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refactor(Core): apply clang-tidy modernize-* (#9975)
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
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@@ -84,18 +84,18 @@ class PathGenerator
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void SetUseRaycast(bool useRaycast) { _useRaycast = useRaycast; }
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// result getters
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G3D::Vector3 const& GetStartPosition() const { return _startPosition; }
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G3D::Vector3 const& GetEndPosition() const { return _endPosition; }
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G3D::Vector3 const& GetActualEndPosition() const { return _actualEndPosition; }
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[[nodiscard]] G3D::Vector3 const& GetStartPosition() const { return _startPosition; }
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[[nodiscard]] G3D::Vector3 const& GetEndPosition() const { return _endPosition; }
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[[nodiscard]] G3D::Vector3 const& GetActualEndPosition() const { return _actualEndPosition; }
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Movement::PointsArray const& GetPath() const { return _pathPoints; }
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[[nodiscard]] Movement::PointsArray const& GetPath() const { return _pathPoints; }
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PathType GetPathType() const { return _type; }
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[[nodiscard]] PathType GetPathType() const { return _type; }
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// shortens the path until the destination is the specified distance from the target point
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void ShortenPathUntilDist(G3D::Vector3 const& point, float dist);
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float getPathLength() const
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[[nodiscard]] float getPathLength() const
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{
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float len = 0.0f;
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float dx, dy, dz;
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@@ -156,19 +156,19 @@ class PathGenerator
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void SetActualEndPosition(G3D::Vector3 const& point) { _actualEndPosition = point; }
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void NormalizePath();
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bool InRange(G3D::Vector3 const& p1, G3D::Vector3 const& p2, float r, float h) const;
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float Dist3DSqr(G3D::Vector3 const& p1, G3D::Vector3 const& p2) const;
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[[nodiscard]] bool InRange(G3D::Vector3 const& p1, G3D::Vector3 const& p2, float r, float h) const;
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[[nodiscard]] float Dist3DSqr(G3D::Vector3 const& p1, G3D::Vector3 const& p2) const;
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bool InRangeYZX(float const* v1, float const* v2, float r, float h) const;
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dtPolyRef GetPathPolyByPosition(dtPolyRef const* polyPath, uint32 polyPathSize, float const* Point, float* Distance = nullptr) const;
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dtPolyRef GetPolyByLocation(float const* Point, float* Distance) const;
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bool HaveTile(G3D::Vector3 const& p) const;
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[[nodiscard]] bool HaveTile(G3D::Vector3 const& p) const;
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void BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos);
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void BuildPointPath(float const* startPoint, float const* endPoint);
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void BuildShortcut();
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NavTerrain GetNavTerrain(float x, float y, float z) const;
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[[nodiscard]] NavTerrain GetNavTerrain(float x, float y, float z) const;
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void CreateFilter();
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void UpdateFilter();
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