using System.Numerics;
using AcDream.Core.Physics.Motion;
namespace AcDream.Core.Physics;
///
/// Retail object-range predicate used by CPlayerSystem range handlers.
/// Port of ACCWeenieObject::ObjectsInRange @ 0x0058C1A0.
///
public static class ObjectRangeMath
{
///
/// Tests two live physics objects against a caller-supplied range. Retail
/// gives precedence; otherwise
/// selects cylinder-gap distance instead of
/// ordinary center distance.
///
public static bool ObjectsInRange(
Vector3 firstPosition,
float firstRadius,
float firstHeight,
Vector3 secondPosition,
float secondRadius,
float secondHeight,
double range,
bool useRadii,
bool ignoreZDelta)
{
double distance;
if (ignoreZDelta)
{
double dx = secondPosition.X - firstPosition.X;
double dy = secondPosition.Y - firstPosition.Y;
distance = Math.Sqrt(dx * dx + dy * dy);
}
else if (useRadii)
{
distance = MoveToMath.CylinderDistance(
firstRadius,
firstHeight,
firstPosition,
secondRadius,
secondHeight,
secondPosition);
}
else
{
distance = Vector3.Distance(firstPosition, secondPosition);
}
return distance <= range;
}
}