H0zen 259114635e Fix a bug in previous commit where some wmo's were not extracted at all.
Also:
    - Skip garbage in GameObjectDisplayInfo.dbc.
    - Fix the order of library linkage in extractor.
    - Fix a false positive in vmap-assembler.
    - Fix an include path in mmap generator
2015-09-15 01:46:08 +03:00

296 lines
6.1 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2015 MaNGOS project <http://getmangos.eu>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#ifndef VEC3D_H
#define VEC3D_H
#include <iostream>
#include <cmath>
/**
* @brief
*
*/
class Vec3D
{
public:
float x, y, z; /**< TODO */
/**
* @brief
*
* @param x0
* @param y0
* @param z0
*/
Vec3D(float x0 = 0.0f, float y0 = 0.0f, float z0 = 0.0f) : x(x0), y(y0), z(z0) {}
/**
* @brief
*
* @param v
*/
Vec3D(const Vec3D& v) : x(v.x), y(v.y), z(v.z) {}
/**
* @brief
*
* @param v
* @return Vec3D &operator
*/
Vec3D& operator= (const Vec3D& v)
{
x = v.x;
y = v.y;
z = v.z;
return *this;
}
/**
* @brief
*
* @param v
* @return Vec3D operator
*/
Vec3D operator+ (const Vec3D& v) const
{
Vec3D r(x + v.x, y + v.y, z + v.z);
return r;
}
/**
* @brief
*
* @param v
* @return Vec3D operator
*/
Vec3D operator- (const Vec3D& v) const
{
Vec3D r(x - v.x, y - v.y, z - v.z);
return r;
}
/**
* @brief
*
* @param v
* @return float operator
*/
float operator* (const Vec3D& v) const
{
return x * v.x + y * v.y + z * v.z;
}
/**
* @brief
*
* @param d
* @return Vec3D operator
*/
Vec3D operator* (float d) const
{
Vec3D r(x * d, y * d, z * d);
return r;
}
/**
* @brief
*
* @param d
* @param v
* @return Vec3D operator
*/
friend Vec3D operator* (float d, const Vec3D& v)
{
return v * d;
}
/**
* @brief
*
* @param v
* @return Vec3D operator
*/
Vec3D operator% (const Vec3D& v) const
{
Vec3D r(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
return r;
}
/**
* @brief
*
* @param v
* @return Vec3D &operator
*/
Vec3D& operator+= (const Vec3D& v)
{
x += v.x;
y += v.y;
z += v.z;
return *this;
}
/**
* @brief
*
* @param v
* @return Vec3D &operator
*/
Vec3D& operator-= (const Vec3D& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
/**
* @brief
*
* @param d
* @return Vec3D &operator
*/
Vec3D& operator*= (float d)
{
x *= d;
y *= d;
z *= d;
return *this;
}
/**
* @brief
*
* @return float
*/
float lengthSquared() const
{
return x * x + y * y + z * z;
}
/**
* @brief
*
* @return float
*/
float length() const
{
return sqrt(x * x + y * y + z * z);
}
/**
* @brief
*
* @return Vec3D
*/
Vec3D& normalize()
{
this->operator*= (1.0f / length());
return *this;
}
/**
* @brief
*
* @return Vec3D operator
*/
Vec3D operator~() const
{
Vec3D r(*this);
r.normalize();
return r;
}
/**
* @brief
*
* @param in
* @param v
* @return std::istream &operator >>
*/
friend std::istream& operator>>(std::istream& in, Vec3D& v)
{
in >> v.x >> v.y >> v.z;
return in;
}
/**
* @brief
*
* @param out
* @param v
* @return std::ostream &operator
*/
friend std::ostream& operator<<(std::ostream& out, const Vec3D& v)
{
out << v.x << " " << v.y << " " << v.z;
return out;
}
/**
* @brief
*
* @return operator float
*/
operator float* ()
{
return (float*)this;
}
};
/**
* @brief
*
* @param x0
* @param y0
* @param x
* @param y
* @param angle
*/
inline void rotate(float x0, float y0, float* x, float* y, float angle)
{
float xa = *x - x0, ya = *y - y0;
*x = xa * cosf(angle) - ya * sinf(angle) + x0;
*y = xa * sinf(angle) + ya * cosf(angle) + y0;
}
/**
* @brief for whatever reason a certain company just can't stick to one coordinate system...
*
* @param v
* @return Vec3D
*/
inline Vec3D fixCoords(const Vec3D& v) { return Vec3D(v.z, v.x, v.y); }
/**
* @brief
*
* @param v
* @return Vec3D
*/
inline Vec3D fixCoordSystem(const Vec3D& v) { return Vec3D(v.x, v.z, -v.y); }
#endif