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commit
5b85f89c21
@ -3,19 +3,38 @@
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#include <string>
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#include <cmath>
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#include "../common/strings.h"
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#include "../common/data_verification.h"
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static const float position_eps = 0.0001f;
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constexpr float position_eps = 0.0001f;
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std::string to_string(const glm::vec4 &position) {
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return StringFormat("(%.3f, %.3f, %.3f, %.3f)", position.x,position.y,position.z,position.w);
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std::string to_string(const glm::vec4 &position)
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{
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return fmt::format(
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"({:.3f}, {:.3f}, {:.3f}, {:.3f})",
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position.x,
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position.y,
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position.z,
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position.w
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);
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}
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std::string to_string(const glm::vec3 &position){
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return StringFormat("(%.3f, %.3f, %.3f)", position.x,position.y,position.z);
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std::string to_string(const glm::vec3 &position)
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{
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return fmt::format(
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"({:.3f}, {:.3f}, {:.3f})",
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position.x,
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position.y,
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position.z
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);
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}
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std::string to_string(const glm::vec2 &position){
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return StringFormat("(%.3f, %.3f)", position.x,position.y);
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std::string to_string(const glm::vec2 &position)
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{
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return fmt::format(
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"({:.3f}, {:.3f})",
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position.x,
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position.y
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);
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}
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bool IsOrigin(const glm::vec3 &position) {
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@ -103,14 +122,23 @@ float DistanceSquaredNoZ(const glm::vec4& point1, const glm::vec4& point2) {
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* box (3 dimensional) formed from the points minimum and maximum.
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*/
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bool IsWithinAxisAlignedBox(const glm::vec3 &position, const glm::vec3 &minimum, const glm::vec3 &maximum) {
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auto actualMinimum = glm::vec3(std::min(minimum.x, maximum.x), std::min(minimum.y, maximum.y),std::min(minimum.z, maximum.z));
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auto actualMaximum = glm::vec3(std::max(minimum.x, maximum.x), std::max(minimum.y, maximum.y),std::max(minimum.z, maximum.z));
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auto min = glm::vec3(
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std::min(minimum.x, maximum.x),
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std::min(minimum.y, maximum.y),
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std::min(minimum.z, maximum.z)
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);
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bool xcheck = position.x >= actualMinimum.x && position.x <= actualMaximum.x;
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bool ycheck = position.y >= actualMinimum.y && position.y <= actualMaximum.y;
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bool zcheck = position.z >= actualMinimum.z && position.z <= actualMaximum.z;
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auto max = glm::vec3(
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std::max(minimum.x, maximum.x),
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std::max(minimum.y, maximum.y),
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std::max(minimum.z, maximum.z)
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);
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return xcheck && ycheck && zcheck;
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const bool x_check = EQ::ValueWithin(position.x, min.x, max.x);
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const bool y_check = EQ::ValueWithin(position.y, min.y, max.y);
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const bool z_check = EQ::ValueWithin(position.z, min.z, max.z);
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return x_check && y_check && z_check;
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}
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/**
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@ -118,13 +146,13 @@ bool IsWithinAxisAlignedBox(const glm::vec3 &position, const glm::vec3 &minimum,
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* box (2 dimensional) formed from the points minimum and maximum.
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*/
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bool IsWithinAxisAlignedBox(const glm::vec2 &position, const glm::vec2 &minimum, const glm::vec2 &maximum) {
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auto actualMinimum = glm::vec2(std::min(minimum.x, maximum.x), std::min(minimum.y, maximum.y));
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auto actualMaximum = glm::vec2(std::max(minimum.x, maximum.x), std::max(minimum.y, maximum.y));
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auto min = glm::vec2(std::min(minimum.x, maximum.x), std::min(minimum.y, maximum.y));
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auto max = glm::vec2(std::max(minimum.x, maximum.x), std::max(minimum.y, maximum.y));
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bool xcheck = position.x >= actualMinimum.x && position.x <= actualMaximum.x;
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bool ycheck = position.y >= actualMinimum.y && position.y <= actualMaximum.y;
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const bool x_check = EQ::ValueWithin(position.x, min.x, max.x);
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const bool y_check = EQ::ValueWithin(position.y, min.y, max.y);
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return xcheck && ycheck;
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return x_check && y_check;
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}
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/**
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@ -144,10 +172,10 @@ float GetReciprocalHeading(const glm::vec4& point1) {
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*/
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float GetReciprocalHeading(const float heading)
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{
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float result = 0;
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float result;
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// Convert to radians
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float h = (heading / 512.0f) * 6.283184f;
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const float h = (heading / 512.0f) * 6.283184f;
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// Calculate the reciprocal heading in radians
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result = h + 3.141592f;
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@ -228,23 +256,29 @@ bool IsPositionWithinSimpleCylinder(const glm::vec4 &p1, const glm::vec4 &cylind
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float CalculateHeadingAngleBetweenPositions(float x1, float y1, float x2, float y2)
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{
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float y_diff = std::abs(y1 - y2);
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float x_diff = std::abs(x1 - x2);
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if (y_diff < 0.0000009999999974752427)
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float y_diff = std::abs(y1 - y2);
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if (y_diff < 0.0000009999999974752427) {
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y_diff = 0.0000009999999974752427;
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}
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float angle = atan2(x_diff, y_diff) * 180.0f * 0.3183099014828645f; // angle, nice "pi"
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const float angle = atan2(x_diff, y_diff) * 180.0f * 0.3183099014828645f; // angle, nice "pi"
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// return the right thing based on relative quadrant
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// I'm sure this could be improved for readability, but whatever
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if (y1 >= y2) {
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if (x2 >= x1)
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if (x2 >= x1) {
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return (90.0f - angle + 90.0f) * 511.5f * 0.0027777778f;
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if (x2 <= x1)
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}
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if (x2 <= x1) {
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return (angle + 180.0f) * 511.5f * 0.0027777778f;
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}
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}
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if (y1 > y2 || x2 > x1)
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if (y1 > y2 || x2 > x1) {
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return angle * 511.5f * 0.0027777778f;
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else
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} else {
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return (90.0f - angle + 270.0f) * 511.5f * 0.0027777778f;
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}
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}
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