refactor(Tools): restyle tools with astyle (#3465)

This commit is contained in:
Kargatum
2020-10-06 16:31:28 +07:00
committed by GitHub
parent be09e03756
commit b00a86f6ab
51 changed files with 1004 additions and 936 deletions

View File

@@ -63,81 +63,81 @@ namespace MMAP
class MapBuilder
{
public:
MapBuilder(float maxWalkableAngle = 70.f,
bool skipLiquid = false,
bool skipContinents = false,
bool skipJunkMaps = true,
bool skipBattlegrounds = false,
bool debugOutput = false,
bool bigBaseUnit = false,
const char* offMeshFilePath = nullptr);
public:
MapBuilder(float maxWalkableAngle = 70.f,
bool skipLiquid = false,
bool skipContinents = false,
bool skipJunkMaps = true,
bool skipBattlegrounds = false,
bool debugOutput = false,
bool bigBaseUnit = false,
const char* offMeshFilePath = nullptr);
~MapBuilder();
~MapBuilder();
// builds all mmap tiles for the specified map id (ignores skip settings)
void buildMap(uint32 mapID);
void buildMeshFromFile(char* name);
// builds all mmap tiles for the specified map id (ignores skip settings)
void buildMap(uint32 mapID);
void buildMeshFromFile(char* name);
// builds an mmap tile for the specified map and its mesh
void buildSingleTile(uint32 mapID, uint32 tileX, uint32 tileY);
// builds an mmap tile for the specified map and its mesh
void buildSingleTile(uint32 mapID, uint32 tileX, uint32 tileY);
// builds list of maps, then builds all of mmap tiles (based on the skip settings)
void buildAllMaps(unsigned int threads);
// builds list of maps, then builds all of mmap tiles (based on the skip settings)
void buildAllMaps(unsigned int threads);
void WorkerThread();
void WorkerThread();
private:
// detect maps and tiles
void discoverTiles();
std::set<uint32>* getTileList(uint32 mapID);
private:
// detect maps and tiles
void discoverTiles();
std::set<uint32>* getTileList(uint32 mapID);
void buildNavMesh(uint32 mapID, dtNavMesh* &navMesh);
void buildNavMesh(uint32 mapID, dtNavMesh*& navMesh);
void buildTile(uint32 mapID, uint32 tileX, uint32 tileY, dtNavMesh* navMesh);
void buildTile(uint32 mapID, uint32 tileX, uint32 tileY, dtNavMesh* navMesh);
// move map building
void buildMoveMapTile(uint32 mapID,
uint32 tileX,
uint32 tileY,
MeshData &meshData,
float bmin[3],
float bmax[3],
dtNavMesh* navMesh);
// move map building
void buildMoveMapTile(uint32 mapID,
uint32 tileX,
uint32 tileY,
MeshData& meshData,
float bmin[3],
float bmax[3],
dtNavMesh* navMesh);
void getTileBounds(uint32 tileX, uint32 tileY,
float* verts, int vertCount,
float* bmin, float* bmax);
void getGridBounds(uint32 mapID, uint32 &minX, uint32 &minY, uint32 &maxX, uint32 &maxY) const;
void getTileBounds(uint32 tileX, uint32 tileY,
float* verts, int vertCount,
float* bmin, float* bmax);
void getGridBounds(uint32 mapID, uint32& minX, uint32& minY, uint32& maxX, uint32& maxY) const;
bool shouldSkipMap(uint32 mapID);
bool isTransportMap(uint32 mapID);
bool shouldSkipTile(uint32 mapID, uint32 tileX, uint32 tileY);
// percentageDone - method to calculate percentage
uint32 percentageDone(uint32 totalTiles, uint32 totalTilesDone);
bool shouldSkipMap(uint32 mapID);
bool isTransportMap(uint32 mapID);
bool shouldSkipTile(uint32 mapID, uint32 tileX, uint32 tileY);
// percentageDone - method to calculate percentage
uint32 percentageDone(uint32 totalTiles, uint32 totalTilesDone);
TerrainBuilder* m_terrainBuilder;
TileList m_tiles;
TerrainBuilder* m_terrainBuilder;
TileList m_tiles;
bool m_debugOutput;
bool m_debugOutput;
const char* m_offMeshFilePath;
bool m_skipContinents;
bool m_skipJunkMaps;
bool m_skipBattlegrounds;
const char* m_offMeshFilePath;
bool m_skipContinents;
bool m_skipJunkMaps;
bool m_skipBattlegrounds;
float m_maxWalkableAngle;
bool m_bigBaseUnit;
// percentageDone - variables to calculate percentage
std::atomic<uint32> m_totalTiles;
std::atomic<uint32> m_totalTilesBuilt;
float m_maxWalkableAngle;
bool m_bigBaseUnit;
// percentageDone - variables to calculate percentage
std::atomic<uint32> m_totalTiles;
std::atomic<uint32> m_totalTilesBuilt;
// build performance - not really used for now
rcContext* m_rcContext;
// build performance - not really used for now
rcContext* m_rcContext;
std::vector<std::thread> _workerThreads;
ProducerConsumerQueue<uint32> _queue;
std::atomic<bool> _cancelationToken;
std::vector<std::thread> _workerThreads;
ProducerConsumerQueue<uint32> _queue;
std::atomic<bool> _cancelationToken;
};
}