added missing files

This commit is contained in:
devZoGok
2022-10-08 18:35:54 +03:00
parent b6f1ec0dbc
commit 27929c3f99
3 changed files with 0 additions and 75 deletions
-5
View File
@@ -55,10 +55,6 @@ namespace battleship{
void unload();
int getCellId(vb01::Vector3, int);
bool isPointWithinTerrainObject(vb01::Vector3, int);
/*
vb01::Vector3 getCellPos(int, int);
bool isPointWithin(int, int, vb01::Vector3, vb01::Vector3, bool = false);
*/
inline TerrainObject getTerrainObject(int i){return terrainObjects[i];}
inline int getNumTerrainObjects(){return terrainObjects.size();}
inline vb01::Node* getNodeParent(){return nodeParent;}
@@ -71,7 +67,6 @@ namespace battleship{
Map(){}
void loadSkybox(gameBase::LuaManager*);
void loadTerrainObject(gameBase::LuaManager*, int);
//void loadWaterbodies(gameBase::LuaManager*);
};
}
-69
View File
@@ -272,75 +272,6 @@ namespace battleship{
return projectiles;
}
/*
void Unit::generateWeights(u32 **weights, int cellsByDim[3], Vector3 cellSize, int waterbodyId){
Map *map = Map::getSingleton();
u32 impassibleNodeVal = Pathfinder::getSingleton()->getImpassibleNodeVal();
int size = cellsByDim[0] * cellsByDim[1] * cellsByDim[2];
bool terrainCellsImpassible[size];
MeshData meshData = map->getTerrainObject(0).node->getChild(0)->getMesh(0)->getMeshBase();
MeshData::Vertex *verts = meshData.vertices;
int numVerts = 3 * meshData.numTris;
for(int i = 0; i < size; i++){
for(int j = 0; j < numVerts; j++){
bool pointWithin = map->isPointWithin(i, waterbodyId, verts[j].pos, cellSize, type == UnitType::UNDERWATER);
TerrainObject waterbody;
if(waterbodyId != -1)
waterbody = map->getWaterBody(waterbodyId);
bool impassibleForSeaUnits = (type == UnitType::SEA_LEVEL && pointWithin && waterbodyId != -1 && verts[j].pos.y > waterbody.pos.y);
bool impassibleForSubs = (type == UnitType::UNDERWATER && pointWithin && waterbodyId != -1);
bool impassibleForLandUnits = (type == UnitType::LAND && pointWithin && (waterbodyId != -1 && verts[j].pos.y < waterbody.pos.y));
terrainCellsImpassible[i] = (impassibleForSeaUnits || impassibleForSubs || impassibleForLandUnits);
}
}
int passVal = 1;
for(int i = 0; i < size; i++){
int xId = i % cellsByDim[0];
int yId = i / (cellsByDim[0] * cellsByDim[2]);
int zId = (i / cellsByDim[0]) % cellsByDim[2];
for(int j = 0; j < size; j++){
int weight = impassibleNodeVal;
bool adjacent = false;
if(xId == 0 && j - i == 1)
adjacent = true;
else if(xId == cellsByDim[0] - 1 && j - i == -1)
adjacent = true;
else if(0 < xId && xId < cellsByDim[0] - 1 && abs(j - i) == 1)
adjacent = true;
if(yId == 0 && j - i == cellsByDim[0] * cellsByDim[2])
adjacent = true;
else if(0 < yId && yId < cellsByDim[1] - 1 && abs(j - i) == cellsByDim[0] * cellsByDim[2])
adjacent = true;
else if(yId == cellsByDim[1] - 1 && j - i == -(cellsByDim[0] * cellsByDim[2]))
adjacent = true;
if(zId == 0 && j - i == cellsByDim[0])
adjacent = true;
else if(zId == cellsByDim[2] - 1 && j - i == -cellsByDim[0])
adjacent = true;
else if(0 < zId && zId < cellsByDim[2] - 1 && abs(j - i) == cellsByDim[0])
adjacent = true;
if(i == j)
weight = 0;
weight = (adjacent && !terrainCellsImpassible[j] ? passVal : impassibleNodeVal);
weights[i][j] = weight;
}
}
}
*/
void Unit::addOrder(Order order){
int id = 0;
Map *map = Map::getSingleton();
-1
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@@ -86,7 +86,6 @@ namespace battleship{
inline vb01::Vector3 getLeftVec() {return leftVec;}
inline vb01::Vector3 getUpVec() {return upVec;}
private:
//void generateWeights(vb01::u32**, int[3], vb01::Vector3, int);
void updateScreenCoordinates();
void displayUnitStats();
inline int getNextPatrolPointId(int numPoints) {return patrolPointId == numPoints - 1 ? 0 : patrolPointId + 1;}