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

2.3 KiB

File: map.h

Classes

  • GridMapBorder
  • Map
  • impl
  • MapRange

Functions

  • float FindBestZ(glm::vec3 &start, glm::vec3 *result, std::map<int32, bool>* ignored_widgets, uint32 *GridID = 0, uint32* WidgetID = 0);
  • float FindClosestZ(glm::vec3 &start, glm::vec3 *result, std::map<int32, bool>* ignored_widgets, uint32 *GridID = 0, uint32* WidgetID = 0);
  • bool LineIntersectsZone(glm::vec3 start, glm::vec3 end, float step, std::map<int32, bool>* ignored_widgets, glm::vec3 *result);
  • bool LineIntersectsZoneNoZLeaps(glm::vec3 start, glm::vec3 end, float step_mag, std::map<int32, bool>* ignored_widgets, glm::vec3 *result);
  • bool CheckLoS(glm::vec3 myloc, glm::vec3 oloc, std::map<int32, bool>* ignored_widgets);
  • bool DoCollisionCheck(glm::vec3 myloc, glm::vec3 oloc, std::map<int32, bool>* ignored_widgets, glm::vec3 &outnorm, float &distance);
  • bool Load(const std::string& filename);
  • std::string GetFileName() { return m_ZoneFile; }
  • void SetMapLoaded(bool val) {
  • bool IsMapLoaded() {
  • void SetMapLoading(bool val) {
  • bool IsMapLoading() {
  • float GetMinX() { return m_MinX; }
  • float GetMaxX() { return m_MaxX; }
  • float GetMinY() { return m_MinY; }
  • float GetMaxY() { return m_MaxY; }
  • float GetMinZ() { return m_MinZ; }
  • float GetMaxZ() { return m_MaxZ; }
  • bool isPointWithinMap(double x, double y, double z, double minX, double minY, double minZ, double maxX, double maxY, double maxZ) {
  • void SetFileName(std::string newfile) { m_FileName = string(newfile); }
  • void MapMinMaxY(float y);
  • void MapGridMinMaxBorderArray(GridMapBorder* border, glm::vec3 a, glm::vec3 b, glm::vec3 c);
  • void MapGridMinMaxBorder(GridMapBorder* border, glm::vec3 a);
  • bool IsPointInGrid(GridMapBorder* border, glm::vec3 a, float radius);
  • std::vector<int32> GetGridsByPoint(glm::vec3 a, float radius);
  • void RotateVertex(glm::vec3 &v, float rx, float ry, float rz);
  • void ScaleVertex(glm::vec3 &v, float sx, float sy, float sz);
  • void TranslateVertex(glm::vec3 &v, float tx, float ty, float tz);
  • bool LoadV2(FILE *f);
  • bool LoadV2Deflated(FILE *f);
  • bool LoadV3Deflated(std::ifstream* file, std::streambuf * const srcbuf);
  • void Clear();
  • void AddVersionRange(std::string zoneName);

Notable Comments

  • /*
  • */