Files
Viano-Core/src/server/game/Entities/Object/Position.h
T
2015-08-11 12:59:11 +02:00

227 lines
7.1 KiB
C++

/*
* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef Trinity_game_Position_h__
#define Trinity_game_Position_h__
#include "Common.h"
class ByteBuffer;
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(Position const& loc) { Relocate(loc); }
struct PositionXYStreamer
{
explicit PositionXYStreamer(Position& pos) : Pos(&pos) { }
Position* Pos;
};
struct PositionXYZStreamer
{
explicit PositionXYZStreamer(Position& pos) : Pos(&pos) { }
Position* Pos;
};
struct PositionXYZOStreamer
{
explicit PositionXYZOStreamer(Position& pos) : Pos(&pos) { }
Position* Pos;
};
float m_positionX;
float m_positionY;
float m_positionZ;
// Better to limit access to _orientation field, to guarantee the value is normalized
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::PositionXYStreamer PositionXYStream() { return PositionXYStreamer(*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 IsWithinBox(const Position& center, float xradius, float yradius, float zradius) const;
bool HasInArc(float arcangle, Position const* pos, float border = 2.0f) const;
bool HasInLine(Position const* pos, 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::PositionXYStreamer const& streamer);
ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYStreamer 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);
ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer);
#endif // Trinity_game_Position_h__