[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>
This commit is contained in:
NoFantasy 2010-06-27 14:13:55 +02:00
parent 0757b43929
commit 3eb2d2910e
11 changed files with 46 additions and 46 deletions

View file

@ -1156,7 +1156,7 @@ float WorldObject::GetDistance(const WorldObject* obj) const
float dx = GetPositionX() - obj->GetPositionX();
float dy = GetPositionY() - obj->GetPositionY();
float dz = GetPositionZ() - obj->GetPositionZ();
float sizefactor = GetObjectSize() + obj->GetObjectSize();
float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
return ( dist > 0 ? dist : 0);
}
@ -1165,7 +1165,7 @@ float WorldObject::GetDistance2d(float x, float y) const
{
float dx = GetPositionX() - x;
float dy = GetPositionY() - y;
float sizefactor = GetObjectSize();
float sizefactor = GetObjectBoundingRadius();
float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
return ( dist > 0 ? dist : 0);
}
@ -1175,7 +1175,7 @@ float WorldObject::GetDistance(float x, float y, float z) const
float dx = GetPositionX() - x;
float dy = GetPositionY() - y;
float dz = GetPositionZ() - z;
float sizefactor = GetObjectSize();
float sizefactor = GetObjectBoundingRadius();
float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
return ( dist > 0 ? dist : 0);
}
@ -1184,7 +1184,7 @@ float WorldObject::GetDistance2d(const WorldObject* obj) const
{
float dx = GetPositionX() - obj->GetPositionX();
float dy = GetPositionY() - obj->GetPositionY();
float sizefactor = GetObjectSize() + obj->GetObjectSize();
float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
return ( dist > 0 ? dist : 0);
}
@ -1192,7 +1192,7 @@ float WorldObject::GetDistance2d(const WorldObject* obj) const
float WorldObject::GetDistanceZ(const WorldObject* obj) const
{
float dz = fabs(GetPositionZ() - obj->GetPositionZ());
float sizefactor = GetObjectSize() + obj->GetObjectSize();
float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
float dist = dz - sizefactor;
return ( dist > 0 ? dist : 0);
}
@ -1204,7 +1204,7 @@ bool WorldObject::IsWithinDist3d(float x, float y, float z, float dist2compare)
float dz = GetPositionZ() - z;
float distsq = dx*dx + dy*dy + dz*dz;
float sizefactor = GetObjectSize();
float sizefactor = GetObjectBoundingRadius();
float maxdist = dist2compare + sizefactor;
return distsq < maxdist * maxdist;
@ -1216,7 +1216,7 @@ bool WorldObject::IsWithinDist2d(float x, float y, float dist2compare) const
float dy = GetPositionY() - y;
float distsq = dx*dx + dy*dy;
float sizefactor = GetObjectSize();
float sizefactor = GetObjectBoundingRadius();
float maxdist = dist2compare + sizefactor;
return distsq < maxdist * maxdist;
@ -1232,7 +1232,7 @@ bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool
float dz = GetPositionZ() - obj->GetPositionZ();
distsq += dz*dz;
}
float sizefactor = GetObjectSize() + obj->GetObjectSize();
float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
float maxdist = dist2compare + sizefactor;
return distsq < maxdist * maxdist;
@ -1288,7 +1288,7 @@ bool WorldObject::IsInRange(WorldObject const* obj, float minRange, float maxRan
distsq += dz*dz;
}
float sizefactor = GetObjectSize() + obj->GetObjectSize();
float sizefactor = GetObjectBoundingRadius() + obj->GetObjectBoundingRadius();
// check only for real range
if(minRange > 0.0f)
@ -1308,7 +1308,7 @@ bool WorldObject::IsInRange2d(float x, float y, float minRange, float maxRange)
float dy = GetPositionY() - y;
float distsq = dx*dx + dy*dy;
float sizefactor = GetObjectSize();
float sizefactor = GetObjectBoundingRadius();
// check only for real range
if(minRange > 0.0f)
@ -1329,7 +1329,7 @@ bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float m
float dz = GetPositionZ() - z;
float distsq = dx*dx + dy*dy + dz*dz;
float sizefactor = GetObjectSize();
float sizefactor = GetObjectBoundingRadius();
// check only for real range
if(minRange > 0.0f)
@ -1647,7 +1647,7 @@ Creature* WorldObject::SummonCreature(uint32 id, float x, float y, float z, floa
}
if (x == 0.0f && y == 0.0f && z == 0.0f)
GetClosePoint(x, y, z, pCreature->GetObjectSize());
GetClosePoint(x, y, z, pCreature->GetObjectBoundingRadius());
pCreature->Relocate(x, y, z, ang);
pCreature->SetSummonPoint(x, y, z, ang);
@ -1729,7 +1729,7 @@ namespace MaNGOS
// dist include size of u
float dist2d = i_object.GetDistance2d(x,y);
i_selector.AddUsedPos(u->GetObjectSize(),angle,dist2d + i_object.GetObjectSize());
i_selector.AddUsedPos(u->GetObjectBoundingRadius(), angle, dist2d + i_object.GetObjectBoundingRadius());
}
private:
WorldObject const& i_object;
@ -1743,16 +1743,16 @@ namespace MaNGOS
void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const
{
x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle);
y = GetPositionY() + (GetObjectSize() + distance2d) * sin(absAngle);
x = GetPositionX() + (GetObjectBoundingRadius() + distance2d) * cos(absAngle);
y = GetPositionY() + (GetObjectBoundingRadius() + distance2d) * sin(absAngle);
MaNGOS::NormalizeMapCoord(x);
MaNGOS::NormalizeMapCoord(y);
}
void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle ) const
void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_bounding_radius, float distance2d, float absAngle) const
{
GetNearPoint2D(x,y,distance2d+searcher_size,absAngle);
GetNearPoint2D(x, y, distance2d+searcher_bounding_radius, absAngle);
z = GetPositionZ();
// if detection disabled, return first point
@ -1768,7 +1768,7 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
bool first_los_conflict = false; // first point LOS problems
// prepare selector for work
ObjectPosSelector selector(GetPositionX(),GetPositionY(),GetObjectSize(),distance2d+searcher_size);
ObjectPosSelector selector(GetPositionX(), GetPositionY(), GetObjectBoundingRadius(), distance2d+searcher_bounding_radius);
// adding used positions around object
{