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EQ2Emu/docs/code/position.md
2025-05-06 09:54:48 -04:00

2.3 KiB

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
  • */