mirror of
https://github.com/worldforge/cyphesis
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It should be sent as any other property. Additionally we want to use uniform scaling through a property instead.
154 lines
4.6 KiB
C++
154 lines
4.6 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2000-2005 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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#ifndef MODULES_LOCATION_H
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#define MODULES_LOCATION_H
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#include "physics/Vector3D.h"
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#include "physics/BBox.h"
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#include "physics/Quaternion.h"
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#include <Atlas/Message/Element.h>
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#include <Atlas/Objects/ObjectsFwd.h>
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#include <wfmath/axisbox.h>
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#include <wfmath/point.h>
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#include <wfmath/quaternion.h>
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class LocatedEntity;
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class Location {
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protected:
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bool m_simple;
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bool m_solid;
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double m_timeStamp;
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float m_radius; // Radius of bounding sphere of box
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float m_squareRadius;
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public:
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/**
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* The parent entity.
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*/
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LocatedEntity * m_loc;
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/**
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* Coords relative to the parent entity
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*/
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Point3D m_pos;
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/**
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* Velocity vector, relative to m_loc entity.
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*/
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Vector3D m_velocity;
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/**
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* Angular velocity of the entity, i.e. how it's being continuously rotated.
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*/
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Vector3D m_angularVelocity;
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Quaternion m_orientation;
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BBox m_bBox;
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Location();
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explicit Location(LocatedEntity * rf);
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explicit Location(LocatedEntity * rf,
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const Point3D & pos);
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explicit Location(LocatedEntity * rf,
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const Point3D & pos,
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const Vector3D & velocity);
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float radius() const { return m_radius; }
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float squareRadius() const { return m_squareRadius; }
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const Point3D & pos() const { return m_pos; }
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const Vector3D & velocity() const { return m_velocity; }
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const Quaternion & orientation() const { return m_orientation; }
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const BBox & bBox() const { return m_bBox; }
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bool isValid() const {
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return ((m_loc != nullptr) && m_pos.isValid());
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}
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bool isSimple() const {
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return m_simple;
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}
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void setSimple(bool c = true) {
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m_simple = c;
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}
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bool isSolid() const {
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return m_solid;
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}
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void setSolid(bool s = true) {
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m_solid = s;
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}
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const double & timeStamp() const {
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return m_timeStamp;
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}
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void update(const double & time) {
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m_timeStamp = time;
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}
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void setBBox(const BBox & b) {
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m_bBox = b;
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modifyBBox();
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}
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void addToMessage(Atlas::Message::MapType & ent) const;
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void addToEntity(const Atlas::Objects::Entity::RootEntity & ent) const;
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const Atlas::Objects::Root asEntity() const;
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int readFromMessage(const Atlas::Message::MapType & ent);
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int readFromEntity(const Atlas::Objects::Entity::RootEntity & ent);
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void modifyBBox();
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friend std::ostream & operator<<(std::ostream& s, Location& v);
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};
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const Vector3D distanceTo(const Location & self, const Location & other);
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const Point3D relativePos(const Location & self, const Location & other);
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float squareDistance(const Location & self, const Location & other);
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/**
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* \brief Gets the squared distance between the two supplied location, if possible, along with the common ancestor.
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*
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* Calculates the square distance between the entities, along with the common ancestor. If no common ancestor can be found
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* the ancestor parameter will point to a null value, and the distance returned should be ignored.
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*
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* If you suspect that one location might be a child location of the other location, send the parent location as the first parameter.
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* This speeds up the calculation.
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*
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* @param self One location.
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* @param other A second location.
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* @param ancestor Any ancestor location will be placed here.
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* @return The distance, squared. Note that this value is invalid if no ancestor could be found, so make sure to check the return value of the "ancestor" parameter.
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*/
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float squareDistanceWithAncestor(const Location & self, const Location & other, const Location** ancestor);
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float squareHorizontalDistance(const Location & self, const Location & other);
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inline float distance(const Location & self, const Location & other)
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{
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return std::sqrt(squareDistance(self, other));
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}
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#endif // MODULES_LOCATION_H
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