Switched out our kinda juryrigged vector types for glm::vec types since we use that as a 3d math library already but never switched out the types

This commit is contained in:
KimLS
2015-01-23 00:01:10 -08:00
parent 03286f540a
commit 269d56e1d0
68 changed files with 1524 additions and 1692 deletions
+7 -7
View File
@@ -30,7 +30,7 @@ struct NeighbourNode {
struct PathNode {
uint16 id;
Map::Vertex v;
glm::vec3 v;
float bestz;
NeighbourNode Neighbours[PATHNODENEIGHBOURS];
};
@@ -60,17 +60,17 @@ public:
static PathManager *LoadPathFile(const char *ZoneName);
bool loadPaths(FILE *fp);
void PrintPathing();
std::deque<int> FindRoute(Map::Vertex Start, Map::Vertex End);
std::deque<int> FindRoute(glm::vec3 Start, glm::vec3 End);
std::deque<int> FindRoute(int startID, int endID);
Map::Vertex GetPathNodeCoordinates(int NodeNumber, bool BestZ = true);
bool CheckLosFN(Map::Vertex a, Map::Vertex b);
glm::vec3 GetPathNodeCoordinates(int NodeNumber, bool BestZ = true);
bool CheckLosFN(glm::vec3 a, glm::vec3 b);
void SpawnPathNodes();
void MeshTest();
void SimpleMeshTest();
int FindNearestPathNode(Map::Vertex Position);
bool NoHazards(Map::Vertex From, Map::Vertex To);
bool NoHazardsAccurate(Map::Vertex From, Map::Vertex To);
int FindNearestPathNode(glm::vec3 Position);
bool NoHazards(glm::vec3 From, glm::vec3 To);
bool NoHazardsAccurate(glm::vec3 From, glm::vec3 To);
void OpenDoors(int Node1, int Node2, Mob* ForWho);
PathNode* FindPathNodeByCoordinates(float x, float y, float z);