Core/Misc: Moved Position to its own file

(cherry picked from commit 48ee1f0033)

Conflicts:
	src/server/game/Entities/Object/Object.cpp
	src/server/game/Entities/Object/Object.h
	src/server/game/Spells/Spell.cpp
This commit is contained in:
Shauren
2015-05-02 00:05:01 +02:00
committed by DDuarte
parent b0ebfd9773
commit 8a013ba0fb
8 changed files with 415 additions and 288 deletions

View File

@@ -1008,61 +1008,6 @@ bool Object::PrintIndexError(uint32 index, bool set) const
return false;
}
bool Position::operator==(Position const &a)
{
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));
}
bool Position::HasInLine(WorldObject const* target, float width) const
{
if (!HasInArc(float(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()
{
TC_LOG_DEBUG("misc", "MOVEMENT INFO");
@@ -1423,92 +1368,6 @@ 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() * std::cos(GetOrientation()) + offset.GetPositionY() * std::sin(GetOrientation() + float(M_PI)));
m_positionY = GetPositionY() + (offset.GetPositionY() * std::cos(GetOrientation()) + offset.GetPositionX() * std::sin(GetOrientation()));
m_positionZ = GetPositionZ() + offset.GetPositionZ();
SetOrientation(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 * std::cos(GetOrientation()) + dy * std::sin(GetOrientation());
retOffset.m_positionY = dy * std::cos(GetOrientation()) - dx * std::sin(GetOrientation());
retOffset.m_positionZ = endPos.GetPositionZ() - GetPositionZ();
retOffset.SetOrientation(endPos.GetOrientation() - GetOrientation());
}
Position Position::GetPositionWithOffset(Position const& offset) const
{
Position ret(*this);
ret.RelocateOffset(offset);
return ret;
}
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
{
float dx = x - GetPositionX();
float dy = y - GetPositionY();
float ang = std::atan2(dy, dx);
ang = (ang >= 0) ? ang : 2 * float(M_PI) + ang;
return ang;
}
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 = std::sqrt((dx*dx) + (dy*dy));
vcos = dx / dist;
vsin = dy / dist;
}
}
bool Position::HasInArc(float arc, const Position* obj, float border) const
{
// 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 -= m_orientation;
// move angle to range -pi ... +pi
angle = NormalizeOrientation(angle);
if (angle > float(M_PI))
angle -= 2.0f * float(M_PI);
float lborder = -1 * (arc/border); // in range -pi..0
float rborder = (arc/border); // in range 0..pi
return ((angle >= lborder) && (angle <= rborder));
}
bool WorldObject::IsInBetween(const WorldObject* obj1, const WorldObject* obj2, float size) const
{
if (!obj1 || !obj2)
@@ -1642,11 +1501,6 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
}
}
bool Position::IsPositionValid() const
{
return Trinity::IsValidMapCoord(m_positionX, m_positionY, m_positionZ, m_orientation);
}
float WorldObject::GetGridActivationRange() const
{
if (ToPlayer())