mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
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181 lines
5.8 KiB
C#
181 lines
5.8 KiB
C#
/*
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===========================================================================
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Copyright (C) 2015-2019 FFXIV Classic Server Dev Team
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This file is part of FFXIV Classic Server.
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FFXIV Classic Server is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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FFXIV Classic Server 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 Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with FFXIV Classic Server. If not, see <https:www.gnu.org/licenses/>.
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===========================================================================
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*/
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using System;
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namespace FFXIVClassic.Common
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{
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public class Vector3
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{
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public float X;
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public float Y;
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public float Z;
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public static Vector3 Zero = new Vector3();
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public Vector3(float x, float y, float z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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public Vector3()
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{
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X = 0.0f;
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Y = 0.0f;
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Z = 0.0f;
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}
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public static Vector3 operator +(Vector3 lhs, Vector3 rhs)
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{
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Vector3 newVec = new Vector3(lhs.X, lhs.Y, lhs.Z);
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newVec.X += rhs.X;
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newVec.Y += rhs.Y;
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newVec.Z += rhs.Z;
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return newVec;
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}
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public static Vector3 operator -(Vector3 lhs, Vector3 rhs)
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{
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return new Vector3(lhs.X - rhs.X, lhs.Y - rhs.Y, lhs.Z - rhs.Z);
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}
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public static Vector3 operator *(Vector3 lhs, Vector3 rhs)
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{
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return new Vector3(lhs.X * rhs.X, lhs.Y * rhs.Y, lhs.Z * rhs.Z);
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}
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public static Vector3 operator *(float scalar, Vector3 rhs)
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{
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return new Vector3(scalar * rhs.X, scalar * rhs.Y, scalar * rhs.Z);
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}
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public static Vector3 operator /(Vector3 lhs, float scalar)
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{
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return new Vector3(lhs.X / scalar, lhs.Y / scalar, lhs.Z / scalar);
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}
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public static bool operator !=(Vector3 lhs, Vector3 rhs)
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{
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return !(lhs?.X == rhs?.X && lhs?.Y == rhs?.Y && lhs?.Z == rhs?.Z);
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}
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public static bool operator ==(Vector3 lhs, Vector3 rhs)
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{
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return (lhs?.X == rhs?.X && lhs?.Y == rhs?.Y && lhs?.Z == rhs?.Z);
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}
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public float Length()
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{
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return (float)Math.Sqrt(this.LengthSquared());
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}
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public float LengthSquared()
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{
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return (this.X * this.X) + (this.Y * this.Y) + (this.Z * this.Z);
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}
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public static float Dot(Vector3 lhs, Vector3 rhs)
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{
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return (lhs.X * rhs.X) + (lhs.Y * rhs.Y) + (lhs.Z * rhs.Z);
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}
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public static float GetAngle(Vector3 lhs, Vector3 rhs)
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{
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return GetAngle(lhs.X, lhs.Z, rhs.X, rhs.Z);
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}
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public static float GetAngle(float x, float z, float x2, float z2)
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{
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if (x == x2)
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return 0.0f;
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var angle = (float)(Math.Atan((z2 - z) / (x2 - x)));
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return (float)(x > x2 ? angle + Math.PI : angle);
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}
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public Vector3 NewHorizontalVector(float angle, float extents)
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{
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var newVec = new Vector3();
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newVec.Y = this.Y;
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newVec.X = this.X + (float)Math.Cos(angle) * extents;
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newVec.Z = this.Z + (float)Math.Sin(angle) * extents;
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return newVec;
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}
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public bool IsWithinCircle(Vector3 center, float maxRadius, float minRadius)
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{
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if (this.X == center.X && this.Z == center.Z)
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return true;
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float diffX = center.X - this.X;
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float diffZ = center.Z - this.Z;
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float distance = Utils.XZDistance(center.X, center.Z, X, Z);
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return distance <= maxRadius && distance >= minRadius;
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}
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public bool IsWithinBox(Vector3 upperLeftCorner, Vector3 lowerRightCorner)
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{
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return upperLeftCorner.X <= this.X &&
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upperLeftCorner.Y <= this.Y &&
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upperLeftCorner.Z <= this.Z &&
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lowerRightCorner.X >= this.X &&
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lowerRightCorner.Y >= this.Y &&
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lowerRightCorner.Z >= this.Z;
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}
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//Checks if this vector is in a cone, note it doesn't check for distance
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public bool IsWithinCone(Vector3 coneCenter, float coneRotation, float coneAngle)
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{
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float angleToTarget = GetAngle(coneCenter, this);
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float halfAngleOfAoe = (float) (coneAngle * Math.PI / 2);
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float rotationToAdd = coneRotation + halfAngleOfAoe;
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//This is the angle relative to the lower angle of the cone
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angleToTarget = (angleToTarget + rotationToAdd - (0.5f * (float)Math.PI)) % (2 * (float) Math.PI);
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//If the relative angle is less than the total angle of the cone, the target is inside the cone
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return angleToTarget >= 0 && angleToTarget <= (coneAngle * Math.PI);
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}
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public override bool Equals(object obj)
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{
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var vector = obj as Vector3;
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return vector != null &&
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X == vector.X &&
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Y == vector.Y &&
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Z == vector.Z;
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}
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public override int GetHashCode()
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{
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var hashCode = -307843816;
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hashCode = hashCode * -1521134295 + X.GetHashCode();
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hashCode = hashCode * -1521134295 + Y.GetHashCode();
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hashCode = hashCode * -1521134295 + Z.GetHashCode();
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return hashCode;
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}
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}
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}
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