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339 lines
9.4 KiB
C++
339 lines
9.4 KiB
C++
#include "position.h"
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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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#include <numbers>
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#include "../common/types.h"
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#include <fmt/format.h>
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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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{
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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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{
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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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{
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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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return glm::dot(position, position) == 0;
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}
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bool IsOrigin(const glm::vec4 &position) {
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return IsOrigin(glm::vec3(position));
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}
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/**
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* Produces the non square root'ed distance between the two points within the XY plane.
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*/
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float DistanceSquared(const glm::vec2& point1, const glm::vec2& point2) {
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auto diff = point1 - point2;
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return glm::dot(diff, diff);
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}
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/**
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* Produces the distance between the two points on the XY plane.
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*/
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float Distance(const glm::vec2& point1, const glm::vec2& point2) {
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return std::sqrt(DistanceSquared(point1, point2));
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}
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/**
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* Produces the non square root'ed distance between the two points.
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*/
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float DistanceSquared(const glm::vec3& point1, const glm::vec3& point2) {
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auto diff = point1 - point2;
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return glm::dot(diff, diff);
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}
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/**
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* Produces the non square root'ed distance between the two points.
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*/
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float DistanceSquared(const glm::vec4& point1, const glm::vec4& point2) {
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return DistanceSquared(static_cast<glm::vec3>(point1), static_cast<glm::vec3>(point2));
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}
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/**
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* Produces the distance between the two points.
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*/
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float Distance(const glm::vec3& point1, const glm::vec3& point2) {
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return std::sqrt(DistanceSquared(point1, point2));
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}
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/**
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* Produces the distance between the two points.
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*/
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float Distance(const glm::vec4& point1, const glm::vec4& point2) {
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return Distance(static_cast<glm::vec3>(point1), static_cast<glm::vec3>(point2));
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}
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/**
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* Produces the distance between the two points within the XY plane.
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*/
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float DistanceNoZ(const glm::vec3& point1, const glm::vec3& point2) {
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return Distance(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
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}
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/**
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* Produces the distance between the two points within the XY plane.
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*/
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float DistanceNoZ(const glm::vec4& point1, const glm::vec4& point2) {
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return Distance(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
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}
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/**
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* Produces the non square root'ed distance between the two points within the XY plane.
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*/
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float DistanceSquaredNoZ(const glm::vec3& point1, const glm::vec3& point2) {
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return DistanceSquared(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
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}
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/**
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* Produces the non square root'ed distance between the two points within the XY plane.
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*/
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float DistanceSquaredNoZ(const glm::vec4& point1, const glm::vec4& point2) {
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return DistanceSquared(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
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}
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/**
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* Determines if 'position' is within (inclusive) the axis aligned
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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 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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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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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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* Determines if 'position' is within (inclusive) the axis aligned
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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 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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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 x_check && y_check;
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}
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/**
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* Gives the heading directly 180 degrees from the
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* current heading.
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* Takes the EQfloat from the glm::vec4 and returns
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* an EQFloat.
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*/
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float GetReciprocalHeading(const glm::vec4& point1) {
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return GetReciprocalHeading(point1.w);
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}
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/**
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* Gives the heading directly 180 degrees from the
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* current heading.
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* Takes an EQfloat and returns an EQFloat.
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*/
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float GetReciprocalHeading(const float heading)
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{
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float result;
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// Convert to radians
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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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// Convert back to eq heading from radians
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result = (result / 6.283184f) * 512.0f;
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return result;
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}
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bool IsHeadingEqual(const float h1, const float h2)
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{
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return std::abs(h2 - h1) < 0.01f;
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}
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bool IsPositionEqual(const glm::vec2 &p1, const glm::vec2 &p2)
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{
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return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps;
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}
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bool IsPositionEqual(const glm::vec3 &p1, const glm::vec3 &p2)
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{
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return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < position_eps;
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}
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bool IsPositionEqual(const glm::vec4 &p1, const glm::vec4 &p2)
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{
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return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < position_eps;
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}
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bool IsPositionEqualWithinCertainZ(const glm::vec3 &p1, const glm::vec3 &p2, float z_eps) {
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return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < z_eps;
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}
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bool IsPositionEqualWithinCertainZ(const glm::vec4 &p1, const glm::vec4 &p2, float z_eps) {
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return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < z_eps;
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}
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bool IsPositionWithinSimpleCylinder(const glm::vec3 &p1, const glm::vec3 &cylinder_center, float cylinder_radius, float cylinder_height)
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{
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//If we're outside the height of cylinder then we're not in it (duh)
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auto d = std::abs(p1.z - cylinder_center.z);
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if (d > cylinder_height / 2.0) {
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return false;
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}
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glm::vec2 p1d(p1.x, p1.y);
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glm::vec2 ccd(cylinder_center.x, cylinder_center.y);
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//If we're outside the radius of the cylinder then we're not in it (also duh)
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d = Distance(p1d, ccd);
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if (d > cylinder_radius) {
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return false;
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}
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return true;
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}
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bool IsPositionWithinSimpleCylinder(const glm::vec4 &p1, const glm::vec4 &cylinder_center, float cylinder_radius, float cylinder_height)
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{
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//If we're outside the height of cylinder then we're not in it (duh)
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auto d = std::abs(p1.z - cylinder_center.z);
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if (d > cylinder_height / 2.0) {
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return false;
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}
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glm::vec2 p1d(p1.x, p1.y);
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glm::vec2 ccd(cylinder_center.x, cylinder_center.y);
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//If we're outside the radius of the cylinder then we're not in it (also duh)
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d = Distance(p1d, ccd);
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if (d > cylinder_radius) {
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return false;
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}
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return true;
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}
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float CalculateHeadingAngleBetweenPositions(float x1, float y1, float x2, float y2)
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{
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float x_diff = std::abs(x1 - x2);
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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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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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return (90.0f - angle + 90.0f) * 511.5f * 0.0027777778f;
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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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return angle * 511.5f * 0.0027777778f;
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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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bool IsWithinCircularArc(glm::vec4 arc_center, glm::vec4 point, uint32 arc_offset, uint32 arc_radius, uint32 arc_radius_limit)
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{
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auto CheckClockwise = [](double v_x, double v_y, double check_x, double check_y) -> bool {
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return -v_y * check_x + v_x * check_y >= 0;
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};
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auto CheckRadiusLimit = [](double check_x, double check_y, uint32 radius, uint32 radius_limit) -> bool {
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auto w = check_x * check_x + check_y * check_y;
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if (w >= radius_limit * radius_limit && w <= radius * radius) {
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return true;
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}
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return false;
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};
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auto DegreesToRadians = [](float in) -> double {
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return in / 180.0f * std::numbers::pi;
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};
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auto h = arc_center.w / 512.0f * 360.0f + arc_offset;
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auto a = DegreesToRadians(h);
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auto vs_x = -arc_radius * cos(a);
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auto vs_y = arc_radius * sin(a);
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h += 90;
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a = DegreesToRadians(h);
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auto ve_x = -arc_radius * cos(a);
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auto ve_y = arc_radius * sin(a);
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double check_x = point.x - arc_center.x;
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double check_y = point.y - arc_center.y;
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return CheckClockwise(vs_x, vs_y, check_x, check_y) && CheckRadiusLimit(check_x, check_y, arc_radius, arc_radius_limit) && !CheckClockwise(ve_x, ve_y, check_x, check_y);
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}
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bool IsWithinSquare(glm::vec4 center, uint32 area, glm::vec4 position) {
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auto l = std::abs(std::sqrt(area));
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if (l <= 0) {
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return false;
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}
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auto x_min = center.x - l;
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auto x_max = center.x + l;
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auto y_min = center.y - l;
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auto y_max = center.y + l;
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auto x = position.x;
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auto y = position.y;
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return x > x_min && x < x_max && y > y_min && y < y_max;
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}
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