feat(Core/Position): own file (#10505)

This commit is contained in:
IntelligentQuantum
2022-02-08 11:42:42 +03:30
committed by GitHub
parent b0b9fece99
commit 93520f6466
15 changed files with 561 additions and 496 deletions

View File

@@ -1009,71 +1009,6 @@ bool Object::PrintIndexError(uint32 index, bool set) const
return false;
}
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(WorldObject const* target, float width) const
{
if (!HasInArc(M_PI, target))
return false;
width += target->GetObjectSize();
float angle = GetRelativeAngle(target);
return std::fabs(std::sin(angle)) * GetExactDist2d(target->GetPositionX(), target->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();
}
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;
}
void MovementInfo::OutDebug()
{
LOG_INFO("movement", "MOVEMENT INFO");
@@ -1528,122 +1463,6 @@ bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float m
return distsq < maxdist * maxdist;
}
void Position::RelocateOffset(const Position& offset)
{
m_positionX = GetPositionX() + (offset.GetPositionX() * cos(GetOrientation()) + offset.GetPositionY() * std::sin(GetOrientation() + M_PI));
m_positionY = GetPositionY() + (offset.GetPositionY() * 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<float>(2 * M_PI);
vcos = 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 WorldObject::IsInBetween(const WorldObject* obj1, const WorldObject* obj2, float size) const
{
if (!obj1 || !obj2)
@@ -1797,11 +1616,6 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float& z, float* grou
}
}
bool Position::IsPositionValid() const
{
return Acore::IsValidMapCoord(m_positionX, m_positionY, m_positionZ, m_orientation);
}
float WorldObject::GetGridActivationRange() const
{
if (ToPlayer())
@@ -2884,7 +2698,7 @@ void WorldObject::GetChargeContactPoint(const WorldObject* obj, float& x, float&
void WorldObject::MovePosition(Position& pos, float dist, float angle)
{
angle += m_orientation;
angle += GetOrientation();
float destx, desty, destz, ground, floor;
destx = pos.m_positionX + dist * cos(angle);
desty = pos.m_positionY + dist * std::sin(angle);
@@ -2924,7 +2738,7 @@ void WorldObject::MovePosition(Position& pos, float dist, float angle)
Acore::NormalizeMapCoord(pos.m_positionX);
Acore::NormalizeMapCoord(pos.m_positionY);
UpdateGroundPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
pos.m_orientation = m_orientation;
pos.SetOrientation(GetOrientation());
}
Position WorldObject::GetFirstCollisionPosition(float startX, float startY, float startZ, float destX, float destY)

View File

@@ -27,6 +27,7 @@
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "Optional.h"
#include "Position.h"
#include "UpdateData.h"
#include "UpdateMask.h"
#include <set>
@@ -244,295 +245,6 @@ private:
Object& operator=(Object const&); // prevent generation assigment operator
};
struct Position
{
Position(float x = 0, float y = 0, float z = 0, float o = 0)
: m_positionX(x), m_positionY(y), m_positionZ(z), m_orientation(NormalizeOrientation(o)) { }
Position(Position const& loc) { Relocate(loc); }
Position(Position&&) = default;
Position& operator=(const Position&) = default;
Position& operator=(Position&&) = default;
struct PositionXYStreamer
{
explicit PositionXYStreamer(Position& pos) : Pos(&pos) { }
Position* Pos;
};
struct PositionXYZStreamer
{
explicit PositionXYZStreamer(Position& pos) : m_pos(&pos) {}
Position* m_pos;
};
struct PositionXYZOStreamer
{
explicit PositionXYZOStreamer(Position& pos) : m_pos(&pos) {}
Position* m_pos;
};
float m_positionX = 0;
float m_positionY = 0;
float m_positionZ = 0;
float m_orientation = 0;
bool operator==(Position const& a) const;
inline bool operator!=(Position const& a)
{
return !(operator==(a));
}
operator G3D::Vector3() const
{
return { m_positionX, m_positionY, m_positionZ };
}
void Relocate(float x, float y)
{
m_positionX = x;
m_positionY = y;
}
void Relocate(float x, float y, float z)
{
m_positionX = x;
m_positionY = y;
m_positionZ = z;
}
void Relocate(float x, float y, float z, float orientation)
{
m_positionX = x;
m_positionY = y;
m_positionZ = z;
m_orientation = orientation;
}
void Relocate(const Position& pos)
{
m_positionX = pos.m_positionX;
m_positionY = pos.m_positionY;
m_positionZ = pos.m_positionZ;
m_orientation = pos.m_orientation;
}
void Relocate(const Position* pos)
{
m_positionX = pos->m_positionX;
m_positionY = pos->m_positionY;
m_positionZ = pos->m_positionZ;
m_orientation = pos->m_orientation;
}
void RelocatePolarOffset(float angle, float dist, float z = 0.0f);
void RelocateOffset(const Position& offset);
void SetOrientation(float orientation)
{
m_orientation = orientation;
}
[[nodiscard]] float GetPositionX() const { return m_positionX; }
[[nodiscard]] float GetPositionY() const { return m_positionY; }
[[nodiscard]] float GetPositionZ() const { return m_positionZ; }
[[nodiscard]] float GetOrientation() const { return m_orientation; }
void GetPosition(float& x, float& y) const
{
x = m_positionX;
y = m_positionY;
}
void GetPosition(float& x, float& y, float& z) const
{
x = m_positionX;
y = m_positionY;
z = m_positionZ;
}
void GetPosition(float& x, float& y, float& z, float& o) const
{
x = m_positionX;
y = m_positionY;
z = m_positionZ;
o = m_orientation;
}
[[nodiscard]] Position GetPosition() const { return *this; }
Position::PositionXYZStreamer PositionXYZStream()
{
return PositionXYZStreamer(*this);
}
Position::PositionXYZOStreamer PositionXYZOStream()
{
return PositionXYZOStreamer(*this);
}
[[nodiscard]] bool IsPositionValid() const;
[[nodiscard]] float GetExactDist2dSq(const float x, const float y) const
{
float dx = x - m_positionX;
float dy = y - m_positionY;
return dx*dx + dy*dy;
}
[[nodiscard]] float GetExactDist2dSq(Position const& pos) const { return GetExactDist2dSq(pos.m_positionX, pos.m_positionY); }
float GetExactDist2dSq(Position const* pos) const { return GetExactDist2dSq(*pos); }
[[nodiscard]] float GetExactDist2d(const float x, const float y) const { return std::sqrt(GetExactDist2dSq(x, y)); }
[[nodiscard]] float GetExactDist2d(Position const& pos) const { return GetExactDist2d(pos.m_positionX, pos.m_positionY); }
float GetExactDist2d(Position const* pos) const { return GetExactDist2d(*pos); }
[[nodiscard]] float GetExactDistSq(float x, float y, float z) const
{
float dz = z - m_positionZ;
return GetExactDist2dSq(x, y) + dz*dz;
}
[[nodiscard]] float GetExactDistSq(Position const& pos) const { return GetExactDistSq(pos.m_positionX, pos.m_positionY, pos.m_positionZ); }
float GetExactDistSq(Position const* pos) const { return GetExactDistSq(*pos); }
[[nodiscard]] float GetExactDist(float x, float y, float z) const { return std::sqrt(GetExactDistSq(x, y, z)); }
[[nodiscard]] float GetExactDist(Position const& pos) const { return GetExactDist(pos.m_positionX, pos.m_positionY, pos.m_positionZ); }
float GetExactDist(Position const* pos) const { return GetExactDist(*pos); }
void GetPositionOffsetTo(const Position& endPos, Position& retOffset) const;
[[nodiscard]] Position GetPositionWithOffset(Position const& offset) const;
float GetAngle(const Position* pos) const;
[[nodiscard]] float GetAngle(float x, float y) const;
[[nodiscard]] float GetAbsoluteAngle(float x, float y) const
{
return NormalizeOrientation(std::atan2(
static_cast<float>(y - m_positionY),
static_cast<float>(x - m_positionX))
);
}
[[nodiscard]] float GetAbsoluteAngle(Position const& pos) const { return GetAbsoluteAngle(pos.m_positionX, pos.m_positionY); }
[[nodiscard]] float GetAbsoluteAngle(Position const* pos) const { return GetAbsoluteAngle(*pos); }
float GetRelativeAngle(const Position* pos) const
{
return GetAngle(pos) - m_orientation;
}
[[nodiscard]] float GetRelativeAngle(float x, float y) const { return GetAngle(x, y) - m_orientation; }
[[nodiscard]] float ToAbsoluteAngle(float relAngle) const { return NormalizeOrientation(relAngle + m_orientation); }
void GetSinCos(float x, float y, float& vsin, float& vcos) const;
[[nodiscard]] bool IsInDist2d(float x, float y, float dist) const
{
return GetExactDist2dSq(x, y) < dist * dist;
}
bool IsInDist2d(const Position* pos, float dist) const
{
return GetExactDist2dSq(pos) < dist * dist;
}
[[nodiscard]] bool IsInDist(float x, float y, float z, float dist) const
{
return GetExactDistSq(x, y, z) < dist * dist;
}
bool IsInDist(const Position* pos, float dist) const
{
return GetExactDistSq(pos) < dist * dist;
}
[[nodiscard]] bool IsWithinBox(const Position& center, float xradius, float yradius, float zradius) const;
bool HasInArc(float arcangle, const Position* pos, float targetRadius = 0.0f) const;
bool HasInLine(WorldObject const* target, float width) const;
[[nodiscard]] std::string ToString() const;
// modulos a radian orientation to the range of 0..2PI
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 = std::fmod(mod, 2.0f * static_cast<float>(M_PI));
mod = -mod + 2.0f * static_cast<float>(M_PI);
return mod;
}
return std::fmod(o, 2.0f * static_cast<float>(M_PI));
}
};
#define MAPID_INVALID 0xFFFFFFFF
class WorldLocation : public Position
{
public:
explicit WorldLocation(uint32 _mapId = MAPID_INVALID, float x = 0.f, float y = 0.f, float z = 0.f, float o = 0.f)
: Position(x, y, z, o), m_mapId(_mapId) { }
WorldLocation(uint32 mapId, Position const& position)
: Position(position), m_mapId(mapId) { }
void WorldRelocate(const WorldLocation& loc)
{
m_mapId = loc.GetMapId();
Relocate(loc);
}
void WorldRelocate(uint32 mapId = MAPID_INVALID, float x = 0.f, float y = 0.f, float z = 0.f, float o = 0.f)
{
m_mapId = mapId;
Relocate(x, y, z, o);
}
void SetMapId(uint32 mapId)
{
m_mapId = mapId;
}
[[nodiscard]] uint32 GetMapId() const
{
return m_mapId;
}
void GetWorldLocation(uint32& mapId, float& x, float& y) const
{
mapId = m_mapId;
x = m_positionX;
y = m_positionY;
}
void GetWorldLocation(uint32& mapId, float& x, float& y, float& z) const
{
mapId = m_mapId;
x = m_positionX;
y = m_positionY;
z = m_positionZ;
}
void GetWorldLocation(uint32& mapId, float& x, float& y, float& z, float& o) const
{
mapId = m_mapId;
x = m_positionX;
y = m_positionY;
z = m_positionZ;
o = m_orientation;
}
void GetWorldLocation(WorldLocation* location) const
{
if (location)
{
location->Relocate(m_positionX, m_positionY, m_positionZ, m_orientation);
location->SetMapId(m_mapId);
}
}
[[nodiscard]] WorldLocation GetWorldLocation() const
{
return *this;
}
uint32 m_mapId;
};
ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYStreamer const& streamer);
ByteBuffer& operator >> (ByteBuffer& buf, Position::PositionXYStreamer const& streamer);
ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer);
ByteBuffer& operator >> (ByteBuffer& buf, Position::PositionXYZStreamer const& streamer);
ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer);
ByteBuffer& operator >> (ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer);
struct MovementInfo
{
// common

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@@ -0,0 +1,210 @@
/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "Position.h"
#include "ByteBuffer.h"
#include "GridDefines.h"
#include "Geometry.h"
#include <G3D/g3dmath.h>
#include <sstream>
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<float>(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;
}

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@@ -0,0 +1,328 @@
/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef ACore_game_Position_h__
#define ACore_game_Position_h__
#include "Common.h"
#include "G3D/Vector3.h"
class ByteBuffer;
struct Position
{
Position(float x = 0, float y = 0, float z = 0, float o = 0)
: m_positionX(x), m_positionY(y), m_positionZ(z), m_orientation(NormalizeOrientation(o)) { }
Position(Position const& loc) { Relocate(loc); }
/* requried as of C++ 11 */
Position(Position&&) = default;
Position& operator=(const Position&) = default;
Position& operator=(Position&&) = default;
struct PositionXYStreamer
{
explicit PositionXYStreamer(Position& pos) : Pos(&pos) { }
Position* Pos;
};
struct PositionXYZStreamer
{
explicit PositionXYZStreamer(Position& pos) : m_pos(&pos) {}
Position* m_pos;
};
struct PositionXYZOStreamer
{
explicit PositionXYZOStreamer(Position& pos) : m_pos(&pos) {}
Position* m_pos;
};
float m_positionX = 0;
float m_positionY = 0;
float m_positionZ = 0;
float m_orientation = 0; // Better to limit access to _orientation field, to guarantee the value is normalized
bool operator==(Position const& a) const;
inline bool operator!=(Position const& a)
{
return !(operator==(a));
}
operator G3D::Vector3() const
{
return { m_positionX, m_positionY, m_positionZ };
}
void Relocate(float x, float y)
{
m_positionX = x;
m_positionY = y;
}
void Relocate(float x, float y, float z)
{
m_positionX = x;
m_positionY = y;
m_positionZ = z;
}
void Relocate(float x, float y, float z, float orientation)
{
m_positionX = x;
m_positionY = y;
m_positionZ = z;
m_orientation = orientation;
}
void Relocate(const Position& pos)
{
m_positionX = pos.m_positionX;
m_positionY = pos.m_positionY;
m_positionZ = pos.m_positionZ;
m_orientation = pos.m_orientation;
}
void Relocate(const Position* pos)
{
m_positionX = pos->m_positionX;
m_positionY = pos->m_positionY;
m_positionZ = pos->m_positionZ;
m_orientation = pos->m_orientation;
}
void RelocatePolarOffset(float angle, float dist, float z = 0.0f);
void RelocateOffset(const Position& offset);
void SetOrientation(float orientation)
{
m_orientation = orientation;
}
[[nodiscard]] float GetPositionX() const { return m_positionX; }
[[nodiscard]] float GetPositionY() const { return m_positionY; }
[[nodiscard]] float GetPositionZ() const { return m_positionZ; }
[[nodiscard]] float GetOrientation() const { return m_orientation; }
void GetPosition(float& x, float& y) const
{
x = m_positionX;
y = m_positionY;
}
void GetPosition(float& x, float& y, float& z) const
{
x = m_positionX;
y = m_positionY;
z = m_positionZ;
}
void GetPosition(float& x, float& y, float& z, float& o) const
{
x = m_positionX;
y = m_positionY;
z = m_positionZ;
o = m_orientation;
}
[[nodiscard]] Position GetPosition() const { return *this; }
Position::PositionXYZStreamer PositionXYZStream()
{
return PositionXYZStreamer(*this);
}
Position::PositionXYZOStreamer PositionXYZOStream()
{
return PositionXYZOStreamer(*this);
}
[[nodiscard]] bool IsPositionValid() const;
[[nodiscard]] float GetExactDist2dSq(const float x, const float y) const
{
float dx = x - m_positionX;
float dy = y - m_positionY;
return dx*dx + dy*dy;
}
[[nodiscard]] float GetExactDist2dSq(Position const& pos) const { return GetExactDist2dSq(pos.m_positionX, pos.m_positionY); }
float GetExactDist2dSq(Position const* pos) const { return GetExactDist2dSq(*pos); }
[[nodiscard]] float GetExactDist2d(const float x, const float y) const { return std::sqrt(GetExactDist2dSq(x, y)); }
[[nodiscard]] float GetExactDist2d(Position const& pos) const { return GetExactDist2d(pos.m_positionX, pos.m_positionY); }
float GetExactDist2d(Position const* pos) const { return GetExactDist2d(*pos); }
[[nodiscard]] float GetExactDistSq(float x, float y, float z) const
{
float dz = z - m_positionZ;
return GetExactDist2dSq(x, y) + dz*dz;
}
[[nodiscard]] float GetExactDistSq(Position const& pos) const { return GetExactDistSq(pos.m_positionX, pos.m_positionY, pos.m_positionZ); }
float GetExactDistSq(Position const* pos) const { return GetExactDistSq(*pos); }
[[nodiscard]] float GetExactDist(float x, float y, float z) const { return std::sqrt(GetExactDistSq(x, y, z)); }
[[nodiscard]] float GetExactDist(Position const& pos) const { return GetExactDist(pos.m_positionX, pos.m_positionY, pos.m_positionZ); }
float GetExactDist(Position const* pos) const { return GetExactDist(*pos); }
void GetPositionOffsetTo(const Position& endPos, Position& retOffset) const;
[[nodiscard]] Position GetPositionWithOffset(Position const& offset) const;
float GetAngle(const Position* pos) const;
[[nodiscard]] float GetAngle(float x, float y) const;
[[nodiscard]] float GetAbsoluteAngle(float x, float y) const
{
return NormalizeOrientation(std::atan2(
static_cast<float>(y - m_positionY),
static_cast<float>(x - m_positionX))
);
}
[[nodiscard]] float GetAbsoluteAngle(Position const& pos) const { return GetAbsoluteAngle(pos.m_positionX, pos.m_positionY); }
[[nodiscard]] float GetAbsoluteAngle(Position const* pos) const { return GetAbsoluteAngle(*pos); }
float GetRelativeAngle(const Position* pos) const
{
return GetAngle(pos) - m_orientation;
}
[[nodiscard]] float GetRelativeAngle(float x, float y) const { return GetAngle(x, y) - m_orientation; }
[[nodiscard]] float ToAbsoluteAngle(float relAngle) const { return NormalizeOrientation(relAngle + m_orientation); }
void GetSinCos(float x, float y, float& vsin, float& vcos) const;
[[nodiscard]] bool IsInDist2d(float x, float y, float dist) const
{
return GetExactDist2dSq(x, y) < dist * dist;
}
bool IsInDist2d(const Position* pos, float dist) const
{
return GetExactDist2dSq(pos) < dist * dist;
}
[[nodiscard]] bool IsInDist(float x, float y, float z, float dist) const
{
return GetExactDistSq(x, y, z) < dist * dist;
}
bool IsInDist(const Position* pos, float dist) const
{
return GetExactDistSq(pos) < dist * dist;
}
[[nodiscard]] bool IsWithinBox(const Position& center, float xradius, float yradius, float zradius) const;
bool HasInArc(float arcangle, const Position* pos, float targetRadius = 0.0f) const;
bool HasInLine(Position const* pos, float width) const;
[[nodiscard]] std::string ToString() const;
// modulos a radian orientation to the range of 0..2PI
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 = std::fmod(mod, 2.0f * static_cast<float>(M_PI));
mod = -mod + 2.0f * static_cast<float>(M_PI);
return mod;
}
return std::fmod(o, 2.0f * static_cast<float>(M_PI));
}
};
#define MAPID_INVALID 0xFFFFFFFF
class WorldLocation : public Position
{
public:
explicit WorldLocation(uint32 _mapId = MAPID_INVALID, float x = 0.f, float y = 0.f, float z = 0.f, float o = 0.f)
: Position(x, y, z, o), m_mapId(_mapId) { }
WorldLocation(uint32 mapId, Position const& position)
: Position(position), m_mapId(mapId) { }
void WorldRelocate(const WorldLocation& loc)
{
m_mapId = loc.GetMapId();
Relocate(loc);
}
void WorldRelocate(uint32 mapId = MAPID_INVALID, float x = 0.f, float y = 0.f, float z = 0.f, float o = 0.f)
{
m_mapId = mapId;
Relocate(x, y, z, o);
}
void SetMapId(uint32 mapId)
{
m_mapId = mapId;
}
[[nodiscard]] uint32 GetMapId() const
{
return m_mapId;
}
void GetWorldLocation(uint32& mapId, float& x, float& y) const
{
mapId = m_mapId;
x = m_positionX;
y = m_positionY;
}
void GetWorldLocation(uint32& mapId, float& x, float& y, float& z) const
{
mapId = m_mapId;
x = m_positionX;
y = m_positionY;
z = m_positionZ;
}
void GetWorldLocation(uint32& mapId, float& x, float& y, float& z, float& o) const
{
mapId = m_mapId;
x = m_positionX;
y = m_positionY;
z = m_positionZ;
o = GetOrientation();
}
void GetWorldLocation(WorldLocation* location) const
{
if (location)
{
location->Relocate(m_positionX, m_positionY, m_positionZ, GetOrientation());
location->SetMapId(m_mapId);
}
}
[[nodiscard]] WorldLocation GetWorldLocation() const
{
return *this;
}
uint32 m_mapId;
};
ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYStreamer const& streamer);
ByteBuffer& operator >> (ByteBuffer& buf, Position::PositionXYStreamer const& streamer);
ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer);
ByteBuffer& operator >> (ByteBuffer& buf, Position::PositionXYZStreamer const& streamer);
ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer);
ByteBuffer& operator >> (ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer);
#endif // ACore_game_Position_h__

View File

@@ -576,7 +576,7 @@ void Unit::UpdateSplinePosition()
pos.m_positionX = loc.x;
pos.m_positionY = loc.y;
pos.m_positionZ = loc.z;
pos.m_orientation = loc.orientation;
pos.SetOrientation(loc.orientation);
if (TransportBase* transport = GetDirectTransport())
transport->CalculatePassengerPosition(loc.x, loc.y, loc.z, &loc.orientation);

View File

@@ -30,6 +30,7 @@
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "PathGenerator.h"
#include "Position.h"
#include "SharedDefines.h"
#include "Timer.h"
#include <bitset>

View File

@@ -8689,7 +8689,7 @@ namespace Acore
}
else if (_spellInfo->HasAttribute(SPELL_ATTR0_CU_CONE_LINE))
{
if (!_caster->HasInLine(target, _caster->GetObjectSize()))
if (!_caster->HasInLine(target, _caster->GetObjectSize() + target->GetObjectSize()))
return false;
}
else
@@ -8709,7 +8709,7 @@ namespace Acore
bool WorldObjectSpellTrajTargetCheck::operator()(WorldObject* target)
{
// return all targets on missile trajectory (0 - size of a missile)
if (!_caster->HasInLine(target, 0))
if (!_caster->HasInLine(target, target->GetObjectSize()))
return false;
return WorldObjectSpellAreaTargetCheck::operator ()(target);
}

View File

@@ -133,7 +133,7 @@ public:
// Teleports a random player and spawns 9 Sacrificed Trolls to attack player
if (Unit* target = SelectTarget(SelectTargetMethod::Random, 0))
{
DoTeleportPlayer(target, TeleportLoc.m_positionX, TeleportLoc.m_positionY, TeleportLoc.m_positionZ, TeleportLoc.m_orientation);
DoTeleportPlayer(target, TeleportLoc.m_positionX, TeleportLoc.m_positionY, TeleportLoc.m_positionZ, TeleportLoc.GetOrientation());
if (DoGetThreat(me->GetVictim()))
DoModifyThreatPercent(target, -100);
Creature* SacrificedTroll;

View File

@@ -319,7 +319,7 @@ public:
case EVENT_SPAWN_WAVE_1:
{
Position spawnPos = c->GetPosition();
spawnPos.m_orientation = 5.80f;
spawnPos.SetOrientation(5.80f);
spawnPos.m_positionX += 5.0f * cos(4.5f);
spawnPos.m_positionY += 5.0f * std::sin(4.5f);
for (uint8 i = 0; i < 5; ++i)
@@ -333,7 +333,7 @@ public:
case EVENT_SPAWN_WAVE_2:
{
Position spawnPos = c->GetPosition();
spawnPos.m_orientation = 5.80f;
spawnPos.SetOrientation(5.80f);
spawnPos.m_positionX += 7.0f * cos(4.0f);
spawnPos.m_positionY += 7.0f * std::sin(4.0f);
for (uint8 i = 0; i < 3; ++i)
@@ -348,7 +348,7 @@ public:
case EVENT_SPAWN_WAVE_3:
{
Position spawnPos = c->GetPosition();
spawnPos.m_orientation = 5.80f;
spawnPos.SetOrientation(5.80f);
spawnPos.m_positionX += 8.0f * cos(4.0f);
spawnPos.m_positionY += 8.0f * std::sin(4.0f);
for (uint8 i = 0; i < 3; ++i)

View File

@@ -372,12 +372,12 @@ public:
void DoSummonPriestess()
{
// Summon 2 Elune priestess and make each of them move to a different spot
if (Creature* priestess = me->SummonCreature(NPC_PRIESTESS_ELUNE, wingThicketLocations[0].m_positionX, wingThicketLocations[0].m_positionY, wingThicketLocations[0].m_positionZ, wingThicketLocations[0].m_orientation, TEMPSUMMON_CORPSE_DESPAWN, 0))
if (Creature* priestess = me->SummonCreature(NPC_PRIESTESS_ELUNE, wingThicketLocations[0].m_positionX, wingThicketLocations[0].m_positionY, wingThicketLocations[0].m_positionZ, wingThicketLocations[0].GetOrientation(), TEMPSUMMON_CORPSE_DESPAWN, 0))
{
priestess->GetMotionMaster()->MovePoint(0, wingThicketLocations[3].m_positionX, wingThicketLocations[3].m_positionY, wingThicketLocations[3].m_positionZ);
_firstPriestessGUID = priestess->GetGUID();
}
if (Creature* priestess = me->SummonCreature(NPC_PRIESTESS_ELUNE, wingThicketLocations[1].m_positionX, wingThicketLocations[1].m_positionY, wingThicketLocations[1].m_positionZ, wingThicketLocations[1].m_orientation, TEMPSUMMON_CORPSE_DESPAWN, 0))
if (Creature* priestess = me->SummonCreature(NPC_PRIESTESS_ELUNE, wingThicketLocations[1].m_positionX, wingThicketLocations[1].m_positionY, wingThicketLocations[1].m_positionZ, wingThicketLocations[1].GetOrientation(), TEMPSUMMON_CORPSE_DESPAWN, 0))
{
// Left priestess should have a distinct move point because she is the one who starts the dialogue at point reach
priestess->GetMotionMaster()->MovePoint(1, wingThicketLocations[4].m_positionX, wingThicketLocations[4].m_positionY, wingThicketLocations[4].m_positionZ);
@@ -475,7 +475,7 @@ public:
break;
case SAY_PRIESTESS_ALTAR_13:
// summon the Guardian of Elune
if (Creature* guard = me->SummonCreature(NPC_GUARDIAN_ELUNE, wingThicketLocations[2].m_positionX, wingThicketLocations[2].m_positionY, wingThicketLocations[2].m_positionZ, wingThicketLocations[2].m_orientation, TEMPSUMMON_CORPSE_DESPAWN, 0))
if (Creature* guard = me->SummonCreature(NPC_GUARDIAN_ELUNE, wingThicketLocations[2].m_positionX, wingThicketLocations[2].m_positionY, wingThicketLocations[2].m_positionZ, wingThicketLocations[2].GetOrientation(), TEMPSUMMON_CORPSE_DESPAWN, 0))
{
guard->GetMotionMaster()->MovePoint(0, wingThicketLocations[5].m_positionX, wingThicketLocations[5].m_positionY, wingThicketLocations[5].m_positionZ);
_guardEluneGUID = guard->GetGUID();

View File

@@ -505,7 +505,7 @@ public:
if (caster->IsWithinLOS(nx, ny, z))
{
caster->m_orientation = angle;
caster->SetOrientation(angle);
caster->CastSpell(nx, ny, z, uint32(GetEffectValue()), true);
}
}
@@ -602,7 +602,7 @@ public:
float ny = y + 2.5f * std::sin((M_PI / 4) + (i * (M_PI / 2)));
if (caster->IsWithinLOS(nx, ny, z))
{
caster->m_orientation = (M_PI / 4) + (i * (M_PI / 2));
caster->SetOrientation((M_PI / 4) + (i * (M_PI / 2)));
caster->CastSpell(nx, ny, z, uint32(GetEffectValue() + i), true);
}
}

View File

@@ -487,7 +487,7 @@ public:
pos.m_positionX = CenterPos.GetPositionX() + cos(angle) * 40.0f;
pos.m_positionY = CenterPos.GetPositionY() + std::sin(angle) * 40.0f;
pos.m_positionZ = CenterPos.GetPositionZ() + 20.0f;
pos.m_orientation = pos.GetAngle(&CenterPos);
pos.SetOrientation(pos.GetAngle(&CenterPos));
if (Creature* vp = me->SummonCreature(NPC_WORLD_TRIGGER_LAOI, pos, TEMPSUMMON_TIMED_DESPAWN, 14000))
{
@@ -506,7 +506,7 @@ public:
plrpos.m_positionX = CenterPos.GetPositionX() + cos(playerAngle) * 5.0f;
plrpos.m_positionY = CenterPos.GetPositionY() + std::sin(playerAngle) * 5.0f;
plrpos.m_positionZ = CenterPos.GetPositionZ() + 18.0f;
plrpos.m_orientation = plrpos.GetAngle(&CenterPos);
plrpos.SetOrientation(plrpos.GetAngle(&CenterPos));
if (Creature* c = me->SummonCreature(NPC_VORTEX, plrpos, TEMPSUMMON_TIMED_DESPAWN, 15000))
{
@@ -880,7 +880,7 @@ public:
pos.m_positionX = CenterPos.GetPositionX() + VORTEX_RADIUS * cos(angle);
pos.m_positionY = CenterPos.GetPositionY() + VORTEX_RADIUS * std::sin(angle);
pos.m_positionZ = CenterPos.GetPositionZ() + h;
pos.m_orientation = pos.GetAngle(&CenterPos);
pos.SetOrientation(pos.GetAngle(&CenterPos));
me->SetPosition(pos);
timer = 0;
despawnTimer = 9500;

View File

@@ -2470,9 +2470,9 @@ public:
break;
case EVENT_EMERGENCY_BOT_CHECK:
events.RepeatEvent(15000); // just in case, will be rescheduled
if( Creature* flame = me->FindNearestCreature(NPC_FLAMES_SPREAD, 150.0f, true) )
if (Creature* flame = me->FindNearestCreature(NPC_FLAMES_SPREAD, 150.0f, true))
{
me->m_orientation = me->GetAngle(flame->GetPositionX(), flame->GetPositionY());
me->SetOrientation(me->GetAngle(flame->GetPositionX(), flame->GetPositionY()));
float dist = me->GetExactDist2d(flame);
if (dist <= 5.0f)
events.ScheduleEvent(EVENT_EMERGENCY_BOT_ATTACK, 0);

View File

@@ -1533,7 +1533,7 @@ public:
{
if (id == 1)
{
me->SetFacingTo(PosTalkLocations[talkWing].m_orientation);
me->SetFacingTo(PosTalkLocations[talkWing].GetOrientation());
TurnAudience();
switch (talkWing)

View File

@@ -1093,7 +1093,7 @@ class spell_item_draenic_pale_ale : public SpellScript
for (uint8 count = 0; count < GetEffectValue(); ++count)
{
Position pos = *GetCaster();
GetCaster()->GetClosePoint(pos.m_positionX, pos.m_positionY, pos.m_positionZ, pos.m_orientation, radius, M_PI - 1.2f + 0.3f * urand(0, 8));
GetCaster()->GetClosePoint(pos.m_positionX, pos.m_positionY, pos.m_positionZ, pos.GetOrientation(), radius, M_PI - 1.2f + 0.3f * urand(0, 8));
Creature* summon = GetCaster()->SummonCreature(GetSpellInfo()->Effects[effIndex].MiscValue, pos, TEMPSUMMON_TIMED_DESPAWN, GetSpellInfo()->GetDuration());
if (!summon)
continue;