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