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https://github.com/mod-playerbots/azerothcore-wotlk.git
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refactor(Core/Game): restyle game lib with astyle (#3466)
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@@ -6,80 +6,80 @@
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namespace Movement
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{
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template<typename length_type> void Spline<length_type>::evaluate_percent( float t, Vector3 & c ) const
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{
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index_type Index;
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float u;
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computeIndex(t, Index, u);
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evaluate_percent(Index, u, c);
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}
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template<typename length_type> void Spline<length_type>::evaluate_derivative(float t, Vector3& hermite) const
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{
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index_type Index;
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float u;
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computeIndex(t, Index, u);
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evaluate_derivative(Index, u, hermite);
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}
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template<typename length_type> SplineBase::index_type Spline<length_type>::computeIndexInBounds(length_type length_) const
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{
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// Temporary disabled: causes infinite loop with t = 1.f
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/*
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index_type hi = index_hi;
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index_type lo = index_lo;
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index_type i = lo + (float)(hi - lo) * t;
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while ((lengths[i] > length) || (lengths[i + 1] <= length))
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template<typename length_type> void Spline<length_type>::evaluate_percent( float t, Vector3& c ) const
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{
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if (lengths[i] > length)
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hi = i - 1; // too big
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else if (lengths[i + 1] <= length)
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lo = i + 1; // too small
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i = (hi + lo) / 2;
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}*/
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index_type i = index_lo;
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index_type N = index_hi;
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while (i+1 < N && lengths[i+1] < length_)
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++i;
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return i;
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}
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template<typename length_type> void Spline<length_type>::computeIndex(float t, index_type& index, float& u) const
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{
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ASSERT(t >= 0.f && t <= 1.f);
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length_type length_ = t * length();
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index = computeIndexInBounds(length_);
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ASSERT(index < index_hi);
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u = (length_ - length(index)) / (float)length(index, index+1);
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}
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template<typename length_type> SplineBase::index_type Spline<length_type>::computeIndexInBounds( float t ) const
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{
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ASSERT(t >= 0.f && t <= 1.f);
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return computeIndexInBounds(t * length());
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}
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template<typename length_type> void Spline<length_type>::initLengths()
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{
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index_type i = index_lo;
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length_type length = 0;
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lengths.resize(index_hi+1);
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while (i < index_hi)
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{
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length += SegLength(i);
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lengths[++i] = length;
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index_type Index;
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float u;
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computeIndex(t, Index, u);
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evaluate_percent(Index, u, c);
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}
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}
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template<typename length_type> void Spline<length_type>::clear()
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{
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SplineBase::clear();
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lengths.clear();
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}
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template<typename length_type> void Spline<length_type>::evaluate_derivative(float t, Vector3& hermite) const
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{
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index_type Index;
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float u;
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computeIndex(t, Index, u);
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evaluate_derivative(Index, u, hermite);
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}
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template<typename length_type> SplineBase::index_type Spline<length_type>::computeIndexInBounds(length_type length_) const
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{
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// Temporary disabled: causes infinite loop with t = 1.f
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/*
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index_type hi = index_hi;
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index_type lo = index_lo;
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index_type i = lo + (float)(hi - lo) * t;
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while ((lengths[i] > length) || (lengths[i + 1] <= length))
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{
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if (lengths[i] > length)
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hi = i - 1; // too big
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else if (lengths[i + 1] <= length)
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lo = i + 1; // too small
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i = (hi + lo) / 2;
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}*/
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index_type i = index_lo;
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index_type N = index_hi;
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while (i + 1 < N && lengths[i + 1] < length_)
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++i;
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return i;
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}
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template<typename length_type> void Spline<length_type>::computeIndex(float t, index_type& index, float& u) const
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{
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ASSERT(t >= 0.f && t <= 1.f);
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length_type length_ = t * length();
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index = computeIndexInBounds(length_);
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ASSERT(index < index_hi);
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u = (length_ - length(index)) / (float)length(index, index + 1);
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}
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template<typename length_type> SplineBase::index_type Spline<length_type>::computeIndexInBounds( float t ) const
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{
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ASSERT(t >= 0.f && t <= 1.f);
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return computeIndexInBounds(t * length());
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}
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template<typename length_type> void Spline<length_type>::initLengths()
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{
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index_type i = index_lo;
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length_type length = 0;
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lengths.resize(index_hi + 1);
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while (i < index_hi)
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{
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length += SegLength(i);
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lengths[++i] = length;
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}
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}
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template<typename length_type> void Spline<length_type>::clear()
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{
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SplineBase::clear();
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lengths.clear();
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}
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}
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