1f9b284de2
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com> # Conflicts: # Code/Editor/Plugins/ComponentEntityEditorPlugin/ComponentEntityEditorPlugin_precompiled.h # Code/Editor/Plugins/EditorCommon/EditorCommon_precompiled.h # Code/Editor/Plugins/EditorCommon/stdafx.cpp # Code/Editor/Plugins/FFMPEGPlugin/FFMPEGPlugin_precompiled.h # Code/Editor/Plugins/PerforcePlugin/PerforcePlugin_precompiled.h # Code/Editor/Plugins/ProjectSettingsTool/ProjectSettingsTool_precompiled.h # Code/Framework/AzToolsFramework/AzToolsFramework/AzToolsFramework_precompiled.h # Code/Tools/AssetProcessor/native/precompiled.h # Code/Tools/Standalone/StandaloneTools_precompiled.h # Gems/AssetMemoryAnalyzer/Code/Source/AssetMemoryAnalyzer_precompiled.h # Gems/Atom/Asset/ImageProcessingAtom/Code/Source/ImageProcessing_precompiled.h # Gems/Atom/RHI/DX12/Code/Source/RHI/Atom_RHI_DX12_precompiled.h # Gems/Atom/RHI/Metal/Code/Include/Platform/Mac/Atom_RHI_Metal_precompiled_Platform.h # Gems/Atom/RHI/Metal/Code/Include/Platform/iOS/Atom_RHI_Metal_precompiled_Platform.h # Gems/Atom/RHI/Metal/Code/Source/Atom_RHI_Metal_precompiled.h # Gems/Atom/RHI/Metal/Code/atom_rhi_metal_common_files.cmake # Gems/Atom/RHI/Null/Code/Source/Atom_RHI_Null_precompiled.h # Gems/Atom/RHI/Null/Code/atom_rhi_null_common_files.cmake # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Android/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Linux/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Mac/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Windows/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Source/Atom_RHI_Vulkan_precompiled.h # Gems/Atom/RHI/Vulkan/Code/Source/RHI/SwapChain.cpp # Gems/Atom/RHI/Vulkan/Code/atom_rhi_vulkan_common_files.cmake # Gems/AtomLyIntegration/AtomFont/Code/Include/AtomLyIntegration/AtomFont/AtomFont_precompiled.h # Gems/Blast/Code/Source/StdAfx.cpp # Gems/Camera/Code/Source/Camera_precompiled.h # Gems/EMotionFX/Code/Source/EMotionFX_precompiled.h # Gems/FastNoise/Code/Source/FastNoise_precompiled.h # Gems/Gestures/Code/Source/Gestures_precompiled.h # Gems/GradientSignal/Code/Source/GradientSignal_precompiled.h # Gems/GraphCanvas/Code/precompiled.h # Gems/ImGui/Code/Source/ImGui_precompiled.h # Gems/InAppPurchases/Code/Source/InAppPurchases_precompiled.h # Gems/LmbrCentral/Code/Source/LmbrCentral_precompiled.h # Gems/LmbrCentral/Code/Tests/ShapeGeometryUtilTest.cpp # Gems/LyShine/Code/Editor/UiCanvasEditor_precompiled.h # Gems/LyShine/Code/Source/Animation/LyShine_precompiled.h # Gems/LyShine/Code/Source/LyShine_precompiled.h # Gems/LyShineExamples/Code/Source/LyShineExamples_precompiled.h # Gems/Maestro/Code/Source/Cinematics/Maestro_precompiled.h # Gems/Maestro/Code/Source/Maestro_precompiled.h # Gems/MessagePopup/Code/Source/MessagePopup_precompiled.h # Gems/Metastream/Code/Source/Metastream_precompiled.h # Gems/Microphone/Code/Source/Microphone_precompiled.h # Gems/Multiplayer/Code/Source/Multiplayer_precompiled.h # Gems/PhysX/Code/NumericalMethods/Source/NumericalMethods_precompiled.h # Gems/PhysX/Code/Source/PhysXUnsupported_precompiled.h # Gems/PhysX/Code/Source/PhysX_precompiled.h # Gems/PhysX/Code/physx_unsupported_files.cmake # Gems/PhysXDebug/Code/Source/PhysXDebugUnsupported_precompiled.h # Gems/PhysXDebug/Code/Source/PhysXDebug_precompiled.h # Gems/ScriptCanvas/Code/Editor/precompiled.h # Gems/ScriptCanvas/Code/Source/precompiled.h # Gems/ScriptCanvasDeveloper/Code/Source/precompiled.h # Gems/ScriptCanvasPhysics/Code/Source/ScriptCanvasPhysics_precompiled.h # Gems/ScriptEvents/Code/Source/precompiled.h # Gems/ScriptEvents/Code/Tests/Editor/EditorTests.cpp # Gems/ScriptedEntityTweener/Code/Source/ScriptedEntityTweener_precompiled.h # Gems/SliceFavorites/Code/Source/SliceFavorites_precompiled.h # Gems/StartingPointCamera/Code/Source/StartingPointCamera_precompiled.h # Gems/StartingPointInput/Code/Source/StartingPointInput_precompiled.h # Gems/StartingPointMovement/Code/Source/StartingPointMovement_precompiled.h # Gems/SurfaceData/Code/Source/SurfaceData_precompiled.h # Gems/TextureAtlas/Code/Source/TextureAtlas_precompiled.h # Gems/TickBusOrderViewer/Code/Source/TickBusOrderViewer_precompiled.h # Gems/Twitch/Code/Source/Twitch_precompiled.h # Gems/VirtualGamepad/Code/Source/VirtualGamepad_precompiled.h # Gems/WhiteBox/Code/Source/WhiteBoxUnsupported_precompiled.h # Gems/WhiteBox/Code/Source/WhiteBox_precompiled.h
100 lines
4.3 KiB
C++
100 lines
4.3 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzCore/Math/Vector2.h>
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#include <AzCore/Math/Vector3.h>
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#include <AzCore/std/containers/vector.h>
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namespace AzFramework
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{
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class DebugDisplayRequests;
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}
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namespace LmbrCentral
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{
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struct ShapeDrawParams;
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/// Buffers used for rendering Shapes.
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/// Generated from shape properties.
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struct ShapeMesh
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{
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AZStd::vector<AZ::Vector3> m_vertexBuffer; ///< Vertices of the shape.
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AZStd::vector<AZ::u32> m_indexBuffer; ///< Indices of the shape.
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AZStd::vector<AZ::Vector3> m_lineBuffer; ///< Lines of the shape.
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};
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/// Writes 3 indices (1 tri) to the buffer and returns a pointer to the next index.
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AZ::u32* WriteTriangle(AZ::u32 a, AZ::u32 b, AZ::u32 c, AZ::u32* indices);
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/// Writes a vertex to the buffer and returns a pointer to the next vertex.
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AZ::Vector3* WriteVertex(const AZ::Vector3& vertex, AZ::Vector3* vertices);
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/// Draw a ShapeMesh (previously generated vertices, indices and lines).
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void DrawShape(
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AzFramework::DebugDisplayRequests& debugDisplay,
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const ShapeDrawParams& shapeDrawParams, const ShapeMesh& shapeMesh);
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/// Return a vector of vertices representing a list of triangles to render (CCW).
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/// This is implemented using the Ear Clipping method:
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/// (https://www.gamedev.net/articles/programming/graphics/polygon-triangulation-r3334/)
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/// @param vertices List of vertices to process (pass by value as vertices is
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/// modified inside the function so must be copied).
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AZStd::vector<AZ::Vector3> GenerateTriangles(AZStd::vector<AZ::Vector2> vertices);
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/// Determine if a list of ordered vertices have clockwise winding order.
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/// http://blog.element84.com/polygon-winding.html
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bool ClockwiseOrder(const AZStd::vector<AZ::Vector2>& vertices);
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namespace CapsuleTubeUtil
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{
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/// Generates all indices, assumes index pointer is valid.
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void GenerateSolidMeshIndices(
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AZ::u32 sides, AZ::u32 segments, AZ::u32 capSegments, AZ::u32* indices);
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/// Generate verts to be used when drawing triangles for the start cap.
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AZ::Vector3* GenerateSolidStartCap(
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const AZ::Vector3& localPosition, const AZ::Vector3& direction,
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const AZ::Vector3& side, float radius, AZ::u32 sides, AZ::u32 capSegments, AZ::Vector3* vertices);
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/// Generate verts to be used when drawing triangles for the end cap.
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AZ::Vector3* GenerateSolidEndCap(
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const AZ::Vector3& localPosition, const AZ::Vector3& direction,
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const AZ::Vector3& side, float radius, AZ::u32 sides, AZ::u32 capSegments, AZ::Vector3* vertices);
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/// Generate vertices to be used for a loop of a segment along a tube or capsule (for use with index buffer).
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AZ::Vector3* GenerateSegmentVertices(
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const AZ::Vector3& point,
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const AZ::Vector3& axis,
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const AZ::Vector3& normal,
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float radius,
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AZ::u32 sides,
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AZ::Vector3* vertices);
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/// Generate a circle/loop for a given segment along the capsule/tube - Produces a series of begin/end
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/// line segments to draw in DrawLines.
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AZ::Vector3* GenerateWireLoop(
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const AZ::Vector3& localPosition, const AZ::Vector3& direction, const AZ::Vector3& side,
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AZ::u32 sides, float radius, AZ::Vector3* vertices);
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/// Generate a series of lines to be drawn, arcing around the end of a capsule/tube
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/// Two arcs, one horizontal and one vertical, arcing 180 degrees of a sphere.
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AZ::Vector3* GenerateWireCap(
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const AZ::Vector3& localPosition, const AZ::Vector3& direction, const AZ::Vector3& side,
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float radius, AZ::u32 capSegments, AZ::Vector3* vertices);
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/// Given a position, forward axis, side axis and angle (radians), calculate
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/// the position of a final point on a sphere by summing the rotation of those
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/// two axis from their starting orientation.
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AZ::Vector3 CalculatePositionOnSphere(
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const AZ::Vector3& localPosition, const AZ::Vector3& forwardAxis, const AZ::Vector3& sideAxis,
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float radius, float angle);
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}
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}
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