Core/Misc: Moved Position to its own file

(cherry picked from commit 48ee1f003347910a48183f768501c1080fc40269)

Conflicts:
	src/server/game/Entities/Object/Object.cpp
	src/server/game/Entities/Object/Object.h
	src/server/game/Spells/Spell.cpp
This commit is contained in:
Shauren authored and DDuarte committed 2015-05-19 21:44:39 +01:00
1 parent b0ebfd9773
commit 8a013ba0fb
8 files changed
+415 -288

No files matched your search

+1 -135
View File
@@ -20,6 +20,7 @@
#define _OBJECT_H
#include "Common.h"
#include "Position.h"
#include "UpdateMask.h"
#include "GridReference.h"
#include "ObjectDefines.h"
@@ -246,141 +247,6 @@ class Object
Object& operator=(Object const& right) = delete;
};
struct Position
{
Position(float x = 0, float y = 0, float z = 0, float o = 0)
: m_positionX(x), m_positionY(y), m_positionZ(z), m_orientation(NormalizeOrientation(o)) { }
Position(const Position &loc) { Relocate(loc); }
struct PositionXYZStreamer
{
explicit PositionXYZStreamer(Position& pos) : m_pos(&pos) { }
Position* m_pos;
};
struct PositionXYZOStreamer
{
explicit PositionXYZOStreamer(Position& pos) : m_pos(&pos) { }
Position* m_pos;
};
float m_positionX;
float m_positionY;
float m_positionZ;
// Better to limit access to m_orientation field, but this will be hard to achieve with many scripts using array initialization for this structure
//private:
float m_orientation;
//public:
bool operator==(Position const &a);
inline bool operator!=(Position const &a)
{
return !(operator==(a));
}
void Relocate(float x, float y)
{ m_positionX = x; m_positionY = y;}
void Relocate(float x, float y, float z)
{ m_positionX = x; m_positionY = y; m_positionZ = z; }
void Relocate(float x, float y, float z, float orientation)
{ m_positionX = x; m_positionY = y; m_positionZ = z; SetOrientation(orientation); }
void Relocate(Position const &pos)
{ m_positionX = pos.m_positionX; m_positionY = pos.m_positionY; m_positionZ = pos.m_positionZ; SetOrientation(pos.m_orientation); }
void Relocate(Position const* pos)
{ m_positionX = pos->m_positionX; m_positionY = pos->m_positionY; m_positionZ = pos->m_positionZ; SetOrientation(pos->m_orientation); }
void RelocateOffset(Position const &offset);
void SetOrientation(float orientation)
{ m_orientation = NormalizeOrientation(orientation); }
float GetPositionX() const { return m_positionX; }
float GetPositionY() const { return m_positionY; }
float GetPositionZ() const { return m_positionZ; }
float GetOrientation() const { return m_orientation; }
void GetPosition(float &x, float &y) const
{ x = m_positionX; y = m_positionY; }
void GetPosition(float &x, float &y, float &z) const
{ x = m_positionX; y = m_positionY; z = m_positionZ; }
void GetPosition(float &x, float &y, float &z, float &o) const
{ x = m_positionX; y = m_positionY; z = m_positionZ; o = m_orientation; }
Position GetPosition() const
{
return *this;
}
Position::PositionXYZStreamer PositionXYZStream()
{
return PositionXYZStreamer(*this);
}
Position::PositionXYZOStreamer PositionXYZOStream()
{
return PositionXYZOStreamer(*this);
}
bool IsPositionValid() const;
float GetExactDist2dSq(float x, float y) const
{ float dx = m_positionX - x; float dy = m_positionY - y; return dx*dx + dy*dy; }
float GetExactDist2d(const float x, const float y) const
{ return std::sqrt(GetExactDist2dSq(x, y)); }
float GetExactDist2dSq(Position const* pos) const
{ float dx = m_positionX - pos->m_positionX; float dy = m_positionY - pos->m_positionY; return dx*dx + dy*dy; }
float GetExactDist2d(Position const* pos) const
{ return std::sqrt(GetExactDist2dSq(pos)); }
float GetExactDistSq(float x, float y, float z) const
{ float dz = m_positionZ - z; return GetExactDist2dSq(x, y) + dz*dz; }
float GetExactDist(float x, float y, float z) const
{ return std::sqrt(GetExactDistSq(x, y, z)); }
float GetExactDistSq(Position const* pos) const
{ float dx = m_positionX - pos->m_positionX; float dy = m_positionY - pos->m_positionY; float dz = m_positionZ - pos->m_positionZ; return dx*dx + dy*dy + dz*dz; }
float GetExactDist(Position const* pos) const
{ return std::sqrt(GetExactDistSq(pos)); }
void GetPositionOffsetTo(Position const & endPos, Position & retOffset) const;
Position GetPositionWithOffset(Position const& offset) const;
float GetAngle(Position const* pos) const;
float GetAngle(float x, float y) const;
float GetRelativeAngle(Position const* pos) const
{ return GetAngle(pos) - m_orientation; }
float GetRelativeAngle(float x, float y) const { return GetAngle(x, y) - m_orientation; }
void GetSinCos(float x, float y, float &vsin, float &vcos) const;
bool IsInDist2d(float x, float y, float dist) const
{ return GetExactDist2dSq(x, y) < dist * dist; }
bool IsInDist2d(Position const* pos, float dist) const
{ return GetExactDist2dSq(pos) < dist * dist; }
bool IsInDist(float x, float y, float z, float dist) const
{ return GetExactDistSq(x, y, z) < dist * dist; }
bool IsInDist(Position const* pos, float dist) const
{ return GetExactDistSq(pos) < dist * dist; }
bool HasInArc(float arcangle, Position const* pos, float border = 2.0f) const;
bool HasInLine(WorldObject const* target, float width) const;
std::string ToString() const;
// modulos a radian orientation to the range of 0..2PI
static float NormalizeOrientation(float o)
{
// fmod only supports positive numbers. Thus we have
// to emulate negative numbers
if (o < 0)
{
float mod = o *-1;
mod = std::fmod(mod, 2.0f * static_cast<float>(M_PI));
mod = -mod + 2.0f * static_cast<float>(M_PI);
return mod;
}
return std::fmod(o, 2.0f * static_cast<float>(M_PI));
}
};
ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer);
ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer);
ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer);
ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer);
struct MovementInfo
{
// common