/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero 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 .
*/
#include "Position.h"
#include "ByteBuffer.h"
#include "Geometry.h"
#include "GridDefines.h"
#include
#include
bool Position::operator==(Position const& a) const
{
return (G3D::fuzzyEq(a.m_positionX, m_positionX) &&
G3D::fuzzyEq(a.m_positionY, m_positionY) &&
G3D::fuzzyEq(a.m_positionZ, m_positionZ) &&
G3D::fuzzyEq(a.m_orientation, m_orientation));
}
void Position::RelocatePolarOffset(float angle, float dist, float z /*= 0.0f*/)
{
SetOrientation(GetOrientation() + angle);
m_positionX = GetPositionX() + dist * std::cos(GetOrientation());
m_positionY = GetPositionY() + dist * std::sin(GetOrientation());
m_positionZ = GetPositionZ() + z;
}
bool Position::HasInLine(Position const* pos, float width) const
{
if (!HasInArc(float(M_PI), pos))
return false;
float angle = GetRelativeAngle(pos);
return std::fabs(std::sin(angle)) * GetExactDist2d(pos->GetPositionX(), pos->GetPositionY()) < width;
}
std::string Position::ToString() const
{
std::stringstream sstr;
sstr << "X: " << m_positionX << " Y: " << m_positionY << " Z: " << m_positionZ << " O: " << m_orientation;
return sstr.str();
}
void Position::RelocateOffset(const Position& offset)
{
m_positionX = GetPositionX() + (offset.GetPositionX() * std::cos(GetOrientation()) + offset.GetPositionY() * std::sin(GetOrientation() + M_PI));
m_positionY = GetPositionY() + (offset.GetPositionY() * std::cos(GetOrientation()) + offset.GetPositionX() * std::sin(GetOrientation()));
m_positionZ = GetPositionZ() + offset.GetPositionZ();
m_orientation = GetOrientation() + offset.GetOrientation();
}
void Position::GetPositionOffsetTo(const Position& endPos, Position& retOffset) const
{
float dx = endPos.GetPositionX() - GetPositionX();
float dy = endPos.GetPositionY() - GetPositionY();
retOffset.m_positionX = dx * cos(GetOrientation()) + dy * std::sin(GetOrientation());
retOffset.m_positionY = dy * cos(GetOrientation()) - dx * std::sin(GetOrientation());
retOffset.m_positionZ = endPos.GetPositionZ() - GetPositionZ();
retOffset.m_orientation = endPos.GetOrientation() - GetOrientation();
}
float Position::GetAngle(const Position* obj) const
{
if (!obj)
return 0;
return GetAngle(obj->GetPositionX(), obj->GetPositionY());
}
// Return angle in range 0..2*pi
float Position::GetAngle(const float x, const float y) const
{
return getAngle(GetPositionX(), GetPositionY(), x, y);
}
void Position::GetSinCos(const float x, const float y, float& vsin, float& vcos) const
{
float dx = GetPositionX() - x;
float dy = GetPositionY() - y;
if (std::fabs(dx) < 0.001f && std::fabs(dy) < 0.001f)
{
float angle = (float)rand_norm() * static_cast(2 * M_PI);
vcos = std::cos(angle);
vsin = std::sin(angle);
}
else
{
float dist = sqrt((dx * dx) + (dy * dy));
vcos = dx / dist;
vsin = dy / dist;
}
}
bool Position::IsWithinBox(const Position& center, float xradius, float yradius, float zradius) const
{
// rotate the WorldObject position instead of rotating the whole cube, that way we can make a simplified
// is-in-cube check and we have to calculate only one point instead of 4
// 2PI = 360*, keep in mind that ingame orientation is counter-clockwise
double rotation = 2 * M_PI - center.GetOrientation();
double sinVal = std::sin(rotation);
double cosVal = std::cos(rotation);
float BoxDistX = GetPositionX() - center.GetPositionX();
float BoxDistY = GetPositionY() - center.GetPositionY();
float rotX = float(center.GetPositionX() + BoxDistX * cosVal - BoxDistY * sinVal);
float rotY = float(center.GetPositionY() + BoxDistY * cosVal + BoxDistX * sinVal);
// box edges are parallel to coordiante axis, so we can treat every dimension independently :D
float dz = GetPositionZ() - center.GetPositionZ();
float dx = rotX - center.GetPositionX();
float dy = rotY - center.GetPositionY();
if ((std::fabs(dx) > xradius) ||
(std::fabs(dy) > yradius) ||
(std::fabs(dz) > zradius))
{
return false;
}
return true;
}
bool Position::HasInArc(float arc, const Position* obj, float targetRadius) const
{
// always have self in arc
if (obj == this)
return true;
// move arc to range 0.. 2*pi
arc = Position::NormalizeOrientation(arc);
float angle = GetAngle(obj);
angle -= m_orientation;
// move angle to range -pi ... +pi
angle = Position::NormalizeOrientation(angle);
if (angle > M_PI)
angle -= 2.0f * M_PI;
float lborder = -1 * (arc / 2.0f); // in range -pi..0
float rborder = (arc / 2.0f); // in range 0..pi
// pussywizard: take into consideration target size
if (targetRadius > 0.0f)
{
float distSq = GetExactDist2dSq(obj);
// pussywizard: at least a part of target's model is in every direction
if (distSq < targetRadius * targetRadius)
return true;
float angularRadius = 2.0f * atan(targetRadius / (2.0f * sqrt(distSq)));
lborder -= angularRadius;
rborder += angularRadius;
}
return (angle >= lborder) && (angle <= rborder);
}
bool Position::IsPositionValid() const
{
return Acore::IsValidMapCoord(m_positionX, m_positionY, m_positionZ, m_orientation);
}
ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer)
{
float x, y, z, o;
buf >> x >> y >> z >> o;
streamer.m_pos->Relocate(x, y, z, o);
return buf;
}
ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer)
{
float x, y, z;
streamer.m_pos->GetPosition(x, y, z);
buf << x << y << z;
return buf;
}
ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer)
{
float x, y, z;
buf >> x >> y >> z;
streamer.m_pos->Relocate(x, y, z);
return buf;
}
ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer)
{
float x, y, z, o;
streamer.m_pos->GetPosition(x, y, z, o);
buf << x << y << z << o;
return buf;
}
std::string WorldLocation::GetDebugInfo() const
{
std::stringstream sstr;
sstr << "MapID: " << m_mapId << " " << Position::ToString();
return sstr.str();
}