More cleanups of custom classes in favor of .NET runtime types.

This commit is contained in:
hondacrx
2021-11-15 18:04:57 -05:00
parent a9a51d0641
commit b026ee7ef8
132 changed files with 373 additions and 6833 deletions
+4 -4
View File
@@ -17,11 +17,12 @@
using Framework.Constants;
using Framework.GameMath;
using Game.Collision;
using Game.DataStorage;
using System;
using System.Collections.Generic;
using System.IO;
using Game.Collision;
using System.Numerics;
namespace Game.Maps
{
@@ -175,7 +176,7 @@ namespace Game.Maps
_minHeightPlanes = new Plane[8];
for (uint quarterIndex = 0; quarterIndex < 8; ++quarterIndex)
_minHeightPlanes[quarterIndex] = new Plane(
_minHeightPlanes[quarterIndex] = Plane.CreateFromVertices(
new Vector3(boundGridCoords[indices[quarterIndex][0]][0], boundGridCoords[indices[quarterIndex][0]][1], minHeights[indices[quarterIndex][0]]),
new Vector3(boundGridCoords[indices[quarterIndex][1]][0], boundGridCoords[indices[quarterIndex][1]][1], minHeights[indices[quarterIndex][1]]),
new Vector3(boundGridCoords[indices[quarterIndex][2]][0], boundGridCoords[indices[quarterIndex][2]][1], minHeights[indices[quarterIndex][2]])
@@ -500,8 +501,7 @@ namespace Game.Maps
else
quarterIndex = gx > gy ? 1u : 0;
Ray ray = new(new Vector3(gx, gy, 0.0f), Vector3.ZAxis);
Ray ray = new(new Vector3(gx, gy, 0.0f), Vector3.UnitZ);
return ray.intersection(_minHeightPlanes[quarterIndex]).Z;
}
+1 -1
View File
@@ -18,7 +18,6 @@
using Framework.Constants;
using Framework.Database;
using Framework.Dynamic;
using Framework.GameMath;
using Game.BattleGrounds;
using Game.Collision;
using Game.DataStorage;
@@ -32,6 +31,7 @@ using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Numerics;
namespace Game.Maps
{
+4 -4
View File
@@ -17,13 +17,13 @@
using Framework.Constants;
using Framework.Database;
using Framework.GameMath;
using Game.DataStorage;
using Game.Entities;
using Game.Movement;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Game.Maps
{
@@ -186,9 +186,9 @@ namespace Game.Maps
allPoints.Add(new Vector3(path[i].Loc.X, path[i].Loc.Y, path[i].Loc.Z));
// Add extra points to allow derivative calculations for all path nodes
allPoints.Insert(0, allPoints.First().lerp(allPoints[1], -0.2f));
allPoints.Add(allPoints.Last().lerp(allPoints[^2], -0.2f));
allPoints.Add(allPoints.Last().lerp(allPoints[^2], -1.0f));
allPoints.Insert(0, Vector3.Lerp(allPoints.First(), allPoints[1], -0.2f));
allPoints.Add(Vector3.Lerp(allPoints.Last(), allPoints[^2], -0.2f));
allPoints.Add(Vector3.Lerp(allPoints.Last(), allPoints[^2], -1.0f));
SplineRawInitializer initer = new(allPoints);
Spline orientationSpline = new();