = 1; counter < grid->mPoints.size(); counter++) for(unsigned int counter = 1; counter < grid->mPoints.size(); counter++)
{ {
float potentialDistBetween = DistanceSquared(grid->mPoints[counter], pos); float potentialDistBetween = distanceSquared(grid->mPoints[counter], pos);
if(potentialDistBetween < distanceBetween) if(potentialDistBetween < distanceBetween)
{ {
distanceBetween = potentialDistBetween; distanceBetween = potentialDistBetween;