# File: `position.h` ## Classes _None detected_ ## Functions - `std::string to_string(const glm::vec4 &position);` - `std::string to_string(const glm::vec3 &position);` - `std::string to_string(const glm::vec2 &position);` - `bool IsWithinAxisAlignedBox(const glm::vec3 &position, const glm::vec3 &minimum, const glm::vec3 &maximum);` - `bool IsWithinAxisAlignedBox(const glm::vec2 &position, const glm::vec2 &minimum, const glm::vec2 &maximum);` - `bool IsOrigin(const glm::vec2 &position);` - `bool IsOrigin(const glm::vec3 &position);` - `bool IsOrigin(const glm::vec4 &position);` - `float DistanceSquared(const glm::vec2& point1, const glm::vec2& point2);` - `float Distance(const glm::vec2& point1, const glm::vec2& point2);` - `float DistanceSquared(const glm::vec3& point1, const glm::vec3& point2);` - `float Distance(const glm::vec3& point1, const glm::vec3& point2);` - `float DistanceNoZ(const glm::vec3& point1, const glm::vec3& point2);` - `float DistanceSquaredNoZ(const glm::vec3& point1, const glm::vec3& point2);` - `float DistanceSquared(const glm::vec4& point1, const glm::vec4& point2);` - `float Distance(const glm::vec4& point1, const glm::vec4& point2);` - `float DistanceNoZ(const glm::vec4& point1, const glm::vec4& point2);` - `float DistanceSquaredNoZ(const glm::vec4& point1, const glm::vec4& point2);` - `float GetReciprocalHeading(const glm::vec4& point1);` - `float GetReciprocalHeading(const float heading);` - `bool IsHeadingEqual(const float h1, const float h2);` - `bool IsPositionEqual(const glm::vec2 &p1, const glm::vec2 &p2);` - `bool IsPositionEqual(const glm::vec3 &p1, const glm::vec3 &p2);` - `bool IsPositionEqual(const glm::vec4 &p1, const glm::vec4 &p2);` - `bool IsPositionEqualWithinCertainZ(const glm::vec3 &p1, const glm::vec3 &p2, float z_eps);` - `bool IsPositionEqualWithinCertainZ(const glm::vec4 &p1, const glm::vec4 &p2, float z_eps);` - `bool IsPositionWithinSimpleCylinder(const glm::vec3 &p1, const glm::vec3 &cylinder_center, float cylinder_radius, float cylinder_height);` - `bool IsPositionWithinSimpleCylinder(const glm::vec4 &p1, const glm::vec4 &cylinder_center, float cylinder_radius, float cylinder_height);` - `float CalculateHeadingAngleBetweenPositions(float x1, float y1, float x2, float y2);` ## Notable Comments - /* EQEMu: Everquest Server Emulator - */