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[10112] Rename GetObjectSize function to GetObjectBoundingRadius
To reflect better what the function should actually return and also to clarify when used in misc calculations. Signed-off-by: NoFantasy <nofantasy@nf.no>
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0757b43929
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11 changed files with 46 additions and 46 deletions
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@ -1156,7 +1156,7 @@ float WorldObject::GetDistance(const WorldObject* obj) const
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float dx = GetPositionX() - obj->GetPositionX();
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float dy = GetPositionY() - obj->GetPositionY();
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float dz = GetPositionZ() - obj->GetPositionZ();
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float sizefactor = GetObjectSize() + obj->GetObjectSize();
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float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
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float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
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return ( dist > 0 ? dist : 0);
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}
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@ -1165,7 +1165,7 @@ float WorldObject::GetDistance2d(float x, float y) const
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{
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float dx = GetPositionX() - x;
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float dy = GetPositionY() - y;
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float sizefactor = GetObjectSize();
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float sizefactor = GetObjectBoundingRadius();
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float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
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return ( dist > 0 ? dist : 0);
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}
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@ -1175,7 +1175,7 @@ float WorldObject::GetDistance(float x, float y, float z) const
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float dx = GetPositionX() - x;
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float dy = GetPositionY() - y;
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float dz = GetPositionZ() - z;
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float sizefactor = GetObjectSize();
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float sizefactor = GetObjectBoundingRadius();
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float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
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return ( dist > 0 ? dist : 0);
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}
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@ -1184,7 +1184,7 @@ float WorldObject::GetDistance2d(const WorldObject* obj) const
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{
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float dx = GetPositionX() - obj->GetPositionX();
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float dy = GetPositionY() - obj->GetPositionY();
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float sizefactor = GetObjectSize() + obj->GetObjectSize();
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float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
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float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
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return ( dist > 0 ? dist : 0);
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}
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@ -1192,7 +1192,7 @@ float WorldObject::GetDistance2d(const WorldObject* obj) const
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float WorldObject::GetDistanceZ(const WorldObject* obj) const
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{
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float dz = fabs(GetPositionZ() - obj->GetPositionZ());
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float sizefactor = GetObjectSize() + obj->GetObjectSize();
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float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
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float dist = dz - sizefactor;
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return ( dist > 0 ? dist : 0);
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}
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@ -1204,7 +1204,7 @@ bool WorldObject::IsWithinDist3d(float x, float y, float z, float dist2compare)
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float dz = GetPositionZ() - z;
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float distsq = dx*dx + dy*dy + dz*dz;
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float sizefactor = GetObjectSize();
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float sizefactor = GetObjectBoundingRadius();
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float maxdist = dist2compare + sizefactor;
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return distsq < maxdist * maxdist;
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@ -1216,7 +1216,7 @@ bool WorldObject::IsWithinDist2d(float x, float y, float dist2compare) const
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float dy = GetPositionY() - y;
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float distsq = dx*dx + dy*dy;
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float sizefactor = GetObjectSize();
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float sizefactor = GetObjectBoundingRadius();
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float maxdist = dist2compare + sizefactor;
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return distsq < maxdist * maxdist;
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@ -1232,7 +1232,7 @@ bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool
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float dz = GetPositionZ() - obj->GetPositionZ();
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distsq += dz*dz;
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}
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float sizefactor = GetObjectSize() + obj->GetObjectSize();
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float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
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float maxdist = dist2compare + sizefactor;
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return distsq < maxdist * maxdist;
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@ -1288,7 +1288,7 @@ bool WorldObject::IsInRange(WorldObject const* obj, float minRange, float maxRan
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distsq += dz*dz;
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}
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float sizefactor = GetObjectSize() + obj->GetObjectSize();
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float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
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// check only for real range
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if(minRange > 0.0f)
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@ -1308,7 +1308,7 @@ bool WorldObject::IsInRange2d(float x, float y, float minRange, float maxRange)
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float dy = GetPositionY() - y;
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float distsq = dx*dx + dy*dy;
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float sizefactor = GetObjectSize();
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float sizefactor = GetObjectBoundingRadius();
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// check only for real range
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if(minRange > 0.0f)
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@ -1329,7 +1329,7 @@ bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float m
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float dz = GetPositionZ() - z;
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float distsq = dx*dx + dy*dy + dz*dz;
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float sizefactor = GetObjectSize();
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float sizefactor = GetObjectBoundingRadius();
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// check only for real range
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if(minRange > 0.0f)
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@ -1647,7 +1647,7 @@ Creature* WorldObject::SummonCreature(uint32 id, float x, float y, float z, floa
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}
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if (x == 0.0f && y == 0.0f && z == 0.0f)
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GetClosePoint(x, y, z, pCreature->GetObjectSize());
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GetClosePoint(x, y, z, pCreature->GetObjectBoundingRadius());
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pCreature->Relocate(x, y, z, ang);
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pCreature->SetSummonPoint(x, y, z, ang);
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@ -1729,7 +1729,7 @@ namespace MaNGOS
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// dist include size of u
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float dist2d = i_object.GetDistance2d(x,y);
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i_selector.AddUsedPos(u->GetObjectSize(),angle,dist2d + i_object.GetObjectSize());
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i_selector.AddUsedPos(u->GetObjectBoundingRadius(), angle, dist2d + i_object.GetObjectBoundingRadius());
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}
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private:
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WorldObject const& i_object;
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@ -1743,16 +1743,16 @@ namespace MaNGOS
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void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const
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{
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x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle);
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y = GetPositionY() + (GetObjectSize() + distance2d) * sin(absAngle);
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x = GetPositionX() + (GetObjectBoundingRadius() + distance2d) * cos(absAngle);
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y = GetPositionY() + (GetObjectBoundingRadius() + distance2d) * sin(absAngle);
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MaNGOS::NormalizeMapCoord(x);
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MaNGOS::NormalizeMapCoord(y);
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}
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void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle ) const
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void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_bounding_radius, float distance2d, float absAngle) const
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{
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GetNearPoint2D(x,y,distance2d+searcher_size,absAngle);
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GetNearPoint2D(x, y, distance2d+searcher_bounding_radius, absAngle);
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z = GetPositionZ();
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// if detection disabled, return first point
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@ -1768,7 +1768,7 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
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bool first_los_conflict = false; // first point LOS problems
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// prepare selector for work
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ObjectPosSelector selector(GetPositionX(),GetPositionY(),GetObjectSize(),distance2d+searcher_size);
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ObjectPosSelector selector(GetPositionX(), GetPositionY(), GetObjectBoundingRadius(), distance2d+searcher_bounding_radius);
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// adding used positions around object
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{
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