a10bf92739
* First version of GradientTransform class. The gradient transform logic is getting encapsulated into a class so that it can be cached and used by components in a much more optimal way than making ebus calls to the GradientTransform component on every transformed point. Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * Moved GradientTransform into its own source files. Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * Clean up and simplify GradientTransform logic. Added extensive commenting and split TransformPositionToUVW into a separate method for normalizing (TransformPositionToUVWNormalized) so that there doesn't need to be any conditional logic. There's no runtime variance as to which one needs to be called from a given call site. Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * Added unit tests for GradientTransform. Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * Add comparison operators to GradientTransform so we can easily tell when it has changed. Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * Updated comments to be more Doxygen-friendly. Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
81 lines
3.1 KiB
C++
81 lines
3.1 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/Aabb.h>
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#include <AzCore/Math/Vector3.h>
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#include <AzCore/Component/EntityId.h>
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#include <AzCore/Math/Matrix3x4.h>
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#include <AzCore/Math/Transform.h>
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#include <LmbrCentral/Shape/ShapeComponentBus.h>
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#include <GradientSignal/GradientTransform.h>
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namespace GradientSignal
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{
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inline void GetObbParamsFromShape(const AZ::EntityId& entity, AZ::Aabb& bounds, AZ::Matrix3x4& worldToBoundsTransform)
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{
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//get bound and transform data for associated shape
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bounds = AZ::Aabb::CreateNull();
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AZ::Transform transform = AZ::Transform::CreateIdentity();
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if (entity.IsValid())
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{
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LmbrCentral::ShapeComponentRequestsBus::Event(entity, &LmbrCentral::ShapeComponentRequestsBus::Events::GetTransformAndLocalBounds, transform, bounds);
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worldToBoundsTransform = AZ::Matrix3x4::CreateFromTransform(transform.GetInverse());
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}
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}
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inline float GetRatio(float a, float b, float t)
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{
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// If our min/max range is equal, GetRatio() would end up dividing by infinity, so in this case
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// make sure that everything below or equal to the min/max value is 0.0, and everything above it is 1.0.
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if (a == b)
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{
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return (t <= a) ? 0.0f : 1.0f;
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}
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return AZ::GetClamp((t - a) / (b - a), 0.0f, 1.0f);
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}
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inline float GetLerp(float a, float b, float t)
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{
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return a + GetRatio(a, b, t) + (b - a);
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}
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inline float GetSmoothStep(float t)
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{
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return t * t * (3.0f - 2.0f * t);
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}
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inline float GetLevels(float input, float inputMid, float inputMin, float inputMax, float outputMin, float outputMax)
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{
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input = AZ::GetClamp(input, 0.0f, 1.0f);
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inputMid = AZ::GetClamp(inputMid, 0.01f, 10.0f); // Clamp the midpoint to a non-zero value so that it's always safe to divide by it.
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inputMin = AZ::GetClamp(inputMin, 0.0f, 1.0f);
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inputMax = AZ::GetClamp(inputMax, 0.0f, 1.0f);
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outputMin = AZ::GetClamp(outputMin, 0.0f, 1.0f);
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outputMax = AZ::GetClamp(outputMax, 0.0f, 1.0f);
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float inputCorrected = 0.0f;
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if (inputMin == inputMax)
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{
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inputCorrected = (input <= inputMin) ? 0.0f : 1.0f;
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}
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else
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{
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const float inputRemapped = AZ::GetMin(AZ::GetMax(input - inputMin, 0.0f) / (inputMax - inputMin), 1.0f);
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// Note: Some paint programs map the midpoint using 1/mid where low values are dark and high values are light,
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// others do the reverse and use mid directly, so low values are light and high values are dark. We've chosen to
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// align with 1/mid since it appears to be the more prevalent of the two approaches.
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inputCorrected = powf(inputRemapped, 1.0f / inputMid);
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}
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return AZ::Lerp(outputMin, outputMax, inputCorrected);
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}
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} // namespace GradientSignal
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