package com.aionemu.gameserver.model.geometry;
import com.aionemu.gameserver.model.templates.zone.Point2D;
import com.aionemu.gameserver.world.zone.ZoneName;
/**
* Basic interface for all areas in AionEmu.<br>
* It should be implemented in different ways for performance reasons.<br>
* For instance, we don't need complex math for squares or circles, but we need it for more complex polygons.
*
* @author SoulKeeper
*/
public interface Area {
/**
* Returns true if point is inside area ignoring z value
*
* @param point
* point to check
* @return point is inside or not
*/
public boolean isInside2D(Point2D point);
/**
* Returns true if coords are inside area ignoring z value
*
* @param x
* x coord
* @param y
* y coord
* @return coords are inside or not
*/
public boolean isInside2D(float x, float y);
/**
* Returns true if point is inside area
*
* @param point
* point to check
* @return true if point is inside
*/
public boolean isInside3D(Point3D point);
/**
* Returns true if coors are inside area
*
* @param x
* x coord
* @param y
* y coord
* @param z
* z coord
* @return true if coords are inside
*/
public boolean isInside3D(float x, float y, float z);
/**
* Checks if z coord is insize
*
* @param point
* point to check
* @return is z inside or not
*/
public boolean isInsideZ(Point3D point);
/**
* Checks is z coord is inside
*
* @param z
* z coord
* @return is z inside or not
*/
public boolean isInsideZ(float z);
/**
* Returns distance from point to closest point of this area ignoring z.<br>
* Returns 0 if point is inside area.
*
* @param point
* point to calculate distance from
* @return distance or 0 if is inside area
*/
public double getDistance2D(Point2D point);
/**
* Returns distance from point to closest point of this area ignoring z.<br>
* Returns 0 point is inside area.
*
* @param x
* x coord
* @param y
* y coord
* @return distance or 0 if is inside area
*/
public double getDistance2D(float x, float y);
/**
* Returns distance from point to this area.<br>
* Returns 0 if is inside.
*
* @param point
* point to check
* @return distance or 0 if is inside
*/
public double getDistance3D(Point3D point);
/**
* Returns distance from coords to this area
*
* @param x
* x coord
* @param y
* y coord
* @param z
* z coord
* @return distance or 0 if is inside
*/
public double getDistance3D(float x, float y, float z);
/**
* Returns closest point of area to given point.<br>
* Returns point with coords = point arg if is inside
*
* @param point
* point to check
* @return closest point
*/
public Point2D getClosestPoint(Point2D point);
/**
* Returns closest point of area to given coords.<br>
* Returns point with coords x and y if coords are inside
*
* @param x
* x coord
* @param y
* y coord
* @return closest point
*/
public Point2D getClosestPoint(float x, float y);
/**
* Returns closest point of area to given point.<br>
* Works exactly like {@link #getClosestPoint(int, int)} if {@link #isInsideZ(int)} returns true.<br>
* In other case closest z edge is set as z coord.
*
* @param point
* point to check
* @return closest point of area to point
*/
public Point3D getClosestPoint(Point3D point);
/**
* Returns closest point of area to given coords.<br>
* Works exactly like {@link #getClosestPoint(int, int)} if {@link #isInsideZ(int)} returns true.<br>
* In other case closest z edge is set as z coord.
*
* @param x
* x coord
* @param y
* y coord
* @param z
* z coord
* @return closest point of area to point
*/
public Point3D getClosestPoint(float x, float y, float z);
/**
* Return minimal z of this area
*
* @return minimal z of this area
*/
public float getMinZ();
/**
* Returns maximal z of this area
*
* @return maximal z of this area
*/
public float getMaxZ();
public boolean intersectsRectangle(RectangleArea area);
public int getWorldId();
public ZoneName getZoneName();
}