mirror of
https://github.com/emagi/eq2emu
synced 2026-08-12 18:23:04 -04:00
2.3 KiB
2.3 KiB
File: position.h
Classes
None detected
Functions
std::string to_string(const glm::vec4 &position);std::string to_string(const glm::vec3 &position);std::string to_string(const glm::vec2 &position);bool IsWithinAxisAlignedBox(const glm::vec3 &position, const glm::vec3 &minimum, const glm::vec3 &maximum);bool IsWithinAxisAlignedBox(const glm::vec2 &position, const glm::vec2 &minimum, const glm::vec2 &maximum);bool IsOrigin(const glm::vec2 &position);bool IsOrigin(const glm::vec3 &position);bool IsOrigin(const glm::vec4 &position);float DistanceSquared(const glm::vec2& point1, const glm::vec2& point2);float Distance(const glm::vec2& point1, const glm::vec2& point2);float DistanceSquared(const glm::vec3& point1, const glm::vec3& point2);float Distance(const glm::vec3& point1, const glm::vec3& point2);float DistanceNoZ(const glm::vec3& point1, const glm::vec3& point2);float DistanceSquaredNoZ(const glm::vec3& point1, const glm::vec3& point2);float DistanceSquared(const glm::vec4& point1, const glm::vec4& point2);float Distance(const glm::vec4& point1, const glm::vec4& point2);float DistanceNoZ(const glm::vec4& point1, const glm::vec4& point2);float DistanceSquaredNoZ(const glm::vec4& point1, const glm::vec4& point2);float GetReciprocalHeading(const glm::vec4& point1);float GetReciprocalHeading(const float heading);bool IsHeadingEqual(const float h1, const float h2);bool IsPositionEqual(const glm::vec2 &p1, const glm::vec2 &p2);bool IsPositionEqual(const glm::vec3 &p1, const glm::vec3 &p2);bool IsPositionEqual(const glm::vec4 &p1, const glm::vec4 &p2);bool IsPositionEqualWithinCertainZ(const glm::vec3 &p1, const glm::vec3 &p2, float z_eps);bool IsPositionEqualWithinCertainZ(const glm::vec4 &p1, const glm::vec4 &p2, float z_eps);bool IsPositionWithinSimpleCylinder(const glm::vec3 &p1, const glm::vec3 &cylinder_center, float cylinder_radius, float cylinder_height);bool IsPositionWithinSimpleCylinder(const glm::vec4 &p1, const glm::vec4 &cylinder_center, float cylinder_radius, float cylinder_height);float CalculateHeadingAngleBetweenPositions(float x1, float y1, float x2, float y2);
Notable Comments
- /* EQEMu: Everquest Server Emulator
- */