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EQ2Emu/source/WorldServer/Zone/position.cpp
2024-07-22 08:52:28 -04:00

256 lines
7.9 KiB
C++

#include "position.h"
#include <algorithm>
#include <string>
#include <cmath>
#include "../../common/string_util.h"
static const float position_eps = 0.0001f;
std::string to_string(const glm::vec4 &position) {
return StringFormat("(%.3f, %.3f, %.3f, %.3f)", position.x,position.y,position.z,position.w);
}
std::string to_string(const glm::vec3 &position){
return StringFormat("(%.3f, %.3f, %.3f)", position.x,position.y,position.z);
}
std::string to_string(const glm::vec2 &position){
return StringFormat("(%.3f, %.3f)", position.x,position.y);
}
bool IsOrigin(const glm::vec2 &position) {
return glm::dot(position, position) == 0;
}
bool IsOrigin(const glm::vec3 &position) {
return glm::dot(position, position) == 0;
}
bool IsOrigin(const glm::vec4 &position) {
return IsOrigin(glm::vec3(position));
}
/**
* Produces the non square root'ed distance between the two points within the XY plane.
*/
float DistanceSquared(const glm::vec2& point1, const glm::vec2& point2) {
auto diff = point1 - point2;
return glm::dot(diff, diff);
}
/**
* Produces the distance between the two points on the XY plane.
*/
float Distance(const glm::vec2& point1, const glm::vec2& point2) {
return std::sqrt(DistanceSquared(point1, point2));
}
/**
* Produces the non square root'ed distance between the two points.
*/
float DistanceSquared(const glm::vec3& point1, const glm::vec3& point2) {
auto diff = point1 - point2;
return glm::dot(diff, diff);
}
/**
* Produces the non square root'ed distance between the two points.
*/
float DistanceSquared(const glm::vec4& point1, const glm::vec4& point2) {
return DistanceSquared(static_cast<glm::vec3>(point1), static_cast<glm::vec3>(point2));
}
/**
* Produces the distance between the two points.
*/
float Distance(const glm::vec3& point1, const glm::vec3& point2) {
return std::sqrt(DistanceSquared(point1, point2));
}
/**
* Produces the distance between the two points.
*/
float Distance(const glm::vec4& point1, const glm::vec4& point2) {
return Distance(static_cast<glm::vec3>(point1), static_cast<glm::vec3>(point2));
}
/**
* Produces the distance between the two points within the XY plane.
*/
float DistanceNoZ(const glm::vec3& point1, const glm::vec3& point2) {
return Distance(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
}
/**
* Produces the distance between the two points within the XY plane.
*/
float DistanceNoZ(const glm::vec4& point1, const glm::vec4& point2) {
return Distance(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
}
/**
* Produces the non square root'ed distance between the two points within the XY plane.
*/
float DistanceSquaredNoZ(const glm::vec3& point1, const glm::vec3& point2) {
return DistanceSquared(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
}
/**
* Produces the non square root'ed distance between the two points within the XY plane.
*/
float DistanceSquaredNoZ(const glm::vec4& point1, const glm::vec4& point2) {
return DistanceSquared(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
}
/**
* Determines if 'position' is within (inclusive) the axis aligned
* box (3 dimensional) formed from the points minimum and maximum.
*/
bool IsWithinAxisAlignedBox(const glm::vec3 &position, const glm::vec3 &minimum, const glm::vec3 &maximum) {
auto actualMinimum = glm::vec3(std::min(minimum.x, maximum.x), std::min(minimum.y, maximum.y),std::min(minimum.z, maximum.z));
auto actualMaximum = glm::vec3(std::max(minimum.x, maximum.x), std::max(minimum.y, maximum.y),std::max(minimum.z, maximum.z));
bool xcheck = position.x >= actualMinimum.x && position.x <= actualMaximum.x;
bool ycheck = position.y >= actualMinimum.y && position.y <= actualMaximum.y;
bool zcheck = position.z >= actualMinimum.z && position.z <= actualMaximum.z;
return xcheck && ycheck && zcheck;
}
/**
* Determines if 'position' is within (inclusive) the axis aligned
* box (2 dimensional) formed from the points minimum and maximum.
*/
bool IsWithinAxisAlignedBox(const glm::vec2 &position, const glm::vec2 &minimum, const glm::vec2 &maximum) {
auto actualMinimum = glm::vec2(std::min(minimum.x, maximum.x), std::min(minimum.y, maximum.y));
auto actualMaximum = glm::vec2(std::max(minimum.x, maximum.x), std::max(minimum.y, maximum.y));
bool xcheck = position.x >= actualMinimum.x && position.x <= actualMaximum.x;
bool ycheck = position.y >= actualMinimum.y && position.y <= actualMaximum.y;
return xcheck && ycheck;
}
/**
* Gives the heading directly 180 degrees from the
* current heading.
* Takes the EQfloat from the glm::vec4 and returns
* an EQFloat.
*/
float GetReciprocalHeading(const glm::vec4& point1) {
return GetReciprocalHeading(point1.w);
}
/**
* Gives the heading directly 180 degrees from the
* current heading.
* Takes an EQfloat and returns an EQFloat.
*/
float GetReciprocalHeading(const float heading)
{
float result = 0;
// Convert to radians
float h = (heading / 512.0f) * 6.283184f;
// Calculate the reciprocal heading in radians
result = h + 3.141592f;
// Convert back to eq heading from radians
result = (result / 6.283184f) * 512.0f;
return result;
}
bool IsHeadingEqual(const float h1, const float h2)
{
return std::abs(h2 - h1) < 0.01f;
}
bool IsPositionEqual(const glm::vec2 &p1, const glm::vec2 &p2)
{
return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps;
}
bool IsPositionEqual(const glm::vec3 &p1, const glm::vec3 &p2)
{
return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < position_eps;
}
bool IsPositionEqual(const glm::vec4 &p1, const glm::vec4 &p2)
{
return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < position_eps;
}
bool IsPositionEqualWithinCertainZ(const glm::vec3 &p1, const glm::vec3 &p2, float z_eps) {
return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < z_eps;
}
bool IsPositionEqualWithinCertainZ(const glm::vec4 &p1, const glm::vec4 &p2, float z_eps) {
return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < z_eps;
}
bool IsPositionWithinSimpleCylinder(const glm::vec3 &p1, const glm::vec3 &cylinder_center, float cylinder_radius, float cylinder_height)
{
//If we're outside the height of cylinder then we're not in it (duh)
auto d = std::abs(p1.z - cylinder_center.z);
if (d > cylinder_height / 2.0) {
return false;
}
glm::vec2 p1d(p1.x, p1.y);
glm::vec2 ccd(cylinder_center.x, cylinder_center.y);
//If we're outside the radius of the cylinder then we're not in it (also duh)
d = Distance(p1d, ccd);
if (d > cylinder_radius) {
return false;
}
return true;
}
bool IsPositionWithinSimpleCylinder(const glm::vec4 &p1, const glm::vec4 &cylinder_center, float cylinder_radius, float cylinder_height)
{
//If we're outside the height of cylinder then we're not in it (duh)
auto d = std::abs(p1.z - cylinder_center.z);
if (d > cylinder_height / 2.0) {
return false;
}
glm::vec2 p1d(p1.x, p1.y);
glm::vec2 ccd(cylinder_center.x, cylinder_center.y);
//If we're outside the radius of the cylinder then we're not in it (also duh)
d = Distance(p1d, ccd);
if (d > cylinder_radius) {
return false;
}
return true;
}
float CalculateHeadingAngleBetweenPositions(float x1, float y1, float x2, float y2)
{
float y_diff = std::abs(y1 - y2);
float x_diff = std::abs(x1 - x2);
if (y_diff < 0.0000009999999974752427)
y_diff = 0.0000009999999974752427;
float angle = atan2(x_diff, y_diff) * 180.0f * 0.3183099014828645f; // angle, nice "pi"
// return the right thing based on relative quadrant
// I'm sure this could be improved for readability, but whatever
if (y1 >= y2) {
if (x2 >= x1)
return (90.0f - angle + 90.0f) * 511.5f * 0.0027777778f;
if (x2 <= x1)
return (angle + 180.0f) * 511.5f * 0.0027777778f;
}
if (y1 > y2 || x2 > x1)
return angle * 511.5f * 0.0027777778f;
else
return (90.0f - angle + 270.0f) * 511.5f * 0.0027777778f;
}