fix comments replace /** with //!
Signed-off-by: Michael Pollind <mpollind@gmail.com>
This commit is contained in:
@@ -16,56 +16,47 @@ namespace AZ
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{
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namespace Intersect
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{
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/**
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* LineToPointDistanceTime computes the time of the shortest distance from point 'p' to segment (s1,s2).
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* To calculate the point of intersection:
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* P = s1 + u (s2 - s1)
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* @param s1 segment start point
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* @param s2 segment end point
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* @param p point to find the closest time to.
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* @return time (on the segment) for the shortest distance from 'p' to (s1,s2) [0.0f (s1),1.0f (s2)]
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*/
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//! LineToPointDistanceTime computes the time of the shortest distance from point 'p' to segment (s1,s2).
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//! To calculate the point of intersection:
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//! P = s1 + u (s2 - s1)
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//! @param s1 segment start point
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//! @param s2 segment end point
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//! @param p point to find the closest time to.
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//! @return time (on the segment) for the shortest distance from 'p' to (s1,s2) [0.0f (s1),1.0f (s2)]
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float LineToPointDistanceTime(const Vector3& s1, const Vector3& s21, const Vector3& p);
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/**
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* LineToPointDistance computes the closest point to 'p' from a segment (s1,s2).
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* @param s1 segment start point
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* @param s2 segment end point
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* @param p point to find the closest time to.
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* @param u time (on the segment) for the shortest distance from 'p' to (s1,s2) [0.0f (s1),1.0f (s2)]
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* @return the closest point
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*/
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//! LineToPointDistance computes the closest point to 'p' from a segment (s1,s2).
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//! @param s1 segment start point
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//! @param s2 segment end point
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//! @param p point to find the closest time to.
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//! @param u time (on the segment) for the shortest distance from 'p' to (s1,s2) [0.0f (s1),1.0f (s2)]
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//! @return the closest point
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Vector3 LineToPointDistance(const Vector3& s1, const Vector3& s2, const Vector3& p, float& u);
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/**
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* Given segment pq and triangle abc (CCW), returns whether segment intersects
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* triangle and if so, also returns the barycentric coordinates (u,v,w)
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* of the intersection point.
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*
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* @param p segment start point
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* @param q segment end point
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* @param a triangle point 1
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* @param b triangle point 2
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* @param c triangle point 3
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* @param normal at the intersection point.
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* @param t time of intersection along the segment [0.0 (p), 1.0 (q)]
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* @return true if the segments intersects the triangle otherwise false
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*/
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//! Given segment pq and triangle abc (CCW), returns whether segment intersects
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//! triangle and if so, also returns the barycentric coordinates (u,v,w)
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//! of the intersection point.
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//!
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//! @param p segment start point
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//! @param q segment end point
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//! @param a triangle point 1
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//! @param b triangle point 2
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//! @param c triangle point 3
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//! @param normal at the intersection point.
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//! @param t time of intersection along the segment [0.0 (p), 1.0 (q)]
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//! @return true if the segments intersects the triangle otherwise false
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int IntersectSegmentTriangleCCW(
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const Vector3& p, const Vector3& q, const Vector3& a, const Vector3& b, const Vector3& c, Vector3& normal, float& t);
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/**
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* Same as \ref IntersectSegmentTriangleCCW without respecting the triangle (a,b,c) vertex order (double sided).
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*
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* @param p segment start point
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* @param q segment end point
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* @param a triangle point 1
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* @param b triangle point 2
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* @param c triangle point 3
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* @param normal at the intersection point;
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* @param t time of intersection along the segment [0.0 (p), 1.0 (q)]
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* @return true if the segments intersects the triangle otherwise false
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*/
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//! Same as \ref IntersectSegmentTriangleCCW without respecting the triangle (a,b,c) vertex order (double sided).
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//! //! @param p segment start point
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//! @param q segment end point
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//! @param a triangle point 1
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//! @param b triangle point 2
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//! @param c triangle point 3
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//! @param normal at the intersection point;
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//! @param t time of intersection along the segment [0.0 (p), 1.0 (q)]
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//! @return true if the segments intersects the triangle otherwise false
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int IntersectSegmentTriangle(
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const Vector3& p, const Vector3& q, const Vector3& a, const Vector3& b, const Vector3& c, Vector3& normal, float& t);
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@@ -77,19 +68,17 @@ namespace AZ
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ISECT_RAY_AABB_ISECT, ///< intersects along the PQ segment
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};
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/**
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* Intersect ray R(t) = rayStart + t*d against AABB a. When intersecting,
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* return intersection distance tmin and point q of intersection.
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* @param rayStart ray starting point
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* @param dir ray direction and length (dir = rayEnd - rayStart)
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* @param dirRCP 1/dir (reciprocal direction - we cache this result very often so we don't need to compute it multiple times,
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* otherwise just use dir.GetReciprocal())
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* @param aabb Axis aligned bounding box to intersect against
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* @param tStart time on ray of the first intersection [0,1] or 0 if the ray starts inside the aabb - check the return value
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* @param tEnd time of the of the second intersection [0,1] (it can be > 1 if intersects after the rayEnd)
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* @param startNormal normal at the start point.
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* @return \ref RayAABBIsectTypes
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*/
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//! Intersect ray R(t) = rayStart + t*d against AABB a. When intersecting,
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//! return intersection distance tmin and point q of intersection.
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//! @param rayStart ray starting point
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//! @param dir ray direction and length (dir = rayEnd - rayStart)
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//! @param dirRCP 1/dir (reciprocal direction - we cache this result very often so we don't need to compute it multiple times,
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//! otherwise just use dir.GetReciprocal())
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//! @param aabb Axis aligned bounding box to intersect against
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//! @param tStart time on ray of the first intersection [0,1] or 0 if the ray starts inside the aabb - check the return value
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//! @param tEnd time of the of the second intersection [0,1] (it can be > 1 if intersects after the rayEnd)
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//! @param startNormal normal at the start point.
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//! @return \ref RayAABBIsectTypes
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RayAABBIsectTypes IntersectRayAABB(
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const Vector3& rayStart,
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const Vector3& dir,
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@@ -99,51 +88,43 @@ namespace AZ
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float& tEnd,
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Vector3& startNormal /*, Vector3& inter*/);
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/**
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* Intersect ray against AABB.
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*
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* @param rayStart ray starting point.
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* @param dir ray reciprocal direction.
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* @param aabb Axis aligned bounding box to intersect against.
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* @param start length on ray of the first intersection.
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* @param end length of the of the second intersection.
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* @return \ref RayAABBIsectTypes In this faster version than IntersectRayAABB we return only ISECT_RAY_AABB_NONE and ISECT_RAY_AABB_ISECT. You can check yourself for that case.
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*/
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//! Intersect ray against AABB.
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//!
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//! @param rayStart ray starting point.
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//! @param dir ray reciprocal direction.
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//! @param aabb Axis aligned bounding box to intersect against.
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//! @param start length on ray of the first intersection.
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//! @param end length of the of the second intersection.
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//! @return \ref RayAABBIsectTypes In this faster version than IntersectRayAABB we return only ISECT_RAY_AABB_NONE and ISECT_RAY_AABB_ISECT. You can check yourself for that case.
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RayAABBIsectTypes IntersectRayAABB2(const Vector3& rayStart, const Vector3& dirRCP, const Aabb& aabb, float& start, float& end);
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/**
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* Clip a ray to an aabb. return true if ray was clipped. The ray
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* can be inside so don't use the result if the ray intersect the box.
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*
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* @param aabb bounds
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* @param rayStart the start of the ray
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* @param rayEnd the end of the ray
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* @param tClipStart[out] The proportion where the ray enterts the aabb
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* @param tClipEnd[out] The proportion where the ray exits the aabb
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* @return true ray was clipped else false
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*/
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//! Clip a ray to an aabb. return true if ray was clipped. The ray
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//! can be inside so don't use the result if the ray intersect the box.
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//!
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//! @param aabb bounds
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//! @param rayStart the start of the ray
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//! @param rayEnd the end of the ray
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//! @param tClipStart[out] The proportion where the ray enterts the aabb
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//! @param tClipEnd[out] The proportion where the ray exits the aabb
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//! @return true ray was clipped else false
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bool ClipRayWithAabb(const Aabb& aabb, Vector3& rayStart, Vector3& rayEnd, float& tClipStart, float& tClipEnd);
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/**
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* Test segment and aabb where the segment is defined by midpoint
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* midPoint = (p1-p0) * 0.5f and half vector halfVector = p1 - midPoint.
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* the aabb is at the origin and defined by half extents only.
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*
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* @param midPoint midpoint of a line segment
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* @param halfVector half vector of an aabb
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* @param aabbExtends the extends of a bounded box
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* @return 1 if the intersect, otherwise 0.
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*/
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//! Test segment and aabb where the segment is defined by midpoint
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//! midPoint = (p1-p0) * 0.5f and half vector halfVector = p1 - midPoint.
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//! the aabb is at the origin and defined by half extents only.
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//!
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//! @param midPoint midpoint of a line segment
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//! @param halfVector half vector of an aabb
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//! @param aabbExtends the extends of a bounded box
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//! @return 1 if the intersect, otherwise 0.
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bool TestSegmentAABBOrigin(const Vector3& midPoint, const Vector3& halfVector, const Vector3& aabbExtends);
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/**
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* Test if segment specified by points p0 and p1 intersects AABB. \ref TestSegmentAABBOrigin
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*
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* @param p0 point 1
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* @param p1 point 2
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* @param aabb bounded box
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* @return true if the segment and AABB intersect, otherwise false.
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*/
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//! Test if segment specified by points p0 and p1 intersects AABB. \ref TestSegmentAABBOrigin
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//!
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//! @param p0 point 1
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//! @param p1 point 2
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//! @param aabb bounded box
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//! @return true if the segment and AABB intersect, otherwise false.
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bool TestSegmentAABB(const Vector3& p0, const Vector3& p1, const Aabb& aabb);
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//! Ray sphere intersection result types.
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@@ -154,42 +135,36 @@ namespace AZ
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ISECT_RAY_SPHERE_ISECT, // along the PQ segment
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};
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/**
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* IntersectRaySphereOrigin
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* return time t>=0 but not limited, so if you check a segment make sure
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* t <= segmentLen
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* @param rayStart ray start point
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* @param rayDirNormalized ray direction normalized.
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* @param shereRadius sphere radius
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* @param time of closest intersection [0,+INF] in relation to the normalized direction.
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* @return \ref SphereIsectTypes
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**/
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//! IntersectRaySphereOrigin
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//! return time t>=0 but not limited, so if you check a segment make sure
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//! t <= segmentLen
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//! @param rayStart ray start point
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//! @param rayDirNormalized ray direction normalized.
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//! @param shereRadius sphere radius
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//! @param time of closest intersection [0,+INF] in relation to the normalized direction.
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//! @return \ref SphereIsectTypes
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SphereIsectTypes IntersectRaySphereOrigin(
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const Vector3& rayStart, const Vector3& rayDirNormalized, const float sphereRadius, float& t);
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/**
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* Intersect ray (rayStart,rayDirNormalized) and sphere (sphereCenter,sphereRadius) \ref IntersectRaySphereOrigin
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*
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* @param rayStart
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* @param rayDirNormalized
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* @param sphereCenter
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* @param sphereRadius
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* @param t
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* @return int
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*/
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//! Intersect ray (rayStart,rayDirNormalized) and sphere (sphereCenter,sphereRadius) \ref IntersectRaySphereOrigin
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//!
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//! @param rayStart
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//! @param rayDirNormalized
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//! @param sphereCenter
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//! @param sphereRadius
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//! @param t
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//! @return SphereIsectTypes
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SphereIsectTypes IntersectRaySphere(
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const Vector3& rayStart, const Vector3& rayDirNormalized, const Vector3& sphereCenter, const float sphereRadius, float& t);
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/**
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* @param rayOrigin The origin of the ray to test.
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* @param rayDir The direction of the ray to test. It has to be unit length.
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* @param diskCenter Center point of the disk
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* @param diskRadius Radius of the disk
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* @param diskNormal A normal perpendicular to the disk
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* @param[out] t If returning 1 (indicating a hit), this contains distance from rayOrigin along the normalized rayDir
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* that the hit occured at.
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* @return The number of intersecting points.
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**/
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//! @param rayOrigin The origin of the ray to test.
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//! @param rayDir The direction of the ray to test. It has to be unit length.
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//! @param diskCenter Center point of the disk
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//! @param diskRadius Radius of the disk
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//! @param diskNormal A normal perpendicular to the disk
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//! @param[out] t If returning 1 (indicating a hit), this contains distance from rayOrigin along the normalized rayDir
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//! that the hit occured at.
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//! @return The number of intersecting points.
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int IntersectRayDisk(
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const Vector3& rayOrigin,
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const Vector3& rayDir,
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@@ -198,20 +173,18 @@ namespace AZ
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const AZ::Vector3& diskNormal,
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float& t);
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/**
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* If there is only one intersecting point, the coefficient is stored in \ref t1.
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* @param rayOrigin The origin of the ray to test.
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* @param rayDir The direction of the ray to test. It has to be unit length.
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* @param cylinderEnd1 The center of the circle on one end of the cylinder.
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* @param cylinderDir The direction pointing from \ref cylinderEnd1 to the other end of the cylinder. It has to be unit
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* length.
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* @param cylinderHeight The distance between two centers of the circles on two ends of the cylinder respectively.
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* @param[out] t1 A possible coefficient in the ray's explicit equation from which an intersecting point is calculated
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* as "rayOrigin + t1 * rayDir".
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* @param[out] t2 A possible coefficient in the ray's explicit equation from which an intersecting point is calculated
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* as "rayOrigin + t2 * rayDir".
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* @return The number of intersecting points.
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**/
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//! If there is only one intersecting point, the coefficient is stored in \ref t1.
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//! @param rayOrigin The origin of the ray to test.
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//! @param rayDir The direction of the ray to test. It has to be unit length.
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//! @param cylinderEnd1 The center of the circle on one end of the cylinder.
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//! @param cylinderDir The direction pointing from \ref cylinderEnd1 to the other end of the cylinder. It has to be unit
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//! length.
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//! @param cylinderHeight The distance between two centers of the circles on two ends of the cylinder respectively.
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//! @param[out] t1 A possible coefficient in the ray's explicit equation from which an intersecting point is calculated
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//! as "rayOrigin + t1 * rayDir".
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//! @param[out] t2 A possible coefficient in the ray's explicit equation from which an intersecting point is calculated
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//! as "rayOrigin + t2 * rayDir".
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//! @return The number of intersecting points.
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int IntersectRayCappedCylinder(
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const Vector3& rayOrigin,
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const Vector3& rayDir,
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@@ -222,20 +195,18 @@ namespace AZ
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float& t1,
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float& t2);
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/**
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* If there is only one intersecting point, the coefficient is stored in \ref t1.
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* @param rayOrigin The origin of the ray to test.
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* @param rayDir The direction of the ray to test. It has to be unit length.
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* @param coneApex The apex of the cone.
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* @param coneDir The unit-length direction from the apex to the base.
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* @param coneHeight The height of the cone, from the apex to the base.
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* @param coneBaseRadius The radius of the cone base circle.
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* @param[out] t1 A possible coefficient in the ray's explicit equation from which an intersecting point is calculated
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* as "rayOrigin + t1 * rayDir".
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* @param[out] t2 A possible coefficient in the ray's explicit equation from which an intersecting point is calculated
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* as "rayOrigin + t2 * rayDir".
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* @return The number of intersecting points.
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**/
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//! If there is only one intersecting point, the coefficient is stored in \ref t1.
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//! @param rayOrigin The origin of the ray to test.
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//! @param rayDir The direction of the ray to test. It has to be unit length.
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//! @param coneApex The apex of the cone.
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//! @param coneDir The unit-length direction from the apex to the base.
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//! @param coneHeight The height of the cone, from the apex to the base.
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//! @param coneBaseRadius The radius of the cone base circle.
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//! @param[out] t1 A possible coefficient in the ray's explicit equation from which an intersecting point is calculated
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//! as "rayOrigin + t1 * rayDir".
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//! @param[out] t2 A possible coefficient in the ray's explicit equation from which an intersecting point is calculated
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//! as "rayOrigin + t2 * rayDir".
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//! @return The number of intersecting points.
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int IntersectRayCone(
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const Vector3& rayOrigin,
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const Vector3& rayDir,
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@@ -246,16 +217,13 @@ namespace AZ
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float& t1,
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float& t2);
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/**
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* Test intersection between a ray and a plane in 3D.
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* @param rayOrigin The origin of the ray to test intersection with.
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* @param rayDir The direction of the ray to test intersection with.
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* @param planePos A point on the plane to test intersection with.
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* @param planeNormal The normal of the plane to test intersection with.
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* @param t[out] The coefficient in the ray's explicit equation from which the intersecting point is calculated as "rayOrigin
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*+ t * rayDirection".
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* @return The number of intersection point.
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**/
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//! Test intersection between a ray and a plane in 3D.
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//! @param rayOrigin The origin of the ray to test intersection with.
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//! @param rayDir The direction of the ray to test intersection with.
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//! @param planePos A point on the plane to test intersection with.
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//! @param planeNormal The normal of the plane to test intersection with.
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//! @param t[out] The coefficient in the ray's explicit equation from which the intersecting point is calculated as "rayOrigin + t * rayDirection".
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//! @return The number of intersection point.
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int IntersectRayPlane(
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const Vector3& rayOrigin, const Vector3& rayDir, const Vector3& planePos, const Vector3& planeNormal, float& t);
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@@ -268,8 +236,7 @@ namespace AZ
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//! @param vertexB One of the four points that define the quadrilateral.
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//! @param vertexC One of the four points that define the quadrilateral.
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//! @param vertexD One of the four points that define the quadrilateral.
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//! @param t[out] The coefficient in the ray's explicit equation from which the intersecting point is calculated as "rayOrigin +
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//! t * rayDirection".
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//! @param t[out] The coefficient in the ray's explicit equation from which the intersecting point is calculated as "rayOrigin + t * rayDirection".
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//! @return The number of intersection point.
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int IntersectRayQuad(
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const Vector3& rayOrigin,
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@@ -280,20 +247,19 @@ namespace AZ
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const Vector3& vertexD,
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float& t);
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/** Test intersection between a ray and an oriented box in 3D.
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* @param rayOrigin The origin of the ray to test intersection with.
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* @param rayDir The direction of the ray to test intersection with.
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* @param boxCenter The position of the center of the box.
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* @param boxAxis1 An axis along one dimension of the oriented box.
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* @param boxAxis2 An axis along one dimension of the oriented box.
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* @param boxAxis3 An axis along one dimension of the oriented box.
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* @param boxHalfExtent1 The half extent of the box on the dimension of \ref boxAxis1.
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* @param boxHalfExtent2 The half extent of the box on the dimension of \ref boxAxis2.
|
||||
* @param boxHalfExtent3 The half extent of the box on the dimension of \ref boxAxis3.
|
||||
* @param t[out] The coefficient in the ray's explicit equation from which the intersecting point is calculated as "rayOrigin +
|
||||
* t * rayDirection".
|
||||
* @return 1 if there is an intersection, 0 otherwise.
|
||||
**/
|
||||
//! Test intersection between a ray and an oriented box in 3D.
|
||||
//!
|
||||
//! @param rayOrigin The origin of the ray to test intersection with.
|
||||
//! @param rayDir The direction of the ray to test intersection with.
|
||||
//! @param boxCenter The position of the center of the box.
|
||||
//! @param boxAxis1 An axis along one dimension of the oriented box.
|
||||
//! @param boxAxis2 An axis along one dimension of the oriented box.
|
||||
//! @param boxAxis3 An axis along one dimension of the oriented box.
|
||||
//! @param boxHalfExtent1 The half extent of the box on the dimension of \ref boxAxis1.
|
||||
//! @param boxHalfExtent2 The half extent of the box on the dimension of \ref boxAxis2.
|
||||
//! @param boxHalfExtent3 The half extent of the box on the dimension of \ref boxAxis3.
|
||||
//! @param t[out] The coefficient in the ray's explicit equation from which the intersecting point is calculated as "rayOrigin + t * rayDirection".
|
||||
//! @return 1 if there is an intersection, 0 otherwise.
|
||||
int IntersectRayBox(
|
||||
const Vector3& rayOrigin,
|
||||
const Vector3& rayDir,
|
||||
@@ -306,15 +272,14 @@ namespace AZ
|
||||
float boxHalfExtent3,
|
||||
float& t);
|
||||
|
||||
/**
|
||||
* Test intersection between a ray and an OBB.
|
||||
* @param rayOrigin The origin of the ray to test intersection with.
|
||||
* @param rayDir The direction of the ray to test intersection with.
|
||||
* @param obb The OBB to test for intersection with the ray.
|
||||
* @param t[out] The coefficient in the ray's explicit equation from which the intersecting point is calculated as "rayOrigin + t *
|
||||
* rayDirection".
|
||||
* @return 1 if there is an intersection, 0 otherwise.
|
||||
*/
|
||||
//! Test intersection between a ray and an OBB.
|
||||
//!
|
||||
//! @param rayOrigin The origin of the ray to test intersection with.
|
||||
//! @param rayDir The direction of the ray to test intersection with.
|
||||
//! @param obb The OBB to test for intersection with the ray.
|
||||
//! @param t[out] The coefficient in the ray's explicit equation from which the intersecting point is calculated as "rayOrigin + t *
|
||||
//! rayDirection".
|
||||
//! @return 1 if there is an intersection, 0 otherwise.
|
||||
int IntersectRayObb(const Vector3& rayOrigin, const Vector3& rayDir, const Obb& obb, float& t);
|
||||
|
||||
//! Ray cylinder intersection types.
|
||||
@@ -327,18 +292,16 @@ namespace AZ
|
||||
RR_ISECT_RAY_CYL_Q_SIDE, // on the Q side
|
||||
};
|
||||
|
||||
/**
|
||||
* Reference: Real-Time Collision Detection - 5.3.7 Intersecting Ray or Segment Against Cylinder
|
||||
* Intersect segment S(t)=sa+t(dir), 0<=t<=1 against cylinder specified by p, q and r.
|
||||
*
|
||||
* @param sa point
|
||||
* @param dir magnitude along sa
|
||||
* @param p center point of side 1 cylinder
|
||||
* @param q center point of side 2 cylinder
|
||||
* @param r radius of cylinder
|
||||
* @param t[out] proporition along line semgnet
|
||||
* @return CylinderIsectTypes
|
||||
*/
|
||||
//! Reference: Real-Time Collision Detection - 5.3.7 Intersecting Ray or Segment Against Cylinder
|
||||
//! Intersect segment S(t)=sa+t(dir), 0<=t<=1 against cylinder specified by p, q and r.
|
||||
//!
|
||||
//! @param sa point
|
||||
//! @param dir magnitude along sa
|
||||
//! @param p center point of side 1 cylinder
|
||||
//! @param q center point of side 2 cylinder
|
||||
//! @param r radius of cylinder
|
||||
//! @param t[out] proporition along line semgnet
|
||||
//! @return CylinderIsectTypes
|
||||
CylinderIsectTypes IntersectSegmentCylinder(
|
||||
const Vector3& sa, const Vector3& dir, const Vector3& p, const Vector3& q, const float r, float& t);
|
||||
|
||||
@@ -352,19 +315,16 @@ namespace AZ
|
||||
ISECT_RAY_CAPSULE_Q_SIDE, // on the Q side
|
||||
};
|
||||
|
||||
/**
|
||||
* This is a quick implementation of segment capsule based on segment cylinder \ref IntersectSegmentCylinder
|
||||
* segment sphere intersection. We can optimize it a lot once we fix the ray
|
||||
* cylinder intersection.
|
||||
*/
|
||||
//! This is a quick implementation of segment capsule based on segment cylinder \ref IntersectSegmentCylinder
|
||||
//! segment sphere intersection. We can optimize it a lot once we fix the ray
|
||||
//! cylinder intersection.
|
||||
//!
|
||||
CapsuleIsectTypes IntersectSegmentCapsule(
|
||||
const Vector3& sa, const Vector3& dir, const Vector3& p, const Vector3& q, const float r, float& t);
|
||||
|
||||
/**
|
||||
* Intersect segment S(t)=A+t(B-A), 0<=t<=1 against convex polyhedron specified
|
||||
* by the n halfspaces defined by the planes p[]. On exit tfirst and tlast
|
||||
* define the intersection, if any.
|
||||
*/
|
||||
//! Intersect segment S(t)=A+t(B-A), 0<=t<=1 against convex polyhedron specified
|
||||
//! by the n halfspaces defined by the planes p[]. On exit tfirst and tlast
|
||||
//! define the intersection, if any.
|
||||
bool IntersectSegmentPolyhedron(
|
||||
const Vector3& sa,
|
||||
const Vector3& sBA,
|
||||
@@ -375,22 +335,20 @@ namespace AZ
|
||||
int& iFirstPlane,
|
||||
int& iLastPlane);
|
||||
|
||||
/**
|
||||
* Calculate the line segment closestPointSegment1<->closestPointSegment2 that is the shortest route between
|
||||
* two segments segment1Start<->segment1End and segment2Start<->segment2End. Also calculate the values of segment1Proportion and
|
||||
* segment2Proportion where closestPointSegment1 = segment1Start + (segment1Proportion * (segment1End - segment1Start))
|
||||
* closestPointSegment2 = segment2Start + (segment2Proportion * (segment2End - segment2Start))
|
||||
* If segments are parallel returns a solution.
|
||||
* @param segment1Start start of segment 1.
|
||||
* @param segment1End end of segment 1.
|
||||
* @param segment2Start start of segment 2.
|
||||
* @param segment2End end of segment 2.
|
||||
* @param segment1Proportion[out] the proporition along segment 1 [0..1]
|
||||
* @param segment2Proportion[out] the proporition along segment 2 [0..1]
|
||||
* @param closestPointSegment1[out] closest point on segment 1.
|
||||
* @param closestPointSegment2[out] closest point on segment 2.
|
||||
* @param epsilon the minimum square distance where a line segment can be treated as a single point.
|
||||
*/
|
||||
//! Calculate the line segment closestPointSegment1<->closestPointSegment2 that is the shortest route between
|
||||
//! two segments segment1Start<->segment1End and segment2Start<->segment2End. Also calculate the values of segment1Proportion and
|
||||
//! segment2Proportion where closestPointSegment1 = segment1Start + (segment1Proportion * (segment1End - segment1Start))
|
||||
//! closestPointSegment2 = segment2Start + (segment2Proportion * (segment2End - segment2Start))
|
||||
//! If segments are parallel returns a solution.
|
||||
//! @param segment1Start start of segment 1.
|
||||
//! @param segment1End end of segment 1.
|
||||
//! @param segment2Start start of segment 2.
|
||||
//! @param segment2End end of segment 2.
|
||||
//! @param segment1Proportion[out] the proporition along segment 1 [0..1]
|
||||
//! @param segment2Proportion[out] the proporition along segment 2 [0..1]
|
||||
//! @param closestPointSegment1[out] closest point on segment 1.
|
||||
//! @param closestPointSegment2[out] closest point on segment 2.
|
||||
//! @param epsilon the minimum square distance where a line segment can be treated as a single point.
|
||||
void ClosestSegmentSegment(
|
||||
const Vector3& segment1Start,
|
||||
const Vector3& segment1End,
|
||||
@@ -402,19 +360,17 @@ namespace AZ
|
||||
Vector3& closestPointSegment2,
|
||||
float epsilon = 1e-4f);
|
||||
|
||||
/**
|
||||
* Calculate the line segment closestPointSegment1<->closestPointSegment2 that is the shortest route between
|
||||
* two segments segment1Start<->segment1End and segment2Start<->segment2End.
|
||||
* If segments are parallel returns a solution.
|
||||
*
|
||||
* @param segment1Start start of segment 1.
|
||||
* @param segment1End end of segment 1.
|
||||
* @param segment2Start start of segment 2.
|
||||
* @param segment2End end of segment 2.
|
||||
* @param closestPointSegment1[out] closest point on segment 1.
|
||||
* @param closestPointSegment2[out] closest point on segment 2.
|
||||
* @param epsilon the minimum square distance where a line segment can be treated as a single point.
|
||||
*/
|
||||
//! Calculate the line segment closestPointSegment1<->closestPointSegment2 that is the shortest route between
|
||||
//! two segments segment1Start<->segment1End and segment2Start<->segment2End.
|
||||
//! If segments are parallel returns a solution.
|
||||
//!
|
||||
//! @param segment1Start start of segment 1.
|
||||
//! @param segment1End end of segment 1.
|
||||
//! @param segment2Start start of segment 2.
|
||||
//! @param segment2End end of segment 2.
|
||||
//! @param closestPointSegment1[out] closest point on segment 1.
|
||||
//! @param closestPointSegment2[out] closest point on segment 2.
|
||||
//! @param epsilon the minimum square distance where a line segment can be treated as a single point.
|
||||
void ClosestSegmentSegment(
|
||||
const Vector3& segment1Start,
|
||||
const Vector3& segment1End,
|
||||
@@ -424,17 +380,15 @@ namespace AZ
|
||||
Vector3& closestPointSegment2,
|
||||
float epsilon = 1e-4f);
|
||||
|
||||
/**
|
||||
* Calculate the point (closestPointOnSegment) that is the closest point on
|
||||
* segment segmentStart/segmentEnd to point. Also calculate the value of proportion where
|
||||
* closestPointOnSegment = segmentStart + (proportion * (segmentEnd - segmentStart))
|
||||
*
|
||||
* @param point the point to test
|
||||
* @param segmentStart the start of the segment
|
||||
* @param segmentEnd the end of the segment
|
||||
* @param proportion[out] the proportion of the segment L(t) = (end - start) * t
|
||||
* @param closestPointOnSegment[out] the point along the line segment
|
||||
*/
|
||||
//! Calculate the point (closestPointOnSegment) that is the closest point on
|
||||
//! segment segmentStart/segmentEnd to point. Also calculate the value of proportion where
|
||||
//! closestPointOnSegment = segmentStart + (proportion * (segmentEnd - segmentStart))
|
||||
//!
|
||||
//! @param point the point to test
|
||||
//! @param segmentStart the start of the segment
|
||||
//! @param segmentEnd the end of the segment
|
||||
//! @param proportion[out] the proportion of the segment L(t) = (end - start) * t
|
||||
//! @param closestPointOnSegment[out] the point along the line segment
|
||||
void ClosestPointSegment(
|
||||
const Vector3& point,
|
||||
const Vector3& segmentStart,
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
* SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
namespace AZ
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user