本文整理汇总了C++中mmap::MMapManager::GetNearestValidPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ MMapManager::GetNearestValidPosition方法的具体用法?C++ MMapManager::GetNearestValidPosition怎么用?C++ MMapManager::GetNearestValidPosition使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类mmap::MMapManager
的用法示例。
在下文中一共展示了MMapManager::GetNearestValidPosition方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: urand
void
ConfusedMovementGenerator<T>::Initialize(T &unit)
{
const float wander_distance=11;
float x,y,z;
unit.GetPosition(x,y,z);
//Get the nearest point
i_nextMove = urand(1,MAX_CONF_WAYPOINTS);
i_nextMoveTime.Reset(1);
bool is_water_ok, is_land_ok;
_InitSpecific(unit, is_water_ok, is_land_ok);
uint32 mapId = unit.GetMapId();
if (MMAP::MMapFactory::IsPathfindingEnabled(mapId))
{
MMAP::MMapManager* mmap = MMAP::MMapFactory::createOrGetMMapManager();
float ox=x;
float oy=y;
float oz=z;
dtPolyRef originPoly;
mmap->GetNearestValidPosition(&unit,3,3,5,ox,oy,oz,&originPoly);
i_waypoints[0][0] = ox;
i_waypoints[0][1] = oy;
i_waypoints[0][2] = oz;
for (int i = 1; i < MAX_CONF_WAYPOINTS+1;i++)
{
const float wanderX=wander_distance*rand_norm_f() - wander_distance/2;
const float wanderY=wander_distance*rand_norm_f() - wander_distance/2;
float toX = ox + wanderX;
float toY = oy + wanderY;
float toZ = oz;
if (mmap->DrawRay(&unit,originPoly,ox,oy,oz,toX,toY,toZ))
{
i_waypoints[i][0] = toX;
i_waypoints[i][1] = toY;
i_waypoints[i][2] = toZ;
} else
{
i_waypoints[i][0] = ox;
i_waypoints[i][1] = oy;
i_waypoints[i][2] = oz;
}
}
} else
{
TerrainInfo const* map = unit.GetTerrain();
for(unsigned int idx=0; idx < MAX_CONF_WAYPOINTS+1; ++idx)
{
const float wanderX=wander_distance*rand_norm_f() - wander_distance/2;
const float wanderY=wander_distance*rand_norm_f() - wander_distance/2;
i_waypoints[idx][0] = x + wanderX;
i_waypoints[idx][1] = y + wanderY;
// prevent invalid coordinates generation
MaNGOS::NormalizeMapCoord(i_waypoints[idx][0]);
MaNGOS::NormalizeMapCoord(i_waypoints[idx][1]);
bool is_water = map->IsInWater(i_waypoints[idx][0],i_waypoints[idx][1],z);
// if generated wrong path just ignore
if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
{
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
}
unit.UpdateAllowedPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
i_waypoints[idx][2] = z;
}
}
unit.StopMoving();
unit.addUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
}