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- /* 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
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