Integrating github/staging through commit ab87ed9

This commit is contained in:
alexpete
2021-04-09 11:27:37 -07:00
parent ae62a97894
commit 1044dc3da1
1582 changed files with 29374 additions and 519051 deletions
@@ -75,7 +75,7 @@ namespace AZ
m_status = Data::AssetData::AssetStatus::Ready;
}
bool ModelAsset::LocalRayIntersectionAgainstModel(const AZ::Vector3& rayStart, const AZ::Vector3& dir, float& distance) const
bool ModelAsset::LocalRayIntersectionAgainstModel(const AZ::Vector3& rayStart, const AZ::Vector3& dir, float& distance, AZ::Vector3& normal) const
{
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::AzRender);
@@ -97,11 +97,11 @@ namespace AZ
}
else
{
return m_kdTree->RayIntersection(rayStart, dir, distance);
return m_kdTree->RayIntersection(rayStart, dir, distance, normal);
}
}
return BruteForceRayIntersect(rayStart, dir, distance);
return BruteForceRayIntersect(rayStart, dir, distance, normal);
}
void ModelAsset::BuildKdTree() const
@@ -136,7 +136,7 @@ namespace AZ
}
}
bool ModelAsset::BruteForceRayIntersect(const AZ::Vector3& rayStart, const AZ::Vector3& dir, float& distance) const
bool ModelAsset::BruteForceRayIntersect(const AZ::Vector3& rayStart, const AZ::Vector3& dir, float& distance, AZ::Vector3& normal) const
{
// brute force - check every triangle
if (GetLodAssets().empty() == false)
@@ -147,12 +147,18 @@ namespace AZ
float shortestDistance = std::numeric_limits<float>::max();
bool anyHit = false;
AZ::Vector3 intersectionNormal;
for (const ModelLodAsset::Mesh& mesh : loadAssetPtr->GetMeshes())
{
if (LocalRayIntersectionAgainstMesh(mesh, rayStart, dir, distance))
if (LocalRayIntersectionAgainstMesh(mesh, rayStart, dir, distance, intersectionNormal))
{
anyHit = true;
shortestDistance = AZ::GetMin(distance, shortestDistance);
if (distance < shortestDistance)
{
normal = intersectionNormal;
shortestDistance = distance;
}
}
}
@@ -168,7 +174,7 @@ namespace AZ
return false;
}
bool ModelAsset::LocalRayIntersectionAgainstMesh(const ModelLodAsset::Mesh& mesh, const AZ::Vector3& rayStart, const AZ::Vector3& dir, float& distance) const
bool ModelAsset::LocalRayIntersectionAgainstMesh(const ModelLodAsset::Mesh& mesh, const AZ::Vector3& rayStart, const AZ::Vector3& dir, float& distance, AZ::Vector3& normal) const
{
const BufferAssetView& indexBufferView = mesh.GetIndexBufferAssetView();
const AZStd::array_view<ModelLodAsset::Mesh::StreamBufferInfo>& streamBufferList = mesh.GetStreamBufferInfoList();
@@ -216,7 +222,7 @@ namespace AZ
const AZ::Vector3 rayEnd = rayStart + dir * distance;
AZ::Vector3 a, b, c;
AZ::Vector3 normal;
AZ::Vector3 intersectionNormal;
float normalizedDistance = 1.f;
const AZ::u32* indexPtr = reinterpret_cast<const AZ::u32*>(indexRawBuffer.data());
@@ -241,9 +247,13 @@ namespace AZ
p = reinterpret_cast<const float*>(&positionRawBuffer[index2 * positionElementSize]);
c.Set(const_cast<float*>(p));
if (AZ::Intersect::IntersectSegmentTriangleCCW(rayStart, rayEnd, a, b, c, normal, normalizedDistance))
if (AZ::Intersect::IntersectSegmentTriangleCCW(rayStart, rayEnd, a, b, c, intersectionNormal, normalizedDistance))
{
closestNormalizedDistance = AZ::GetMin(closestNormalizedDistance, normalizedDistance);
if (normalizedDistance < closestNormalizedDistance)
{
normal = intersectionNormal;
closestNormalizedDistance = normalizedDistance;
}
anyHit = true;
}
}