refactor(Collision): update some methods to UpperCamelCase (#6486)

This commit is contained in:
Kitzunu
2021-06-27 16:37:22 +02:00
committed by GitHub
parent a2a01e19d1
commit b84f9b8a4b
18 changed files with 63 additions and 61 deletions

View File

@@ -2076,7 +2076,7 @@ bool Map::GetAreaInfo(float x, float y, float z, uint32& flags, int32& adtId, in
{
float vmap_z = z;
VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
if (vmgr->getAreaInfo(GetId(), x, y, vmap_z, flags, adtId, rootId, groupId))
if (vmgr->GetAreaInfo(GetId(), x, y, vmap_z, flags, adtId, rootId, groupId))
{
// check if there's terrain between player height and object height
if (GridMap* gmap = const_cast<Map*>(this)->GetGrid(x, y))
@@ -2265,13 +2265,13 @@ bool Map::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, floa
return true;
}
bool Map::getObjectHitPos(uint32 phasemask, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float& ry, float& rz, float modifyDist)
bool Map::GetObjectHitPos(uint32 phasemask, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float& ry, float& rz, float modifyDist)
{
G3D::Vector3 startPos(x1, y1, z1);
G3D::Vector3 dstPos(x2, y2, z2);
G3D::Vector3 resultPos;
bool result = _dynamicTree.getObjectHitPos(phasemask, startPos, dstPos, resultPos, modifyDist);
bool result = _dynamicTree.GetObjectHitPos(phasemask, startPos, dstPos, resultPos, modifyDist);
rx = resultPos.x;
ry = resultPos.y;
@@ -3701,7 +3701,7 @@ bool Map::CheckCollisionAndGetValidCoords(const WorldObject* source, float start
// Unit is not on the ground, check for potential collision via vmaps
if (notOnGround)
{
bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(source->GetMapId(),
bool col = VMAP::VMapFactory::createOrGetVMapManager()->GetObjectHitPos(source->GetMapId(),
startX, startY, startZ + halfHeight,
destX, destY, destZ + halfHeight,
destX, destY, destZ, -CONTACT_DISTANCE);
@@ -3716,7 +3716,7 @@ bool Map::CheckCollisionAndGetValidCoords(const WorldObject* source, float start
}
// check dynamic collision
bool col = source->GetMap()->getObjectHitPos(source->GetPhaseMask(),
bool col = source->GetMap()->GetObjectHitPos(source->GetPhaseMask(),
startX, startY, startZ + halfHeight,
destX, destY, destZ + halfHeight,
destX, destY, destZ, -CONTACT_DISTANCE);