TrinityCore
Position Struct Reference

#include <Position.h>

Classes

struct  ConstStreamer
 
struct  Streamer
 

Public Member Functions

 Position (float x=0, float y=0, float z=0, float o=0)
 
bool operator== (Position const &a) const
 
bool operator!= (Position const &a) const
 
void Relocate (float x, float y)
 
void Relocate (float x, float y, float z)
 
void Relocate (float x, float y, float z, float o)
 
void Relocate (Position const &pos)
 
void Relocate (Position const *pos)
 
void RelocateOffset (Position const &offset)
 
void SetOrientation (float orientation)
 
float GetPositionX () const
 
float GetPositionY () const
 
float GetPositionZ () const
 
float GetOrientation () const
 
void GetPosition (float &x, float &y) const
 
void GetPosition (float &x, float &y, float &z) const
 
void GetPosition (float &x, float &y, float &z, float &o) const
 
Position GetPosition () const
 
Streamer< XY > PositionXYStream ()
 
ConstStreamer< XY > PositionXYStream () const
 
Streamer< XYZ > PositionXYZStream ()
 
ConstStreamer< XYZ > PositionXYZStream () const
 
Streamer< XYZO > PositionXYZOStream ()
 
ConstStreamer< XYZO > PositionXYZOStream () const
 
Streamer< PackedXYZ > PositionPackedXYZStream ()
 
ConstStreamer< PackedXYZ > PositionPackedXYZStream () const
 
bool IsPositionValid () const
 
float GetExactDist2dSq (const float x, const float y) const
 
float GetExactDist2dSq (Position const &pos) const
 
float GetExactDist2dSq (Position const *pos) const
 
float GetExactDist2d (const float x, const float y) const
 
float GetExactDist2d (Position const &pos) const
 
float GetExactDist2d (Position const *pos) const
 
float GetExactDistSq (float x, float y, float z) const
 
float GetExactDistSq (Position const &pos) const
 
float GetExactDistSq (Position const *pos) const
 
float GetExactDist (float x, float y, float z) const
 
float GetExactDist (Position const &pos) const
 
float GetExactDist (Position const *pos) const
 
void GetPositionOffsetTo (Position const &endPos, Position &retOffset) const
 
Position GetPositionWithOffset (Position const &offset) const
 
float GetAbsoluteAngle (float x, float y) const
 
float GetAbsoluteAngle (Position const &pos) const
 
float GetAbsoluteAngle (Position const *pos) const
 
float ToAbsoluteAngle (float relAngle) const
 
float ToRelativeAngle (float absAngle) const
 
float GetRelativeAngle (float x, float y) const
 
float GetRelativeAngle (Position const &pos) const
 
float GetRelativeAngle (Position const *pos) const
 
bool IsInDist2d (float x, float y, float dist) const
 
bool IsInDist2d (Position const *pos, float dist) const
 
bool IsInDist (float x, float y, float z, float dist) const
 
bool IsInDist (Position const &pos, float dist) const
 
bool IsInDist (Position const *pos, float dist) const
 
bool IsWithinBox (Position const &center, float xradius, float yradius, float zradius) const
 
bool IsWithinDoubleVerticalCylinder (Position const *center, float radius, float height) const
 
bool HasInArc (float arcangle, Position const *pos, float border=2.0f) const
 
bool HasInLine (Position const *pos, float objSize, float width) const
 
std::string ToString () const
 

Static Public Member Functions

static float NormalizeOrientation (float o)
 

Public Attributes

float m_positionX
 
float m_positionY
 
float m_positionZ
 

Private Attributes

float m_orientation
 

Constructor & Destructor Documentation

◆ Position()

Position::Position ( float  x = 0,
float  y = 0,
float  z = 0,
float  o = 0 
)
inline
float m_positionY
Definition: Position.h:54
float m_positionX
Definition: Position.h:53
float m_positionZ
Definition: Position.h:55
static float NormalizeOrientation(float o)
Definition: Position.cpp:135
float m_orientation
Definition: Position.h:58
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Member Function Documentation

◆ GetAbsoluteAngle() [1/3]

float Position::GetAbsoluteAngle ( float  x,
float  y 
) const
inline
127  {
128  float dx = x - m_positionX;
129  float dy = y - m_positionY;
130  return NormalizeOrientation(std::atan2(dy, dx));
131  }
float m_positionY
Definition: Position.h:54
float m_positionX
Definition: Position.h:53
static float NormalizeOrientation(float o)
Definition: Position.cpp:135
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◆ GetAbsoluteAngle() [2/3]

float Position::GetAbsoluteAngle ( Position const &  pos) const
inline
132 { return GetAbsoluteAngle(pos.m_positionX, pos.m_positionY); }
float GetAbsoluteAngle(float x, float y) const
Definition: Position.h:126
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◆ GetAbsoluteAngle() [3/3]

float Position::GetAbsoluteAngle ( Position const *  pos) const
inline
133 { return GetAbsoluteAngle(*pos); }
float GetAbsoluteAngle(float x, float y) const
Definition: Position.h:126
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◆ GetExactDist() [1/3]

float Position::GetExactDist ( float  x,
float  y,
float  z 
) const
inline
119 { return std::sqrt(GetExactDistSq(x, y, z)); }
float GetExactDistSq(float x, float y, float z) const
Definition: Position.h:111
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◆ GetExactDist() [2/3]

float Position::GetExactDist ( Position const &  pos) const
inline
120 { return GetExactDist(pos.m_positionX, pos.m_positionY, pos.m_positionZ); }
float GetExactDist(float x, float y, float z) const
Definition: Position.h:119
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◆ GetExactDist() [3/3]

float Position::GetExactDist ( Position const *  pos) const
inline
121 { return GetExactDist(*pos); }
float GetExactDist(float x, float y, float z) const
Definition: Position.h:119
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◆ GetExactDist2d() [1/3]

float Position::GetExactDist2d ( const float  x,
const float  y 
) const
inline
107 { return std::sqrt(GetExactDist2dSq(x, y)); }
float GetExactDist2dSq(const float x, const float y) const
Definition: Position.h:98
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◆ GetExactDist2d() [2/3]

float Position::GetExactDist2d ( Position const &  pos) const
inline
108 { return GetExactDist2d(pos.m_positionX, pos.m_positionY); }
float GetExactDist2d(const float x, const float y) const
Definition: Position.h:107
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◆ GetExactDist2d() [3/3]

float Position::GetExactDist2d ( Position const *  pos) const
inline
109 { return GetExactDist2d(*pos); }
float GetExactDist2d(const float x, const float y) const
Definition: Position.h:107
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◆ GetExactDist2dSq() [1/3]

float Position::GetExactDist2dSq ( const float  x,
const float  y 
) const
inline
99  {
100  float dx = x - m_positionX;
101  float dy = y - m_positionY;
102  return dx*dx + dy*dy;
103  }
float m_positionY
Definition: Position.h:54
float m_positionX
Definition: Position.h:53
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◆ GetExactDist2dSq() [2/3]

float Position::GetExactDist2dSq ( Position const &  pos) const
inline
104 { return GetExactDist2dSq(pos.m_positionX, pos.m_positionY); }
float GetExactDist2dSq(const float x, const float y) const
Definition: Position.h:98
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◆ GetExactDist2dSq() [3/3]

float Position::GetExactDist2dSq ( Position const *  pos) const
inline
105 { return GetExactDist2dSq(*pos); }
float GetExactDist2dSq(const float x, const float y) const
Definition: Position.h:98
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◆ GetExactDistSq() [1/3]

float Position::GetExactDistSq ( float  x,
float  y,
float  z 
) const
inline
112  {
113  float dz = z - m_positionZ;
114  return GetExactDist2dSq(x, y) + dz*dz;
115  }
float m_positionZ
Definition: Position.h:55
float GetExactDist2dSq(const float x, const float y) const
Definition: Position.h:98
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◆ GetExactDistSq() [2/3]

float Position::GetExactDistSq ( Position const &  pos) const
inline
116 { return GetExactDistSq(pos.m_positionX, pos.m_positionY, pos.m_positionZ); }
float GetExactDistSq(float x, float y, float z) const
Definition: Position.h:111
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◆ GetExactDistSq() [3/3]

float Position::GetExactDistSq ( Position const *  pos) const
inline
117 { return GetExactDistSq(*pos); }
float GetExactDistSq(float x, float y, float z) const
Definition: Position.h:111
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◆ GetOrientation()

float Position::GetOrientation ( ) const
inline
80 { return m_orientation; }
float m_orientation
Definition: Position.h:58

◆ GetPosition() [1/4]

void Position::GetPosition ( float &  x,
float &  y 
) const
inline
82 { x = m_positionX; y = m_positionY; }
float m_positionY
Definition: Position.h:54
float m_positionX
Definition: Position.h:53
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◆ GetPosition() [2/4]

void Position::GetPosition ( float &  x,
float &  y,
float &  z 
) const
inline
83 { GetPosition(x, y); z = m_positionZ; }
Position GetPosition() const
Definition: Position.h:85
float m_positionZ
Definition: Position.h:55
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◆ GetPosition() [3/4]

void Position::GetPosition ( float &  x,
float &  y,
float &  z,
float &  o 
) const
inline
84 { GetPosition(x, y, z); o = m_orientation; }
Position GetPosition() const
Definition: Position.h:85
float m_orientation
Definition: Position.h:58
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◆ GetPosition() [4/4]

Position Position::GetPosition ( ) const
inline
85 { return *this; }
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◆ GetPositionOffsetTo()

void Position::GetPositionOffsetTo ( Position const &  endPos,
Position retOffset 
) const
48 {
49  float dx = endPos.GetPositionX() - GetPositionX();
50  float dy = endPos.GetPositionY() - GetPositionY();
51 
52  retOffset.m_positionX = dx * std::cos(GetOrientation()) + dy * std::sin(GetOrientation());
53  retOffset.m_positionY = dy * std::cos(GetOrientation()) - dx * std::sin(GetOrientation());
54  retOffset.m_positionZ = endPos.GetPositionZ() - GetPositionZ();
55  retOffset.SetOrientation(endPos.GetOrientation() - GetOrientation());
56 }
float m_positionY
Definition: Position.h:54
void SetOrientation(float orientation)
Definition: Position.h:72
float GetOrientation() const
Definition: Position.h:80
float m_positionX
Definition: Position.h:53
float GetPositionY() const
Definition: Position.h:78
float m_positionZ
Definition: Position.h:55
float GetPositionZ() const
Definition: Position.h:79
float GetPositionX() const
Definition: Position.h:77
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◆ GetPositionWithOffset()

Position Position::GetPositionWithOffset ( Position const &  offset) const
59 {
60  Position ret(*this);
61  ret.RelocateOffset(offset);
62  return ret;
63 }
Definition: Position.h:27
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◆ GetPositionX()

float Position::GetPositionX ( ) const
inline
77 { return m_positionX; }
float m_positionX
Definition: Position.h:53

◆ GetPositionY()

float Position::GetPositionY ( ) const
inline
78 { return m_positionY; }
float m_positionY
Definition: Position.h:54

◆ GetPositionZ()

float Position::GetPositionZ ( ) const
inline
79 { return m_positionZ; }
float m_positionZ
Definition: Position.h:55

◆ GetRelativeAngle() [1/3]

float Position::GetRelativeAngle ( float  x,
float  y 
) const
inline
137 { return ToRelativeAngle(GetAbsoluteAngle(x, y)); }
float ToRelativeAngle(float absAngle) const
Definition: Position.h:136
float GetAbsoluteAngle(float x, float y) const
Definition: Position.h:126
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◆ GetRelativeAngle() [2/3]

float Position::GetRelativeAngle ( Position const &  pos) const
inline
138 { return ToRelativeAngle(GetAbsoluteAngle(pos)); }
float ToRelativeAngle(float absAngle) const
Definition: Position.h:136
float GetAbsoluteAngle(float x, float y) const
Definition: Position.h:126

◆ GetRelativeAngle() [3/3]

float Position::GetRelativeAngle ( Position const *  pos) const
inline
139 { return ToRelativeAngle(GetAbsoluteAngle(pos)); }
float ToRelativeAngle(float absAngle) const
Definition: Position.h:136
float GetAbsoluteAngle(float x, float y) const
Definition: Position.h:126

◆ HasInArc()

bool Position::HasInArc ( float  arcangle,
Position const *  pos,
float  border = 2.0f 
) const
100 {
101  // always have self in arc
102  if (obj == this)
103  return true;
104 
105  // move arc to range 0.. 2*pi
106  arc = NormalizeOrientation(arc);
107 
108  // move angle to range -pi ... +pi
109  float angle = GetRelativeAngle(obj);
110  if (angle > float(M_PI))
111  angle -= 2.0f * float(M_PI);
112 
113  float lborder = -1 * (arc / border); // in range -pi..0
114  float rborder = (arc / border); // in range 0..pi
115  return ((angle >= lborder) && (angle <= rborder));
116 }
#define M_PI
Definition: Common.h:157
float GetRelativeAngle(float x, float y) const
Definition: Position.h:137
static float NormalizeOrientation(float o)
Definition: Position.cpp:135
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◆ HasInLine()

bool Position::HasInLine ( Position const *  pos,
float  objSize,
float  width 
) const
119 {
120  if (!HasInArc(float(M_PI), pos, 2.0f))
121  return false;
122 
123  width += objSize;
124  float angle = GetRelativeAngle(pos);
125  return std::fabs(std::sin(angle)) * GetExactDist2d(pos->GetPositionX(), pos->GetPositionY()) < width;
126 }
#define M_PI
Definition: Common.h:157
float GetRelativeAngle(float x, float y) const
Definition: Position.h:137
bool HasInArc(float arcangle, Position const *pos, float border=2.0f) const
Definition: Position.cpp:99
float GetExactDist2d(const float x, const float y) const
Definition: Position.h:107
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◆ IsInDist() [1/3]

bool Position::IsInDist ( float  x,
float  y,
float  z,
float  dist 
) const
inline
144 { return GetExactDistSq(x, y, z) < dist * dist; }
float GetExactDistSq(float x, float y, float z) const
Definition: Position.h:111
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◆ IsInDist() [2/3]

bool Position::IsInDist ( Position const &  pos,
float  dist 
) const
inline
145 { return GetExactDistSq(pos) < dist * dist; }
float GetExactDistSq(float x, float y, float z) const
Definition: Position.h:111

◆ IsInDist() [3/3]

bool Position::IsInDist ( Position const *  pos,
float  dist 
) const
inline
146 { return GetExactDistSq(pos) < dist * dist; }
float GetExactDistSq(float x, float y, float z) const
Definition: Position.h:111
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◆ IsInDist2d() [1/2]

bool Position::IsInDist2d ( float  x,
float  y,
float  dist 
) const
inline
141 { return GetExactDist2dSq(x, y) < dist * dist; }
float GetExactDist2dSq(const float x, const float y) const
Definition: Position.h:98
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◆ IsInDist2d() [2/2]

bool Position::IsInDist2d ( Position const *  pos,
float  dist 
) const
inline
142 { return GetExactDist2dSq(pos) < dist * dist; }
float GetExactDist2dSq(const float x, const float y) const
Definition: Position.h:98

◆ IsPositionValid()

bool Position::IsPositionValid ( ) const
43 {
45 }
float m_positionY
Definition: Position.h:54
float m_positionX
Definition: Position.h:53
bool IsValidMapCoord(float c)
Definition: GridDefines.h:230
float m_positionZ
Definition: Position.h:55
float m_orientation
Definition: Position.h:58
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◆ IsWithinBox()

bool Position::IsWithinBox ( Position const &  center,
float  xradius,
float  yradius,
float  zradius 
) const
66 {
67  // rotate the WorldObject position instead of rotating the whole cube, that way we can make a simplified
68  // is-in-cube check and we have to calculate only one point instead of 4
69 
70  // 2PI = 360*, keep in mind that ingame orientation is counter-clockwise
71  double rotation = 2 * M_PI - center.GetOrientation();
72  double sinVal = std::sin(rotation);
73  double cosVal = std::cos(rotation);
74 
75  float BoxDistX = GetPositionX() - center.GetPositionX();
76  float BoxDistY = GetPositionY() - center.GetPositionY();
77 
78  float rotX = float(center.GetPositionX() + BoxDistX * cosVal - BoxDistY*sinVal);
79  float rotY = float(center.GetPositionY() + BoxDistY * cosVal + BoxDistX*sinVal);
80 
81  // box edges are parallel to coordiante axis, so we can treat every dimension independently :D
82  float dz = GetPositionZ() - center.GetPositionZ();
83  float dx = rotX - center.GetPositionX();
84  float dy = rotY - center.GetPositionY();
85  if ((std::fabs(dx) > xradius) ||
86  (std::fabs(dy) > yradius) ||
87  (std::fabs(dz) > zradius))
88  return false;
89 
90  return true;
91 }
#define M_PI
Definition: Common.h:157
float GetPositionY() const
Definition: Position.h:78
float GetPositionZ() const
Definition: Position.h:79
float GetPositionX() const
Definition: Position.h:77
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◆ IsWithinDoubleVerticalCylinder()

bool Position::IsWithinDoubleVerticalCylinder ( Position const *  center,
float  radius,
float  height 
) const
94 {
95  float verticalDelta = GetPositionZ() - center->GetPositionZ();
96  return IsInDist2d(center, radius) && std::abs(verticalDelta) <= height;
97 }
bool IsInDist2d(float x, float y, float dist) const
Definition: Position.h:141
float GetPositionZ() const
Definition: Position.h:79
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◆ NormalizeOrientation()

float Position::NormalizeOrientation ( float  o)
static
136 {
137  // fmod only supports positive numbers. Thus we have
138  // to emulate negative numbers
139  if (o < 0)
140  {
141  float mod = o *-1;
142  mod = std::fmod(mod, 2.0f * static_cast<float>(M_PI));
143  mod = -mod + 2.0f * static_cast<float>(M_PI);
144  return mod;
145  }
146  return std::fmod(o, 2.0f * static_cast<float>(M_PI));
147 }
#define M_PI
Definition: Common.h:157
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◆ operator!=()

bool Position::operator!= ( Position const &  a) const
inline
62 { return !(operator==(a)); }
bool operator==(Position const &a) const
Definition: Position.cpp:26
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◆ operator==()

bool Position::operator== ( Position const &  a) const
27 {
28  return (G3D::fuzzyEq(a.m_positionX, m_positionX) &&
29  G3D::fuzzyEq(a.m_positionY, m_positionY) &&
30  G3D::fuzzyEq(a.m_positionZ, m_positionZ) &&
31  G3D::fuzzyEq(a.m_orientation, m_orientation));
32 }
float m_positionY
Definition: Position.h:54
float m_positionX
Definition: Position.h:53
float m_positionZ
Definition: Position.h:55
float m_orientation
Definition: Position.h:58

◆ PositionPackedXYZStream() [1/2]

Streamer<PackedXYZ> Position::PositionPackedXYZStream ( )
inline
93 { return Streamer<PackedXYZ>(*this); }

◆ PositionPackedXYZStream() [2/2]

ConstStreamer<PackedXYZ> Position::PositionPackedXYZStream ( ) const
inline
94 { return ConstStreamer<PackedXYZ>(*this); }

◆ PositionXYStream() [1/2]

Streamer<XY> Position::PositionXYStream ( )
inline
87 { return Streamer<XY>(*this); }

◆ PositionXYStream() [2/2]

ConstStreamer<XY> Position::PositionXYStream ( ) const
inline
88 { return ConstStreamer<XY>(*this); }

◆ PositionXYZOStream() [1/2]

Streamer<XYZO> Position::PositionXYZOStream ( )
inline
91 { return Streamer<XYZO>(*this); }
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◆ PositionXYZOStream() [2/2]

ConstStreamer<XYZO> Position::PositionXYZOStream ( ) const
inline
92 { return ConstStreamer<XYZO>(*this); }

◆ PositionXYZStream() [1/2]

Streamer<XYZ> Position::PositionXYZStream ( )
inline
89 { return Streamer<XYZ>(*this); }
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◆ PositionXYZStream() [2/2]

ConstStreamer<XYZ> Position::PositionXYZStream ( ) const
inline
90 { return ConstStreamer<XYZ>(*this); }

◆ Relocate() [1/5]

void Position::Relocate ( float  x,
float  y 
)
inline
64 { m_positionX = x; m_positionY = y; }
float m_positionY
Definition: Position.h:54
float m_positionX
Definition: Position.h:53
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◆ Relocate() [2/5]

void Position::Relocate ( float  x,
float  y,
float  z 
)
inline
65 { Relocate(x, y); m_positionZ = z; }
void Relocate(float x, float y)
Definition: Position.h:64
float m_positionZ
Definition: Position.h:55
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◆ Relocate() [3/5]

void Position::Relocate ( float  x,
float  y,
float  z,
float  o 
)
inline
66 { Relocate(x, y, z); SetOrientation(o); }
void SetOrientation(float orientation)
Definition: Position.h:72
void Relocate(float x, float y)
Definition: Position.h:64
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◆ Relocate() [4/5]

void Position::Relocate ( Position const &  pos)
inline
67 { *this = pos; }

◆ Relocate() [5/5]

void Position::Relocate ( Position const *  pos)
inline
68 { *this = *pos; }

◆ RelocateOffset()

void Position::RelocateOffset ( Position const &  offset)
35 {
36  m_positionX = GetPositionX() + (offset.GetPositionX() * std::cos(GetOrientation()) + offset.GetPositionY() * std::sin(GetOrientation() + float(M_PI)));
37  m_positionY = GetPositionY() + (offset.GetPositionY() * std::cos(GetOrientation()) + offset.GetPositionX() * std::sin(GetOrientation()));
38  m_positionZ = GetPositionZ() + offset.GetPositionZ();
39  SetOrientation(GetOrientation() + offset.GetOrientation());
40 }
float m_positionY
Definition: Position.h:54
void SetOrientation(float orientation)
Definition: Position.h:72
float GetOrientation() const
Definition: Position.h:80
float m_positionX
Definition: Position.h:53
#define M_PI
Definition: Common.h:157
float GetPositionY() const
Definition: Position.h:78
float m_positionZ
Definition: Position.h:55
float GetPositionZ() const
Definition: Position.h:79
float GetPositionX() const
Definition: Position.h:77
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◆ SetOrientation()

void Position::SetOrientation ( float  orientation)
inline
73  {
74  m_orientation = NormalizeOrientation(orientation);
75  }
static float NormalizeOrientation(float o)
Definition: Position.cpp:135
float m_orientation
Definition: Position.h:58
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◆ ToAbsoluteAngle()

float Position::ToAbsoluteAngle ( float  relAngle) const
inline
134 { return NormalizeOrientation(relAngle + m_orientation); }
static float NormalizeOrientation(float o)
Definition: Position.cpp:135
float m_orientation
Definition: Position.h:58
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◆ ToRelativeAngle()

float Position::ToRelativeAngle ( float  absAngle) const
inline
136 { return NormalizeOrientation(absAngle - m_orientation); }
static float NormalizeOrientation(float o)
Definition: Position.cpp:135
float m_orientation
Definition: Position.h:58

◆ ToString()

std::string Position::ToString ( ) const
129 {
130  std::stringstream sstr;
131  sstr << "X: " << m_positionX << " Y: " << m_positionY << " Z: " << m_positionZ << " O: " << m_orientation;
132  return sstr.str();
133 }
float m_positionY
Definition: Position.h:54
float m_positionX
Definition: Position.h:53
float m_positionZ
Definition: Position.h:55
float m_orientation
Definition: Position.h:58
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Member Data Documentation

◆ m_orientation

float Position::m_orientation
private

◆ m_positionX

float Position::m_positionX

◆ m_positionY

float Position::m_positionY

◆ m_positionZ

float Position::m_positionZ

The documentation for this struct was generated from the following files: