本文整理汇总了C++中vmap::IVMapManager::isInLineOfSight方法的典型用法代码示例。如果您正苦于以下问题:C++ IVMapManager::isInLineOfSight方法的具体用法?C++ IVMapManager::isInLineOfSight怎么用?C++ IVMapManager::isInLineOfSight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vmap::IVMapManager
的用法示例。
在下文中一共展示了IVMapManager::isInLineOfSight方法的4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:
void
ConfusedMovementGenerator<T>::Initialize(T &unit)
{
const float wander_distance = 11;
float x,y,z;
x = unit.GetPositionX();
y = unit.GetPositionY();
z = unit.GetPositionZ();
Map const* map = unit.GetBaseMap();
i_nextMove = 1;
bool is_water_ok, is_land_ok;
_InitSpecific(unit, is_water_ok, is_land_ok);
VMAP::IVMapManager *vMaps = VMAP::VMapFactory::createOrGetVMapManager();
for (uint8 idx = 0; idx <= MAX_CONF_WAYPOINTS; ++idx)
{
const bool isInLoS = vMaps->isInLineOfSight(unit.GetMapId(), x, y, z + 2.0f, i_waypoints[idx][0], i_waypoints[idx][1], z + 2.0f);
if (isInLoS)
{
const float wanderX = wander_distance*rand_norm() - wander_distance/2;
const float wanderY = wander_distance*rand_norm() - wander_distance/2;
i_waypoints[idx][0] = x + wanderX;
i_waypoints[idx][1] = y + wanderY;
}
else
{
i_waypoints[idx][0] = x;
i_waypoints[idx][1] = y;
}
// prevent invalid coordinates generation
Quad::NormalizeMapCoord(i_waypoints[idx][0]);
Quad::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.UpdateGroundPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
i_waypoints[idx][2] = z;
}
unit.SetUInt64Value(UNIT_FIELD_TARGET, 0);
unit.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
unit.CastStop();
unit.StopMoving();
unit.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
unit.addUnitState(UNIT_STAT_CONFUSED);
}
示例2: CheckPath
bool TerrainInfo::CheckPath(float srcX, float srcY, float srcZ, float& dstX, float& dstY, float& dstZ) const
{
VMAP::IVMapManager* vMapManager = VMAP::VMapFactory::createOrGetVMapManager();
bool result = vMapManager->isInLineOfSight(GetMapId(), srcX, srcY, srcZ+0.5f, dstX, dstY, dstZ+1.0f);
if (!result)
{
// check if your may correct destination
float fx2, fy2, fz2; // getObjectHitPos overwrite last args in any result case
bool result2 = vMapManager->getObjectHitPos(GetMapId(), srcX,srcY,srcZ+0.5f,dstX,dstY,dstZ+0.5f,fx2,fy2,fz2,-0.1f);
if (result2)
{
dstX = fx2;
dstY = fy2;
dstZ = fz2;
result = true;
}
}
return result;
}
示例3:
void
ConfusedMovementGenerator<T>::Initialize(T &unit)
{
const float wander_distance = 11;
float x,y,z;
x = unit.GetPositionX();
y = unit.GetPositionY();
z = unit.GetPositionZ();
Map const* map = unit.GetBaseMap();
i_nextMove = 1;
bool is_water_ok, is_land_ok;
_InitSpecific(unit, is_water_ok, is_land_ok);
VMAP::IVMapManager *vMaps = VMAP::VMapFactory::createOrGetVMapManager();
for (uint8 idx = 0; idx <= MAX_CONF_WAYPOINTS; ++idx)
{
float wanderX = x + wander_distance*rand_norm() - wander_distance/2;
float wanderY = y + wander_distance*rand_norm() - wander_distance/2;
BlizzLike::NormalizeMapCoord(wanderX);
BlizzLike::NormalizeMapCoord(wanderY);
float new_z = map->GetHeight(wanderX, wanderY, z, true);
if (new_z > INVALID_HEIGHT && unit.IsWithinLOS(wanderX, wanderY, new_z))
{
// Don't move in water if we're not already in
// Don't move on land if we're not already on it either
bool is_water_now = map->IsInWater(x, y, z);
bool is_water_next = map->IsInWater(wanderX, wanderY, new_z);
if ((is_water_now && !is_water_next && !is_land_ok) || (!is_water_now && is_water_next && !is_water_ok))
{
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x; // Back to previous location
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
continue;
}
i_waypoints[idx][0] = wanderX;
i_waypoints[idx][1] = wanderY;
i_waypoints[idx][2] = new_z;
// prevent falling down over an edge and check vmap if possible
if (z > i_waypoints[idx][2] + 3.0f ||
(vMaps && !vMaps->isInLineOfSight(map->GetId(), x, y, z + 2.0f, i_waypoints[idx][0], i_waypoints[idx][1], i_waypoints[idx][2])))
{
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
}
}
else // Back to previous location
{
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
continue;
}
}
unit.SetUInt64Value(UNIT_FIELD_TARGET, 0);
unit.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
unit.CastStop();
unit.StopMoving();
unit.RemoveUnitMovementFlag(MOVEFLAG_WALK_MODE);
unit.addUnitState(UNIT_STAT_CONFUSED);
}
示例4: InLineOfSight
bool TerrainHolder::InLineOfSight(float x, float y, float z, float x2, float y2, float z2)
{
VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
return vmgr->isInLineOfSight(m_mapid, x, y, z, x2, y2, z2);
}