ensure brute force ray intersection works (#1170)
* ensure brute force ray intersection works in the same space as kd-tree intersection * add additional tests for ray casts against meshes using brute force approach * update api and add some additional test cases * comment tidy-up and other small updates/fixes for ray intersection code * fix issue with values at the end of a ray
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@@ -137,12 +137,12 @@ namespace AZ
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return m_modelAsset;
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}
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bool Model::LocalRayIntersection(const AZ::Vector3& rayStart, const AZ::Vector3& dir, float& distance, AZ::Vector3& normal) const
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bool Model::LocalRayIntersection(const AZ::Vector3& rayStart, const AZ::Vector3& rayDir, float& distanceNormalized, AZ::Vector3& normal) const
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{
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AZ_PROFILE_FUNCTION(Debug::ProfileCategory::AzRender);
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float start;
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float end;
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const int result = Intersect::IntersectRayAABB2(rayStart, dir.GetReciprocal(), m_aabb, start, end);
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const int result = Intersect::IntersectRayAABB2(rayStart, rayDir.GetReciprocal(), m_aabb, start, end);
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if (Intersect::ISECT_RAY_AABB_NONE != result)
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{
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if (ModelAsset* modelAssetPtr = m_modelAsset.Get())
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@@ -151,7 +151,7 @@ namespace AZ
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AZ::Debug::Timer timer;
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timer.Stamp();
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#endif
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const bool hit = modelAssetPtr->LocalRayIntersectionAgainstModel(rayStart, dir, distance, normal);
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const bool hit = modelAssetPtr->LocalRayIntersectionAgainstModel(rayStart, rayDir, distanceNormalized, normal);
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#if defined(AZ_RPI_PROFILE_RAYCASTING_AGAINST_MODELS)
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if (hit)
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{
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@@ -166,8 +166,12 @@ namespace AZ
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}
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bool Model::RayIntersection(
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const AZ::Transform& modelTransform, const AZ::Vector3& nonUniformScale, const AZ::Vector3& rayStart, const AZ::Vector3& dir,
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float& distanceFactor, AZ::Vector3& normal) const
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const AZ::Transform& modelTransform,
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const AZ::Vector3& nonUniformScale,
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const AZ::Vector3& rayStart,
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const AZ::Vector3& rayDir,
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float& distanceNormalized,
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AZ::Vector3& normal) const
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{
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AZ_PROFILE_FUNCTION(Debug::ProfileCategory::AzRender);
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const AZ::Vector3 clampedScale = nonUniformScale.GetMax(AZ::Vector3(AZ::MinTransformScale));
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@@ -175,12 +179,13 @@ namespace AZ
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const AZ::Transform inverseTM = modelTransform.GetInverse();
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const AZ::Vector3 raySrcLocal = inverseTM.TransformPoint(rayStart) / clampedScale;
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// Instead of just rotating 'dir' we need it to be scaled too, so that 'distanceFactor' will be in the target units rather than object local units.
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const AZ::Vector3 rayDest = rayStart + dir;
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// Instead of just rotating 'rayDir' we need it to be scaled too, so that 'distanceNormalized' will be in the target units rather
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// than object local units.
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const AZ::Vector3 rayDest = rayStart + rayDir;
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const AZ::Vector3 rayDestLocal = inverseTM.TransformPoint(rayDest) / clampedScale;
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const AZ::Vector3 rayDirLocal = rayDestLocal - raySrcLocal;
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bool result = LocalRayIntersection(raySrcLocal, rayDirLocal, distanceFactor, normal);
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const bool result = LocalRayIntersection(raySrcLocal, rayDirLocal, distanceNormalized, normal);
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normal = (normal * clampedScale).GetNormalized();
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return result;
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}
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