/* * Copyright (C) 2008-2016 TrinityCore * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #include "Position.h" #include "ByteBuffer.h" #include "GridDefines.h" #include bool Position::operator==(Position const &a) { return (G3D::fuzzyEq(a.m_positionX, m_positionX) && G3D::fuzzyEq(a.m_positionY, m_positionY) && G3D::fuzzyEq(a.m_positionZ, m_positionZ) && G3D::fuzzyEq(a.m_orientation, m_orientation)); } void Position::RelocateOffset(const Position & offset) { m_positionX = GetPositionX() + (offset.GetPositionX() * std::cos(GetOrientation()) + offset.GetPositionY() * std::sin(GetOrientation() + float(M_PI))); m_positionY = GetPositionY() + (offset.GetPositionY() * std::cos(GetOrientation()) + offset.GetPositionX() * std::sin(GetOrientation())); m_positionZ = GetPositionZ() + offset.GetPositionZ(); SetOrientation(GetOrientation() + offset.GetOrientation()); } bool Position::IsPositionValid() const { return Trinity::IsValidMapCoord(m_positionX, m_positionY, m_positionZ, m_orientation); } void Position::GetPositionOffsetTo(const Position & endPos, Position & retOffset) const { float dx = endPos.GetPositionX() - GetPositionX(); float dy = endPos.GetPositionY() - GetPositionY(); retOffset.m_positionX = dx * std::cos(GetOrientation()) + dy * std::sin(GetOrientation()); retOffset.m_positionY = dy * std::cos(GetOrientation()) - dx * std::sin(GetOrientation()); retOffset.m_positionZ = endPos.GetPositionZ() - GetPositionZ(); retOffset.SetOrientation(endPos.GetOrientation() - GetOrientation()); } Position Position::GetPositionWithOffset(Position const& offset) const { Position ret(*this); ret.RelocateOffset(offset); return ret; } float Position::GetAngle(const Position* obj) const { if (!obj) return 0; return GetAngle(obj->GetPositionX(), obj->GetPositionY()); } // Return angle in range 0..2*pi float Position::GetAngle(float x, float y) const { float dx = x - GetPositionX(); float dy = y - GetPositionY(); float ang = std::atan2(dy, dx); ang = (ang >= 0) ? ang : 2 * float(M_PI) + ang; return ang; } void Position::GetSinCos(const float x, const float y, float &vsin, float &vcos) const { float dx = GetPositionX() - x; float dy = GetPositionY() - y; if (std::fabs(dx) < 0.001f && std::fabs(dy) < 0.001f) { float angle = (float)rand_norm()*static_cast(2 * M_PI); vcos = std::cos(angle); vsin = std::sin(angle); } else { float dist = std::sqrt((dx*dx) + (dy*dy)); vcos = dx / dist; vsin = dy / dist; } } bool Position::IsWithinBox(const Position& center, float xradius, float yradius, float zradius) const { // rotate the WorldObject position instead of rotating the whole cube, that way we can make a simplified // is-in-cube check and we have to calculate only one point instead of 4 // 2PI = 360*, keep in mind that ingame orientation is counter-clockwise double rotation = 2 * M_PI - center.GetOrientation(); double sinVal = std::sin(rotation); double cosVal = std::cos(rotation); float BoxDistX = GetPositionX() - center.GetPositionX(); float BoxDistY = GetPositionY() - center.GetPositionY(); float rotX = float(center.GetPositionX() + BoxDistX * cosVal - BoxDistY*sinVal); float rotY = float(center.GetPositionY() + BoxDistY * cosVal + BoxDistX*sinVal); // box edges are parallel to coordiante axis, so we can treat every dimension independently :D float dz = GetPositionZ() - center.GetPositionZ(); float dx = rotX - center.GetPositionX(); float dy = rotY - center.GetPositionY(); if ((std::fabs(dx) > xradius) || (std::fabs(dy) > yradius) || (std::fabs(dz) > zradius)) return false; return true; } bool Position::HasInArc(float arc, const Position* obj, float border) const { // always have self in arc if (obj == this) return true; // move arc to range 0.. 2*pi arc = NormalizeOrientation(arc); float angle = GetAngle(obj); angle -= m_orientation; // move angle to range -pi ... +pi angle = NormalizeOrientation(angle); if (angle > float(M_PI)) angle -= 2.0f * float(M_PI); float lborder = -1 * (arc / border); // in range -pi..0 float rborder = (arc / border); // in range 0..pi return ((angle >= lborder) && (angle <= rborder)); } bool Position::HasInLine(Position const* pos, float width) const { if (!HasInArc(float(M_PI), pos)) return false; float angle = GetRelativeAngle(pos); return std::fabs(std::sin(angle)) * GetExactDist2d(pos->GetPositionX(), pos->GetPositionY()) < width; } std::string Position::ToString() const { std::stringstream sstr; sstr << "X: " << m_positionX << " Y: " << m_positionY << " Z: " << m_positionZ << " O: " << m_orientation; return sstr.str(); } ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYStreamer const& streamer) { buf << streamer.Pos->GetPositionX(); buf << streamer.Pos->GetPositionY(); return buf; } ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYStreamer const& streamer) { float x, y; buf >> x >> y; streamer.Pos->Relocate(x, y); return buf; } ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer) { buf << streamer.Pos->GetPositionX(); buf << streamer.Pos->GetPositionY(); buf << streamer.Pos->GetPositionZ(); return buf; } ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer) { float x, y, z; buf >> x >> y >> z; streamer.Pos->Relocate(x, y, z); return buf; } ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer) { buf << streamer.Pos->GetPositionX(); buf << streamer.Pos->GetPositionY(); buf << streamer.Pos->GetPositionZ(); buf << streamer.Pos->GetOrientation(); return buf; } ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer) { float x, y, z, o; buf >> x >> y >> z >> o; streamer.Pos->Relocate(x, y, z, o); return buf; }