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

@@ -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