Files
CypherCore/Source/Game/Entities/Object/Position.cs
T
2018-03-21 23:43:28 -04:00

387 lines
12 KiB
C#

/*
* Copyright (C) 2012-2018 CypherCore <http://github.com/CypherCore>
*
* 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, 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 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 <http://www.gnu.org/licenses/>.
*/
using Framework.GameMath;
using Game.Maps;
using System;
namespace Game.Entities
{
public class Position
{
public Position(float x = 0f, float y = 0f, float z = 0f, float o = 0f)
{
posX = x;
posY = y;
posZ = z;
Orientation = o;
}
public float GetPositionX()
{
return posX;
}
public float GetPositionY()
{
return posY;
}
public float GetPositionZ()
{
return posZ;
}
public float GetOrientation()
{
return Orientation;
}
public void Relocate(float x, float y)
{
posX = x;
posY = y;
}
public void Relocate(float x, float y, float z)
{
posX = x;
posY = y;
posZ = z;
}
public void Relocate(float x, float y, float z, float o)
{
posX = x;
posY = y;
posZ = z;
SetOrientation(o);
}
public void Relocate(Position loc)
{
Relocate(loc.posX, loc.posY, loc.posZ, loc.Orientation);
}
public void Relocate(Vector3 pos)
{
Relocate(pos.X, pos.Y, pos.Z);
}
public void RelocateOffset(Position offset)
{
posX = (float)(posX + (offset.posX * Math.Cos(Orientation) + offset.posY * Math.Sin(Orientation + MathFunctions.PI)));
posY = (float)(posY + (offset.posY * Math.Cos(Orientation) + offset.posX * Math.Sin(Orientation)));
posZ = posZ + offset.posZ;
SetOrientation(Orientation + offset.Orientation);
}
public bool IsPositionValid()
{
return GridDefines.IsValidMapCoord(posX, posY, posZ, Orientation);
}
public float GetRelativeAngle(Position pos)
{
return GetAngle(pos) - Orientation;
}
public float GetRelativeAngle(float x, float y)
{
return GetAngle(x, y) - Orientation;
}
public void GetPosition(out float x, out float y)
{
x = posX; y = posY;
}
public void GetPosition(out float x, out float y, out float z)
{
x = posX; y = posY; z = posZ;
}
public void GetPosition(out float x, out float y, out float z, out float o)
{
x = posX;
y = posY;
z = posZ;
o = Orientation;
}
public Position GetPosition()
{
return this;
}
public void GetPositionOffsetTo(Position endPos, out Position retOffset)
{
retOffset = new Position();
float dx = endPos.GetPositionX() - GetPositionX();
float dy = endPos.GetPositionY() - GetPositionY();
retOffset.posX = (float)(dx * Math.Cos(GetOrientation()) + dy * Math.Sin(GetOrientation()));
retOffset.posY = (float)(dy * Math.Cos(GetOrientation()) - dx * Math.Sin(GetOrientation()));
retOffset.posZ = endPos.GetPositionZ() - GetPositionZ();
retOffset.SetOrientation(endPos.GetOrientation() - GetOrientation());
}
public Position GetPositionWithOffset(Position offset)
{
Position ret = this;
ret.RelocateOffset(offset);
return ret;
}
public static float NormalizeOrientation(float o)
{
// fmod only supports positive numbers. Thus we have
// to emulate negative numbers
if (o < 0)
{
float mod = o * -1;
mod = mod % (2.0f * MathFunctions.PI);
mod = -mod + 2.0f * MathFunctions.PI;
return mod;
}
return o % (2.0f * MathFunctions.PI);
}
public float GetExactDist(float x, float y, float z)
{
return (float)Math.Sqrt(GetExactDistSq(x, y, z));
}
public float GetExactDist(Position pos)
{
return (float)Math.Sqrt(GetExactDistSq(pos));
}
public float GetExactDistSq(float x, float y, float z)
{
float dz = posZ - z;
return GetExactDist2dSq(x, y) + dz * dz;
}
public float GetExactDistSq(Position pos)
{
float dx = posX - pos.posX;
float dy = posY - pos.posY;
float dz = posZ - pos.posZ;
return dx * dx + dy * dy + dz * dz;
}
public float GetExactDist2d(float x, float y)
{
return (float)Math.Sqrt(GetExactDist2dSq(x, y));
}
public float GetExactDist2d(Position pos)
{
return (float)Math.Sqrt(GetExactDist2dSq(pos));
}
public float GetExactDist2dSq(float x, float y)
{
float dx = posX - x;
float dy = posY - y;
return dx * dx + dy * dy;
}
public float GetExactDist2dSq(Position pos)
{
float dx = posX - pos.posX;
float dy = posY - pos.posY;
return dx * dx + dy * dy;
}
public float GetAngle(float x, float y)
{
float dx = x - GetPositionX();
float dy = y - GetPositionY();
float ang = (float)Math.Atan2(dy, dx);
ang = ang >= 0 ? ang : 2 * MathFunctions.PI + ang;
return ang;
}
public float GetAngle(Position pos)
{
if (pos == null)
return 0;
return GetAngle(pos.GetPositionX(), pos.GetPositionY());
}
public bool IsInDist(float x, float y, float z, float dist)
{
return GetExactDistSq(x, y, z) < dist * dist;
}
public bool IsInDist(Position pos, float dist)
{
return GetExactDistSq(pos) < dist * dist;
}
public bool IsInDist2d(float x, float y, float dist)
{
return GetExactDist2dSq(x, y) < dist * dist;
}
public bool IsInDist2d(Position pos, float dist)
{
return GetExactDist2dSq(pos) < dist * dist;
}
public void SetOrientation(float orientation)
{
Orientation = NormalizeOrientation(orientation);
}
public bool IsWithinBox(Position center, float xradius, float yradius, float zradius)
{
// 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 * Math.PI - center.GetOrientation();
double sinVal = Math.Sin(rotation);
double cosVal = Math.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 ((Math.Abs(dx) > xradius) || (Math.Abs(dy) > yradius) || (Math.Abs(dz) > zradius))
return false;
return true;
}
public bool HasInArc(float arc, Position obj, float border = 2.0f)
{
// always have self in arc
if (obj == this)
return true;
// move arc to range 0.. 2*pi
arc = NormalizeOrientation(arc);
float angle = GetAngle(obj);
angle -= GetOrientation();
// move angle to range -pi ... +pi
angle = NormalizeOrientation(angle);
if (angle > MathFunctions.PI)
angle -= 2.0f * MathFunctions.PI;
float lborder = -1 * (arc / border); // in range -pi..0
float rborder = (arc / border); // in range 0..pi
return ((angle >= lborder) && (angle <= rborder));
}
public bool HasInLine(Position pos, float width)
{
if (!HasInArc(MathFunctions.PI, pos))
return false;
float angle = GetRelativeAngle(pos);
return Math.Abs(Math.Sin(angle)) * GetExactDist2d(pos.GetPositionX(), pos.GetPositionY()) < width;
}
public void GetSinCos(float x, float y, out float vsin, out float vcos)
{
float dx = GetPositionX() - x;
float dy = GetPositionY() - y;
if (Math.Abs(dx) < 0.001f && Math.Abs(dy) < 0.001f)
{
float angle = (float)RandomHelper.NextDouble() * MathFunctions.TwoPi;
vcos = (float)Math.Cos(angle);
vsin = (float)Math.Sin(angle);
}
else
{
float dist = (float)Math.Sqrt((dx * dx) + (dy * dy));
vcos = dx / dist;
vsin = dy / dist;
}
}
public override string ToString()
{
return string.Format("X: {0} Y: {1} Z: {2} O: {3}", posX, posY, posZ, Orientation);
}
public float posX;
public float posY;
public float posZ;
public float Orientation;
}
public class WorldLocation : Position
{
public WorldLocation(uint mapId = 0xFFFFFFFF, float x = 0, float y = 0, float z = 0, float o = 0)
{
_mapId = mapId;
Relocate(x, y, z, o);
}
public WorldLocation(uint mapId, Position pos)
{
_mapId = mapId;
Relocate(pos);
}
public WorldLocation(WorldLocation loc)
{
_mapId = loc._mapId;
Relocate(loc);
}
public WorldLocation(Position pos)
{
_mapId = 0xFFFFFFFF;
Relocate(pos);
}
public void WorldRelocate(WorldLocation loc)
{
_mapId = loc._mapId;
Relocate(loc);
}
public void WorldRelocate(uint mapId = 0xFFFFFFFF, float x = 0.0f, float y = 0.0f, float z = 0.0f, float o = 0.0f)
{
_mapId = mapId;
Relocate(x, y, z, o);
}
public uint GetMapId() { return _mapId; }
public void SetMapId(uint _mapId) { this._mapId = _mapId; }
public Cell GetCurrentCell()
{
if (currentCell == null)
Log.outError(LogFilter.Server, "Calling currentCell but its null");
return currentCell;
}
public void SetCurrentCell(Cell cell) { currentCell = cell; }
public void SetNewCellPosition(float x, float y, float z, float o)
{
_moveState = ObjectCellMoveState.Active;
_newPosition.Relocate(x, y, z, o);
}
public WorldLocation GetWorldLocation()
{
return this;
}
uint _mapId;
Cell currentCell;
public ObjectCellMoveState _moveState;
public Position _newPosition = new Position();
}
}