EQ2EMu/EQ2/source/WorldServer/Zone/position.h
Image 2de73b6b83 Support for BestZ / Line of Sight / navmesh pathing
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
2020-04-05 23:29:43 -04:00

67 lines
3.1 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.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; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
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, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef POSITION_H
#define POSITION_H
#include <string>
#include "../../depends/glm/vec2.hpp"
#include "../../depends/glm/vec3.hpp"
#include "../../depends/glm/vec4.hpp"
#include "../../depends/glm/geometric.hpp"
std::string to_string(const glm::vec4 &position);
std::string to_string(const glm::vec3 &position);
std::string to_string(const glm::vec2 &position);
bool IsWithinAxisAlignedBox(const glm::vec3 &position, const glm::vec3 &minimum, const glm::vec3 &maximum);
bool IsWithinAxisAlignedBox(const glm::vec2 &position, const glm::vec2 &minimum, const glm::vec2 &maximum);
bool IsOrigin(const glm::vec2 &position);
bool IsOrigin(const glm::vec3 &position);
bool IsOrigin(const glm::vec4 &position);
float DistanceSquared(const glm::vec2& point1, const glm::vec2& point2);
float Distance(const glm::vec2& point1, const glm::vec2& point2);
float DistanceSquared(const glm::vec3& point1, const glm::vec3& point2);
float Distance(const glm::vec3& point1, const glm::vec3& point2);
float DistanceNoZ(const glm::vec3& point1, const glm::vec3& point2);
float DistanceSquaredNoZ(const glm::vec3& point1, const glm::vec3& point2);
float DistanceSquared(const glm::vec4& point1, const glm::vec4& point2);
float Distance(const glm::vec4& point1, const glm::vec4& point2);
float DistanceNoZ(const glm::vec4& point1, const glm::vec4& point2);
float DistanceSquaredNoZ(const glm::vec4& point1, const glm::vec4& point2);
float GetReciprocalHeading(const glm::vec4& point1);
float GetReciprocalHeading(const float heading);
bool IsHeadingEqual(const float h1, const float h2);
bool IsPositionEqual(const glm::vec2 &p1, const glm::vec2 &p2);
bool IsPositionEqual(const glm::vec3 &p1, const glm::vec3 &p2);
bool IsPositionEqual(const glm::vec4 &p1, const glm::vec4 &p2);
bool IsPositionEqualWithinCertainZ(const glm::vec3 &p1, const glm::vec3 &p2, float z_eps);
bool IsPositionEqualWithinCertainZ(const glm::vec4 &p1, const glm::vec4 &p2, float z_eps);
bool IsPositionWithinSimpleCylinder(const glm::vec3 &p1, const glm::vec3 &cylinder_center, float cylinder_radius, float cylinder_height);
bool IsPositionWithinSimpleCylinder(const glm::vec4 &p1, const glm::vec4 &cylinder_center, float cylinder_radius, float cylinder_height);
float CalculateHeadingAngleBetweenPositions(float x1, float y1, float x2, float y2);
#endif