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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-21 09:53:50 +00:00
Fix functions name style
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2f424f6be2
commit
31340a212a
4 changed files with 34 additions and 34 deletions
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@ -303,7 +303,7 @@ namespace MWMechanics
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osg::Vec3f localPos = actor.getRefData().getPosition().asVec3();
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coords.toLocal(localPos);
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int closestPointIndex = PathFinder::GetClosestPoint(pathgrid, localPos);
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int closestPointIndex = PathFinder::getClosestPoint(pathgrid, localPos);
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for (int i = 0; i < static_cast<int>(pathgrid->mPoints.size()); i++)
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{
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if (i != closestPointIndex && getPathGridGraph(storage.mCell).isPointConnected(closestPointIndex, i))
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@ -355,7 +355,7 @@ namespace MWMechanics
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float dist = (actor.getRefData().getPosition().asVec3() - target.getRefData().getPosition().asVec3()).length();
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if ((dist > fFleeDistance && !storage.mLOS)
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|| pathTo(actor, PathFinder::MakeOsgVec3(storage.mFleeDest), duration))
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|| pathTo(actor, PathFinder::makeOsgVec3(storage.mFleeDest), duration))
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{
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state = AiCombatStorage::FleeState_Idle;
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}
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@ -593,7 +593,7 @@ namespace MWMechanics
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const auto start = actorPos.asVec3();
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// don't take shortcuts for wandering
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const auto destVec3f = PathFinder::MakeOsgVec3(dest);
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const auto destVec3f = PathFinder::makeOsgVec3(dest);
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mPathFinder.buildSyncedPath(start, destVec3f, actor.getCell(), getPathGridGraph(actor.getCell()));
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if (mPathFinder.isPathConstructed())
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@ -730,7 +730,7 @@ namespace MWMechanics
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ESM::Pathgrid::Point worldDest = dest;
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ToWorldCoordinates(worldDest, actor.getCell()->getCell());
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bool isPathGridOccupied = MWBase::Environment::get().getMechanicsManager()->isAnyActorInRange(PathFinder::MakeOsgVec3(worldDest), 60);
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bool isPathGridOccupied = MWBase::Environment::get().getMechanicsManager()->isAnyActorInRange(PathFinder::makeOsgVec3(worldDest), 60);
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// add offset only if the selected pathgrid is occupied by another actor
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if (isPathGridOccupied)
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@ -751,18 +751,18 @@ namespace MWMechanics
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ESM::Pathgrid::Point connDest = points[randomIndex];
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// add an offset towards random neighboring node
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osg::Vec3f dir = PathFinder::MakeOsgVec3(connDest) - PathFinder::MakeOsgVec3(dest);
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osg::Vec3f dir = PathFinder::makeOsgVec3(connDest) - PathFinder::makeOsgVec3(dest);
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float length = dir.length();
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dir.normalize();
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for (int j = 1; j <= 3; j++)
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{
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// move for 5-15% towards random neighboring node
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dest = PathFinder::MakePathgridPoint(PathFinder::MakeOsgVec3(dest) + dir * (j * 5 * length / 100.f));
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dest = PathFinder::makePathgridPoint(PathFinder::makeOsgVec3(dest) + dir * (j * 5 * length / 100.f));
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worldDest = dest;
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ToWorldCoordinates(worldDest, actor.getCell()->getCell());
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isOccupied = MWBase::Environment::get().getMechanicsManager()->isAnyActorInRange(PathFinder::MakeOsgVec3(worldDest), 60);
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isOccupied = MWBase::Environment::get().getMechanicsManager()->isAnyActorInRange(PathFinder::makeOsgVec3(worldDest), 60);
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if (!isOccupied)
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break;
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@ -798,7 +798,7 @@ namespace MWMechanics
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const ESM::Pathgrid *pathgrid =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*currentCell->getCell());
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int index = PathFinder::GetClosestPoint(pathgrid, PathFinder::MakeOsgVec3(dest));
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int index = PathFinder::getClosestPoint(pathgrid, PathFinder::makeOsgVec3(dest));
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getPathGridGraph(currentCell).getNeighbouringPoints(index, points);
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}
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@ -831,7 +831,7 @@ namespace MWMechanics
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CoordinateConverter(cell).toLocal(npcPos);
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// Find closest pathgrid point
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int closestPointIndex = PathFinder::GetClosestPoint(pathgrid, npcPos);
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int closestPointIndex = PathFinder::getClosestPoint(pathgrid, npcPos);
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// mAllowedNodes for this actor with pathgrid point indexes based on mDistance
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// and if the point is connected to the closest current point
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@ -839,7 +839,7 @@ namespace MWMechanics
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int pointIndex = 0;
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for(unsigned int counter = 0; counter < pathgrid->mPoints.size(); counter++)
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{
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osg::Vec3f nodePos(PathFinder::MakeOsgVec3(pathgrid->mPoints[counter]));
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osg::Vec3f nodePos(PathFinder::makeOsgVec3(pathgrid->mPoints[counter]));
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if((npcPos - nodePos).length2() <= mDistance * mDistance &&
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getPathGridGraph(cellStore).isPointConnected(closestPointIndex, counter))
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{
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@ -866,7 +866,7 @@ namespace MWMechanics
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// 2. Partway along the path between the point and its connected points.
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void AiWander::AddNonPathGridAllowedPoints(osg::Vec3f npcPos, const ESM::Pathgrid * pathGrid, int pointIndex, AiWanderStorage& storage)
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{
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storage.mAllowedNodes.push_back(PathFinder::MakePathgridPoint(npcPos));
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storage.mAllowedNodes.push_back(PathFinder::makePathgridPoint(npcPos));
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for (std::vector<ESM::Pathgrid::Edge>::const_iterator it = pathGrid->mEdges.begin(); it != pathGrid->mEdges.end(); ++it)
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{
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if (it->mV0 == pointIndex)
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@ -878,8 +878,8 @@ namespace MWMechanics
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void AiWander::AddPointBetweenPathGridPoints(const ESM::Pathgrid::Point& start, const ESM::Pathgrid::Point& end, AiWanderStorage& storage)
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{
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osg::Vec3f vectorStart = PathFinder::MakeOsgVec3(start);
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osg::Vec3f delta = PathFinder::MakeOsgVec3(end) - vectorStart;
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osg::Vec3f vectorStart = PathFinder::makeOsgVec3(start);
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osg::Vec3f delta = PathFinder::makeOsgVec3(end) - vectorStart;
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float length = delta.length();
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delta.normalize();
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@ -888,7 +888,7 @@ namespace MWMechanics
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// must not travel longer than distance between waypoints or NPC goes past waypoint
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distance = std::min(distance, static_cast<int>(length));
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delta *= distance;
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storage.mAllowedNodes.push_back(PathFinder::MakePathgridPoint(vectorStart + delta));
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storage.mAllowedNodes.push_back(PathFinder::makePathgridPoint(vectorStart + delta));
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}
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void AiWander::SetCurrentNodeToClosestAllowedNode(const osg::Vec3f& npcPos, AiWanderStorage& storage)
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@ -897,7 +897,7 @@ namespace MWMechanics
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unsigned int index = 0;
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for (unsigned int counterThree = 0; counterThree < storage.mAllowedNodes.size(); counterThree++)
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{
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osg::Vec3f nodePos(PathFinder::MakeOsgVec3(storage.mAllowedNodes[counterThree]));
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osg::Vec3f nodePos(PathFinder::makeOsgVec3(storage.mAllowedNodes[counterThree]));
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float tempDist = (npcPos - nodePos).length2();
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if (tempDist < distanceToClosestNode)
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{
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@ -27,7 +27,7 @@ namespace
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// points to a quadtree may help
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for(unsigned int counter = 0; counter < grid->mPoints.size(); counter++)
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{
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float potentialDistBetween = MWMechanics::PathFinder::DistanceSquared(grid->mPoints[counter], pos);
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float potentialDistBetween = MWMechanics::PathFinder::distanceSquared(grid->mPoints[counter], pos);
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if (potentialDistBetween < closestDistanceReachable)
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{
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// found a closer one
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@ -108,7 +108,7 @@ namespace MWMechanics
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* pathgrid point (e.g. wander) then it may be worth while to call
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* pop_back() to remove the redundant entry.
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*
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* NOTE: coordinates must be converted prior to calling GetClosestPoint()
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* NOTE: coordinates must be converted prior to calling getClosestPoint()
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*
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* |
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* | cell
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@ -148,16 +148,16 @@ namespace MWMechanics
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return;
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}
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// NOTE: GetClosestPoint expects local coordinates
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// NOTE: getClosestPoint expects local coordinates
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CoordinateConverter converter(mCell->getCell());
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// NOTE: It is possible that GetClosestPoint returns a pathgrind point index
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// NOTE: It is possible that getClosestPoint returns a pathgrind point index
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// that is unreachable in some situations. e.g. actor is standing
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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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int startNode = GetClosestPoint(mPathgrid, startPointInLocalCoords);
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int startNode = getClosestPoint(mPathgrid, startPointInLocalCoords);
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osg::Vec3f endPointInLocalCoords(converter.toLocalVec3(endPoint));
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std::pair<int, bool> endNode = getClosestReachablePoint(mPathgrid, &pathgridGraph,
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@ -167,8 +167,8 @@ namespace MWMechanics
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// if it's shorter for actor to travel from start to end, than to travel from either
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// start or end to nearest pathgrid point, just travel from start to end.
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float startToEndLength2 = (endPointInLocalCoords - startPointInLocalCoords).length2();
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float endTolastNodeLength2 = DistanceSquared(mPathgrid->mPoints[endNode.first], endPointInLocalCoords);
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float startTo1stNodeLength2 = DistanceSquared(mPathgrid->mPoints[startNode], startPointInLocalCoords);
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float endTolastNodeLength2 = distanceSquared(mPathgrid->mPoints[endNode.first], endPointInLocalCoords);
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float startTo1stNodeLength2 = distanceSquared(mPathgrid->mPoints[startNode], startPointInLocalCoords);
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if ((startToEndLength2 < startTo1stNodeLength2) || (startToEndLength2 < endTolastNodeLength2))
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{
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mPath.push_back(endPoint);
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@ -184,7 +184,7 @@ namespace MWMechanics
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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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mPath.push_back(MakeOsgVec3(temp));
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mPath.push_back(makeOsgVec3(temp));
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}
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else
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{
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@ -195,8 +195,8 @@ namespace MWMechanics
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if (path.size() > 1)
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{
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ESM::Pathgrid::Point secondNode = *(++path.begin());
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osg::Vec3f firstNodeVec3f = MakeOsgVec3(mPathgrid->mPoints[startNode]);
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osg::Vec3f secondNodeVec3f = MakeOsgVec3(secondNode);
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osg::Vec3f firstNodeVec3f = makeOsgVec3(mPathgrid->mPoints[startNode]);
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osg::Vec3f secondNodeVec3f = makeOsgVec3(secondNode);
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osg::Vec3f toSecondNodeVec3f = secondNodeVec3f - firstNodeVec3f;
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osg::Vec3f toStartPointVec3f = startPointInLocalCoords - firstNodeVec3f;
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if (toSecondNodeVec3f * toStartPointVec3f > 0)
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@ -217,7 +217,7 @@ namespace MWMechanics
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[&] (ESM::Pathgrid::Point& point)
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{
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converter.toWorld(point);
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return MakeOsgVec3(point);
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return makeOsgVec3(point);
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});
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}
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@ -118,18 +118,18 @@ namespace MWMechanics
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}
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/// utility function to convert a osg::Vec3f to a Pathgrid::Point
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static ESM::Pathgrid::Point MakePathgridPoint(const osg::Vec3f& v)
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static ESM::Pathgrid::Point makePathgridPoint(const osg::Vec3f& v)
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{
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return ESM::Pathgrid::Point(static_cast<int>(v[0]), static_cast<int>(v[1]), static_cast<int>(v[2]));
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}
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/// utility function to convert an ESM::Position to a Pathgrid::Point
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static ESM::Pathgrid::Point MakePathgridPoint(const ESM::Position& p)
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static ESM::Pathgrid::Point makePathgridPoint(const ESM::Position& p)
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{
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return ESM::Pathgrid::Point(static_cast<int>(p.pos[0]), static_cast<int>(p.pos[1]), static_cast<int>(p.pos[2]));
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}
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static osg::Vec3f MakeOsgVec3(const ESM::Pathgrid::Point& p)
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static osg::Vec3f makeOsgVec3(const ESM::Pathgrid::Point& p)
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{
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return osg::Vec3f(static_cast<float>(p.mX), static_cast<float>(p.mY), static_cast<float>(p.mZ));
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}
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@ -138,9 +138,9 @@ namespace MWMechanics
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// Caller needs to be careful for very short distances (i.e. less than 1)
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// or when accumuating the results i.e. (a + b)^2 != a^2 + b^2
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//
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static float DistanceSquared(ESM::Pathgrid::Point point, const osg::Vec3f& pos)
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static float distanceSquared(ESM::Pathgrid::Point point, const osg::Vec3f& pos)
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{
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return (MWMechanics::PathFinder::MakeOsgVec3(point) - pos).length2();
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return (MWMechanics::PathFinder::makeOsgVec3(point) - pos).length2();
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}
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// Return the closest pathgrid point index from the specified position
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@ -149,18 +149,18 @@ namespace MWMechanics
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//
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// NOTE: pos is expected to be in local coordinates, as is grid->mPoints
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//
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static int GetClosestPoint(const ESM::Pathgrid* grid, const osg::Vec3f& pos)
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static int getClosestPoint(const ESM::Pathgrid* grid, const osg::Vec3f& pos)
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{
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assert(grid && !grid->mPoints.empty());
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float distanceBetween = DistanceSquared(grid->mPoints[0], pos);
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float distanceBetween = distanceSquared(grid->mPoints[0], pos);
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int closestIndex = 0;
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// TODO: if this full scan causes performance problems mapping pathgrid
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// points to a quadtree may help
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for(unsigned int counter = 1; counter < grid->mPoints.size(); counter++)
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{
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float potentialDistBetween = DistanceSquared(grid->mPoints[counter], pos);
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float potentialDistBetween = distanceSquared(grid->mPoints[counter], pos);
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if(potentialDistBetween < distanceBetween)
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{
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distanceBetween = potentialDistBetween;
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