Fixed errors pointed out by Zini.

1. Removed "Actor" from name of function  isActorNearInactiveCell().
2. Corrected case of CoordinateConverter member function names.
sceneinput
dteviot 9 years ago
parent 10eabc9d51
commit 8e2fe1985d

@ -36,7 +36,7 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po
//... At current time, this test is unnecessary. AI shuts down when actor is more than 7168
//... units from player, and exterior cells are 8192 units long and wide.
//... But AI processing distance may increase in the future.
if (isActorNearInactiveCell(pos))
if (isNearInactiveCell(pos))
{
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
return false;
@ -114,14 +114,14 @@ bool MWMechanics::AiPackage::isTargetMagicallyHidden(const MWWorld::Ptr& target)
|| (magicEffects.get(ESM::MagicEffect::Chameleon).getMagnitude() > 75);
}
bool MWMechanics::AiPackage::isActorNearInactiveCell(const ESM::Position& actorPos)
bool MWMechanics::AiPackage::isNearInactiveCell(const ESM::Position& actorPos)
{
const ESM::Cell* playerCell(getPlayer().getCell()->getCell());
if (playerCell->isExterior())
{
// get actor's distance from origin of center cell
osg::Vec3f actorOffset(actorPos.asVec3());
CoordinateConverter(playerCell).ToLocal(actorOffset);
CoordinateConverter(playerCell).toLocal(actorOffset);
// currently assumes 3 x 3 grid for exterior cells, with player at center cell.
// ToDo: (Maybe) use "exterior cell load distance" setting to get count of actual active cells

@ -88,7 +88,7 @@ namespace MWMechanics
private:
void evadeObstacles(const MWWorld::Ptr& actor, float duration, ESM::Position& pos);
bool isActorNearInactiveCell(const ESM::Position& actorPos);
bool isNearInactiveCell(const ESM::Position& actorPos);
};
}

@ -588,7 +588,7 @@ namespace MWMechanics
void AiWander::ToWorldCoordinates(ESM::Pathgrid::Point& point, const ESM::Cell * cell)
{
CoordinateConverter(cell).ToWorld(point);
CoordinateConverter(cell).toWorld(point);
}
void AiWander::trimAllowedNodes(std::vector<ESM::Pathgrid::Point>& nodes,
@ -746,7 +746,7 @@ namespace MWMechanics
{
// get NPC's position in local (i.e. cell) co-ordinates
osg::Vec3f npcPos(mInitialActorPosition);
CoordinateConverter(cell).ToLocal(npcPos);
CoordinateConverter(cell).toLocal(npcPos);
// mAllowedNodes for this actor with pathgrid point indexes based on mDistance
// NOTE: mPoints and mAllowedNodes are in local co-ordinates

@ -15,25 +15,25 @@ namespace MWMechanics
}
}
void CoordinateConverter::ToWorld(ESM::Pathgrid::Point& point)
void CoordinateConverter::toWorld(ESM::Pathgrid::Point& point)
{
point.mX += mCellX;
point.mY += mCellY;
}
void CoordinateConverter::ToWorld(osg::Vec3f& point)
void CoordinateConverter::toWorld(osg::Vec3f& point)
{
point.x() += static_cast<float>(mCellX);
point.y() += static_cast<float>(mCellY);
}
void CoordinateConverter::ToLocal(osg::Vec3f& point)
void CoordinateConverter::toLocal(osg::Vec3f& point)
{
point.x() -= static_cast<float>(mCellX);
point.y() -= static_cast<float>(mCellY);
}
osg::Vec3f CoordinateConverter::ToLocalVec3(const ESM::Pathgrid::Point& point)
osg::Vec3f CoordinateConverter::toLocalVec3(const ESM::Pathgrid::Point& point)
{
return osg::Vec3f(
static_cast<float>(point.mX - mCellX),

@ -18,15 +18,15 @@ namespace MWMechanics
CoordinateConverter(const ESM::Cell* cell);
/// in-place conversion from local to world
void ToWorld(ESM::Pathgrid::Point& point);
void toWorld(ESM::Pathgrid::Point& point);
/// in-place conversion from local to world
void ToWorld(osg::Vec3f& point);
void toWorld(osg::Vec3f& point);
/// in-place conversion from world to local
void ToLocal(osg::Vec3f& point);
void toLocal(osg::Vec3f& point);
osg::Vec3f ToLocalVec3(const ESM::Pathgrid::Point& point);
osg::Vec3f toLocalVec3(const ESM::Pathgrid::Point& point);
private:
int mCellX;

@ -207,10 +207,10 @@ namespace MWMechanics
// outside an area enclosed by walls, but there is a pathgrid
// point right behind the wall that is closer than any pathgrid
// point outside the wall
osg::Vec3f startPointInLocalCoords(converter.ToLocalVec3(startPoint));
osg::Vec3f startPointInLocalCoords(converter.toLocalVec3(startPoint));
int startNode = getClosestPoint(mPathgrid, startPointInLocalCoords);
osg::Vec3f endPointInLocalCoords(converter.ToLocalVec3(endPoint));
osg::Vec3f endPointInLocalCoords(converter.toLocalVec3(endPoint));
std::pair<int, bool> endNode = getClosestReachablePoint(mPathgrid, cell,
endPointInLocalCoords,
startNode);
@ -223,7 +223,7 @@ namespace MWMechanics
if(startNode == endNode.first)
{
ESM::Pathgrid::Point temp(mPathgrid->mPoints[startNode]);
converter.ToWorld(temp);
converter.toWorld(temp);
mPath.push_back(temp);
}
else
@ -233,7 +233,7 @@ namespace MWMechanics
// convert supplied path to world co-ordinates
for (std::list<ESM::Pathgrid::Point>::iterator iter(mPath.begin()); iter != mPath.end(); ++iter)
{
converter.ToWorld(*iter);
converter.toWorld(*iter);
}
}

@ -208,7 +208,7 @@ void Pathgrid::enableCellPathgrid(const MWWorld::CellStore *store)
if (!pathgrid) return;
osg::Vec3f cellPathGridPos(0, 0, 0);
MWMechanics::CoordinateConverter(store->getCell()).ToWorld(cellPathGridPos);
MWMechanics::CoordinateConverter(store->getCell()).toWorld(cellPathGridPos);
osg::ref_ptr<osg::PositionAttitudeTransform> cellPathGrid = new osg::PositionAttitudeTransform;
cellPathGrid->setPosition(cellPathGridPos);

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