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https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-24 19:06:49 +01:00
Core/Misc: Remove using directive from header files (It will eventually lead to name collisions)
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@@ -27,15 +27,24 @@
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#include "GameObjectModel.h"
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#include "ModelInstance.h"
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#include <G3D/AABox.h>
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#include <G3D/Ray.h>
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#include <G3D/Vector3.h>
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using VMAP::ModelInstance;
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using G3D::Ray;
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namespace {
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int CHECK_TREE_PERIOD = 200;
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} // namespace
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template<> struct HashTrait< GameObjectModel>{
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static size_t hashCode(const GameObjectModel& g) { return (size_t)(void*)&g; }
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};
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template<> struct PositionTrait< GameObjectModel> {
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static void getPosition(const GameObjectModel& g, Vector3& p) { p = g.getPosition(); }
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static void getPosition(const GameObjectModel& g, G3D::Vector3& p) { p = g.getPosition(); }
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};
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template<> struct BoundsTrait< GameObjectModel> {
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@@ -49,11 +58,6 @@ static bool operator == (const GameObjectModel& mdl, const GameObjectModel& mdl2
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}
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*/
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int valuesPerNode = 5, numMeanSplits = 3;
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int UNBALANCED_TIMES_LIMIT = 5;
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int CHECK_TREE_PERIOD = 200;
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typedef RegularGrid2D<GameObjectModel, BIHWrap<GameObjectModel> > ParentTree;
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struct DynTreeImpl : public ParentTree/*, public Intersectable*/
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@@ -103,43 +107,43 @@ struct DynTreeImpl : public ParentTree/*, public Intersectable*/
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int unbalanced_times;
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};
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DynamicMapTree::DynamicMapTree() : impl(*new DynTreeImpl())
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DynamicMapTree::DynamicMapTree() : impl(new DynTreeImpl())
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{
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}
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DynamicMapTree::~DynamicMapTree()
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{
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delete &impl;
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delete impl;
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}
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void DynamicMapTree::insert(const GameObjectModel& mdl)
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{
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impl.insert(mdl);
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impl->insert(mdl);
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}
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void DynamicMapTree::remove(const GameObjectModel& mdl)
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{
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impl.remove(mdl);
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impl->remove(mdl);
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}
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bool DynamicMapTree::contains(const GameObjectModel& mdl) const
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{
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return impl.contains(mdl);
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return impl->contains(mdl);
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}
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void DynamicMapTree::balance()
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{
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impl.balance();
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impl->balance();
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}
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int DynamicMapTree::size() const
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{
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return impl.size();
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return impl->size();
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}
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void DynamicMapTree::update(uint32 t_diff)
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{
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impl.update(t_diff);
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impl->update(t_diff);
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}
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struct DynamicTreeIntersectionCallback
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@@ -147,7 +151,7 @@ struct DynamicTreeIntersectionCallback
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bool did_hit;
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uint32 phase_mask;
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DynamicTreeIntersectionCallback(uint32 phasemask) : did_hit(false), phase_mask(phasemask) {}
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bool operator()(const Ray& r, const GameObjectModel& obj, float& distance)
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bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance)
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{
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did_hit = obj.intersectRay(r, distance, true, phase_mask);
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return did_hit;
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@@ -163,7 +167,7 @@ struct DynamicTreeIntersectionCallback_WithLogger
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{
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sLog->outDebug(LOG_FILTER_MAPS, "Dynamic Intersection log");
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}
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bool operator()(const Ray& r, const GameObjectModel& obj, float& distance)
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bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance)
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{
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sLog->outDebug(LOG_FILTER_MAPS, "testing intersection with %s", obj.name.c_str());
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bool hit = obj.intersectRay(r, distance, true, phase_mask);
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@@ -177,17 +181,20 @@ struct DynamicTreeIntersectionCallback_WithLogger
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bool didHit() const { return did_hit;}
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};
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bool DynamicMapTree::getIntersectionTime(const uint32 phasemask, const G3D::Ray& ray, const Vector3& endPos, float& maxDist) const
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bool DynamicMapTree::getIntersectionTime(const uint32 phasemask, const G3D::Ray& ray,
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const G3D::Vector3& endPos, float& maxDist) const
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{
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float distance = maxDist;
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DynamicTreeIntersectionCallback callback(phasemask);
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impl.intersectRay(ray, callback, distance, endPos);
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impl->intersectRay(ray, callback, distance, endPos);
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if (callback.didHit())
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maxDist = distance;
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return callback.didHit();
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}
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bool DynamicMapTree::getObjectHitPos(const uint32 phasemask, const Vector3& startPos, const Vector3& endPos, Vector3& resultHit, float modifyDist) const
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bool DynamicMapTree::getObjectHitPos(const uint32 phasemask, const G3D::Vector3& startPos,
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const G3D::Vector3& endPos, G3D::Vector3& resultHit,
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float modifyDist) const
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{
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bool result = false;
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float maxDist = (endPos - startPos).magnitude();
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@@ -199,7 +206,7 @@ bool DynamicMapTree::getObjectHitPos(const uint32 phasemask, const Vector3& star
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resultHit = endPos;
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return false;
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}
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Vector3 dir = (endPos - startPos)/maxDist; // direction with length of 1
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G3D::Vector3 dir = (endPos - startPos)/maxDist; // direction with length of 1
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G3D::Ray ray(startPos, dir);
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float dist = maxDist;
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if (getIntersectionTime(phasemask, ray, endPos, dist))
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@@ -227,26 +234,26 @@ bool DynamicMapTree::getObjectHitPos(const uint32 phasemask, const Vector3& star
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bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const
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{
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Vector3 v1(x1, y1, z1), v2(x2, y2, z2);
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G3D::Vector3 v1(x1, y1, z1), v2(x2, y2, z2);
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float maxDist = (v2 - v1).magnitude();
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if (!G3D::fuzzyGt(maxDist, 0) )
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return true;
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Ray r(v1, (v2-v1) / maxDist);
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G3D::Ray r(v1, (v2-v1) / maxDist);
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DynamicTreeIntersectionCallback callback(phasemask);
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impl.intersectRay(r, callback, maxDist, v2);
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impl->intersectRay(r, callback, maxDist, v2);
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return !callback.did_hit;
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}
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float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const
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{
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Vector3 v(x, y, z);
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Ray r(v, Vector3(0, 0, -1));
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G3D::Vector3 v(x, y, z);
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G3D::Ray r(v, G3D::Vector3(0, 0, -1));
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DynamicTreeIntersectionCallback callback(phasemask);
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impl.intersectZAllignedRay(r, callback, maxSearchDist);
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impl->intersectZAllignedRay(r, callback, maxSearchDist);
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if (callback.didHit())
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return v.z - maxSearchDist;
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