forked from mirrors/0ad
Rename CELL_SIZE to TERRAIN_TILE_SIZE, to free up the term "cell" for other concepts.
This was SVN commit r10902.
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@@ -344,7 +344,7 @@ void ActorViewer::SetActor(const CStrW& name, const CStrW& animation)
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CmpPtr<ICmpPosition> cmpPosition(m.Simulation2, m.Entity);
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if (!cmpPosition.null())
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{
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ssize_t c = CELL_SIZE * m.Terrain.GetPatchesPerSide()*PATCH_SIZE/2;
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ssize_t c = TERRAIN_TILE_SIZE * m.Terrain.GetPatchesPerSide()*PATCH_SIZE/2;
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cmpPosition->JumpTo(entity_pos_t::FromInt(c), entity_pos_t::FromInt(c));
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cmpPosition->SetYRotation(entity_angle_t::Pi());
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}
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@@ -478,7 +478,7 @@ void ActorViewer::Render()
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cmpVisual->GetBounds().GetCentre(centre);
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else
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centre.Y = 0.f;
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centre.X = centre.Z = CELL_SIZE * m.Terrain.GetPatchesPerSide()*PATCH_SIZE/2;
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centre.X = centre.Z = TERRAIN_TILE_SIZE * m.Terrain.GetPatchesPerSide()*PATCH_SIZE/2;
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CCamera camera = View::GetView_Actor()->GetCamera();
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camera.m_Orientation.Translate(centre.X, centre.Y, centre.Z);
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@@ -541,9 +541,9 @@ void ActorViewer::Update(float dt)
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float z = cmpPosition->GetPosition().Z.ToFloat();
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z -= m.CurrentSpeed*dt;
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// Wrap at the edges, so it doesn't run off into the horizon
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ssize_t c = CELL_SIZE * m.Terrain.GetPatchesPerSide()*PATCH_SIZE/2;
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if (z < c - CELL_SIZE*PATCH_SIZE * 0.1f)
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z = c + CELL_SIZE*PATCH_SIZE * 0.1f;
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ssize_t c = TERRAIN_TILE_SIZE * m.Terrain.GetPatchesPerSide()*PATCH_SIZE/2;
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if (z < c - TERRAIN_TILE_SIZE*PATCH_SIZE * 0.1f)
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z = c + TERRAIN_TILE_SIZE*PATCH_SIZE * 0.1f;
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cmpPosition->JumpTo(cmpPosition->GetPosition().X, entity_pos_t::FromFloat(z));
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}
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}
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@@ -90,8 +90,8 @@ void Brush::SetData(ssize_t w, ssize_t h, const std::vector<float>& data)
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void Brush::GetCentre(ssize_t& x, ssize_t& y) const
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{
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CVector3D c = m_Centre;
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if (m_W % 2) c.X += CELL_SIZE/2.f;
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if (m_H % 2) c.Z += CELL_SIZE/2.f;
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if (m_W % 2) c.X += TERRAIN_TILE_SIZE/2.f;
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if (m_H % 2) c.Z += TERRAIN_TILE_SIZE/2.f;
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ssize_t cx, cy;
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CTerrain::CalcFromPosition(c, cx, cy);
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@@ -265,7 +265,7 @@ static CVector3D GetUnitPos(const Position& pos, bool floating)
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// Use 'clamp' with a value slightly less than the width, so that converting
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// to integer (rounding towards zero) will put it on the tile inside the edge
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// instead of just outside
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float mapWidth = (g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide()-1)*CELL_SIZE;
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float mapWidth = (g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide()-1)*TERRAIN_TILE_SIZE;
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float delta = 1e-6f; // fraction of map width - must be > FLT_EPSILON
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float xOnMap = clamp(vec.X, 0.f, mapWidth * (1.f - delta));
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