2de73b6b83
Fixes #46 EQ2Map support for Check Line of Sight, BestZ Spells must be cast in line of sight of target Melee combat (NPC->NPC/Player) must be in line of sight of target navmesh support for pathfinding
67 lines
3.1 KiB
C++
67 lines
3.1 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef POSITION_H
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#define POSITION_H
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#include <string>
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#include "../../depends/glm/vec2.hpp"
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#include "../../depends/glm/vec3.hpp"
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#include "../../depends/glm/vec4.hpp"
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#include "../../depends/glm/geometric.hpp"
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std::string to_string(const glm::vec4 &position);
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std::string to_string(const glm::vec3 &position);
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std::string to_string(const glm::vec2 &position);
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bool IsWithinAxisAlignedBox(const glm::vec3 &position, const glm::vec3 &minimum, const glm::vec3 &maximum);
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bool IsWithinAxisAlignedBox(const glm::vec2 &position, const glm::vec2 &minimum, const glm::vec2 &maximum);
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bool IsOrigin(const glm::vec2 &position);
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bool IsOrigin(const glm::vec3 &position);
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bool IsOrigin(const glm::vec4 &position);
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float DistanceSquared(const glm::vec2& point1, const glm::vec2& point2);
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float Distance(const glm::vec2& point1, const glm::vec2& point2);
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float DistanceSquared(const glm::vec3& point1, const glm::vec3& point2);
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float Distance(const glm::vec3& point1, const glm::vec3& point2);
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float DistanceNoZ(const glm::vec3& point1, const glm::vec3& point2);
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float DistanceSquaredNoZ(const glm::vec3& point1, const glm::vec3& point2);
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float DistanceSquared(const glm::vec4& point1, const glm::vec4& point2);
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float Distance(const glm::vec4& point1, const glm::vec4& point2);
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float DistanceNoZ(const glm::vec4& point1, const glm::vec4& point2);
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float DistanceSquaredNoZ(const glm::vec4& point1, const glm::vec4& point2);
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float GetReciprocalHeading(const glm::vec4& point1);
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float GetReciprocalHeading(const float heading);
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bool IsHeadingEqual(const float h1, const float h2);
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bool IsPositionEqual(const glm::vec2 &p1, const glm::vec2 &p2);
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bool IsPositionEqual(const glm::vec3 &p1, const glm::vec3 &p2);
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bool IsPositionEqual(const glm::vec4 &p1, const glm::vec4 &p2);
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bool IsPositionEqualWithinCertainZ(const glm::vec3 &p1, const glm::vec3 &p2, float z_eps);
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bool IsPositionEqualWithinCertainZ(const glm::vec4 &p1, const glm::vec4 &p2, float z_eps);
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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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bool IsPositionWithinSimpleCylinder(const glm::vec4 &p1, const glm::vec4 &cylinder_center, float cylinder_radius, float cylinder_height);
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float CalculateHeadingAngleBetweenPositions(float x1, float y1, float x2, float y2);
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#endif
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