#include "position.h" #include #include #include #include "../../common/string_util.h" static const float position_eps = 0.0001f; std::string to_string(const glm::vec4 &position) { return StringFormat("(%.3f, %.3f, %.3f, %.3f)", position.x,position.y,position.z,position.w); } std::string to_string(const glm::vec3 &position){ return StringFormat("(%.3f, %.3f, %.3f)", position.x,position.y,position.z); } std::string to_string(const glm::vec2 &position){ return StringFormat("(%.3f, %.3f)", position.x,position.y); } bool IsOrigin(const glm::vec2 &position) { return glm::dot(position, position) == 0; } bool IsOrigin(const glm::vec3 &position) { return glm::dot(position, position) == 0; } bool IsOrigin(const glm::vec4 &position) { return IsOrigin(glm::vec3(position)); } /** * Produces the non square root'ed distance between the two points within the XY plane. */ float DistanceSquared(const glm::vec2& point1, const glm::vec2& point2) { auto diff = point1 - point2; return glm::dot(diff, diff); } /** * Produces the distance between the two points on the XY plane. */ float Distance(const glm::vec2& point1, const glm::vec2& point2) { return std::sqrt(DistanceSquared(point1, point2)); } /** * Produces the non square root'ed distance between the two points. */ float DistanceSquared(const glm::vec3& point1, const glm::vec3& point2) { auto diff = point1 - point2; return glm::dot(diff, diff); } /** * Produces the non square root'ed distance between the two points. */ float DistanceSquared(const glm::vec4& point1, const glm::vec4& point2) { return DistanceSquared(static_cast(point1), static_cast(point2)); } /** * Produces the distance between the two points. */ float Distance(const glm::vec3& point1, const glm::vec3& point2) { return std::sqrt(DistanceSquared(point1, point2)); } /** * Produces the distance between the two points. */ float Distance(const glm::vec4& point1, const glm::vec4& point2) { return Distance(static_cast(point1), static_cast(point2)); } /** * Produces the distance between the two points within the XY plane. */ float DistanceNoZ(const glm::vec3& point1, const glm::vec3& point2) { return Distance(static_cast(point1),static_cast(point2)); } /** * Produces the distance between the two points within the XY plane. */ float DistanceNoZ(const glm::vec4& point1, const glm::vec4& point2) { return Distance(static_cast(point1),static_cast(point2)); } /** * Produces the non square root'ed distance between the two points within the XY plane. */ float DistanceSquaredNoZ(const glm::vec3& point1, const glm::vec3& point2) { return DistanceSquared(static_cast(point1),static_cast(point2)); } /** * Produces the non square root'ed distance between the two points within the XY plane. */ float DistanceSquaredNoZ(const glm::vec4& point1, const glm::vec4& point2) { return DistanceSquared(static_cast(point1),static_cast(point2)); } /** * Determines if 'position' is within (inclusive) the axis aligned * box (3 dimensional) formed from the points minimum and maximum. */ bool IsWithinAxisAlignedBox(const glm::vec3 &position, const glm::vec3 &minimum, const glm::vec3 &maximum) { auto actualMinimum = glm::vec3(std::min(minimum.x, maximum.x), std::min(minimum.y, maximum.y),std::min(minimum.z, maximum.z)); auto actualMaximum = glm::vec3(std::max(minimum.x, maximum.x), std::max(minimum.y, maximum.y),std::max(minimum.z, maximum.z)); bool xcheck = position.x >= actualMinimum.x && position.x <= actualMaximum.x; bool ycheck = position.y >= actualMinimum.y && position.y <= actualMaximum.y; bool zcheck = position.z >= actualMinimum.z && position.z <= actualMaximum.z; return xcheck && ycheck && zcheck; } /** * Determines if 'position' is within (inclusive) the axis aligned * box (2 dimensional) formed from the points minimum and maximum. */ bool IsWithinAxisAlignedBox(const glm::vec2 &position, const glm::vec2 &minimum, const glm::vec2 &maximum) { auto actualMinimum = glm::vec2(std::min(minimum.x, maximum.x), std::min(minimum.y, maximum.y)); auto actualMaximum = glm::vec2(std::max(minimum.x, maximum.x), std::max(minimum.y, maximum.y)); bool xcheck = position.x >= actualMinimum.x && position.x <= actualMaximum.x; bool ycheck = position.y >= actualMinimum.y && position.y <= actualMaximum.y; return xcheck && ycheck; } /** * Gives the heading directly 180 degrees from the * current heading. * Takes the EQfloat from the glm::vec4 and returns * an EQFloat. */ float GetReciprocalHeading(const glm::vec4& point1) { return GetReciprocalHeading(point1.w); } /** * Gives the heading directly 180 degrees from the * current heading. * Takes an EQfloat and returns an EQFloat. */ float GetReciprocalHeading(const float heading) { float result = 0; // Convert to radians float h = (heading / 512.0f) * 6.283184f; // Calculate the reciprocal heading in radians result = h + 3.141592f; // Convert back to eq heading from radians result = (result / 6.283184f) * 512.0f; return result; } bool IsHeadingEqual(const float h1, const float h2) { return std::abs(h2 - h1) < 0.01f; } bool IsPositionEqual(const glm::vec2 &p1, const glm::vec2 &p2) { return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps; } bool IsPositionEqual(const glm::vec3 &p1, const glm::vec3 &p2) { return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < position_eps; } bool IsPositionEqual(const glm::vec4 &p1, const glm::vec4 &p2) { return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < position_eps; } bool IsPositionEqualWithinCertainZ(const glm::vec3 &p1, const glm::vec3 &p2, float z_eps) { return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < z_eps; } bool IsPositionEqualWithinCertainZ(const glm::vec4 &p1, const glm::vec4 &p2, float z_eps) { return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < z_eps; } bool IsPositionWithinSimpleCylinder(const glm::vec3 &p1, const glm::vec3 &cylinder_center, float cylinder_radius, float cylinder_height) { //If we're outside the height of cylinder then we're not in it (duh) auto d = std::abs(p1.z - cylinder_center.z); if (d > cylinder_height / 2.0) { return false; } glm::vec2 p1d(p1.x, p1.y); glm::vec2 ccd(cylinder_center.x, cylinder_center.y); //If we're outside the radius of the cylinder then we're not in it (also duh) d = Distance(p1d, ccd); if (d > cylinder_radius) { return false; } return true; } bool IsPositionWithinSimpleCylinder(const glm::vec4 &p1, const glm::vec4 &cylinder_center, float cylinder_radius, float cylinder_height) { //If we're outside the height of cylinder then we're not in it (duh) auto d = std::abs(p1.z - cylinder_center.z); if (d > cylinder_height / 2.0) { return false; } glm::vec2 p1d(p1.x, p1.y); glm::vec2 ccd(cylinder_center.x, cylinder_center.y); //If we're outside the radius of the cylinder then we're not in it (also duh) d = Distance(p1d, ccd); if (d > cylinder_radius) { return false; } return true; } float CalculateHeadingAngleBetweenPositions(float x1, float y1, float x2, float y2) { float y_diff = std::abs(y1 - y2); float x_diff = std::abs(x1 - x2); if (y_diff < 0.0000009999999974752427) y_diff = 0.0000009999999974752427; float angle = atan2(x_diff, y_diff) * 180.0f * 0.3183099014828645f; // angle, nice "pi" // return the right thing based on relative quadrant // I'm sure this could be improved for readability, but whatever if (y1 >= y2) { if (x2 >= x1) return (90.0f - angle + 90.0f) * 511.5f * 0.0027777778f; if (x2 <= x1) return (angle + 180.0f) * 511.5f * 0.0027777778f; } if (y1 > y2 || x2 > x1) return angle * 511.5f * 0.0027777778f; else return (90.0f - angle + 270.0f) * 511.5f * 0.0027777778f; }