Files
o3de/Gems/WhiteBox/Code/Source/Util/WhiteBoxMathUtil.cpp
T
Esteban Papp 1f9b284de2 Merge branch 'development' into cmake/SPEC-7179
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

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2021-07-16 15:42:37 -07:00

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/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include "WhiteBoxMathUtil.h"
#include <AzCore/Math/Matrix3x3.h>
#include <AzCore/Math/Transform.h>
#include <AzCore/Math/Vector3.h>
namespace WhiteBox
{
//! Reference: Real-Time Collision Detection - 5.3.7 Intersecting Ray or Segment Against Cylinder
//! @note the parameters and style here are copied verbatim from the book
//! to make comparison and bug finding trivial.
bool IntersectSegmentCylinder(
const AZ::Vector3& sa, const AZ::Vector3& sb, const AZ::Vector3& p, const AZ::Vector3& q, float r, float& t)
{
// clang-format off
const AZ::Vector3 d = q - p;
const AZ::Vector3 m = sa - p;
const AZ::Vector3 n = sb - sa;
const float md = m.Dot(d);
const float nd = n.Dot(d);
const float dd = d.Dot(d);
if (md < 0.0f && md + nd < 0.0f) return false;
if (md > dd && md + nd > dd) return false;
const float nn = n.Dot(n);
const float mn = m.Dot(n);
const float a = dd * nn - nd * nd;
const float k = m.Dot(m) - r * r;
const float c = dd * k - md * md;
if (AZ::GetAbs(a) < AZ::Constants::FloatEpsilon) {
if (c > 0.0f) return false;
if (md < 0.0f) t = -mn / nn;
else if (md > dd) t = -mn / nn;
else t = 0.0f;
return true;
}
const float b = dd * mn - nd * md;
const float discr = b * b - a * c;
if (discr < 0.0f) return false;
t = (-b - sqrt(discr)) / a;
if (t < 0.0f || t > 1.0f) return false;
if (md + t * nd < 0.0f) {
if (nd <= 0.0f) return false;
t = -md / nd;
return k + 2 * t * (mn + t * nn) <= 0.0f;
}
else if (md + t * nd > dd) {
if (nd >= 0.0f) return false;
t = (dd - md) / nd;
return k + dd - 2 * md + t * (2 * (mn - nd) + t * nn) <= 0.0f;
}
return true;
// clang-format on
}
AZ::Vector3 ScalePosition(const float scale, const AZ::Vector3& localPosition, const AZ::Transform& localFromSpace)
{
const AZ::Transform spaceFromLocal = localFromSpace.GetInverse();
const AZ::Vector3 spacePosition = spaceFromLocal.TransformPoint(localPosition);
const AZ::Vector3 spaceScaledPosition =
AZ::Transform::CreateUniformScale(scale).TransformPoint(spacePosition);
return localFromSpace.TransformPoint(spaceScaledPosition);
}
void CalculateOrthonormalBasis(const AZ::Vector3& n, AZ::Vector3& b1, AZ::Vector3& b2)
{
// choose a vector orthogonal to n as the direction of b2
if (fabsf(n.GetX()) > fabs(n.GetZ()))
{
b2 = AZ::Vector3(-n.GetY(), n.GetX(), 0.0f);
}
else
{
b2 = AZ::Vector3(0.0f, -n.GetZ(), n.GetY());
}
b2.Normalize();
b1 = b2.Cross(n);
}
AZ::Quaternion CalculateLocalOrientation(const AZ::Vector3& normal)
{
AZ::Vector3 b1, b2;
CalculateOrthonormalBasis(normal, b1, b2);
const AZ::Matrix3x3 mat = AZ::Matrix3x3::CreateFromColumns(normal, b1, b2);
return AZ::Quaternion::CreateFromMatrix3x3(mat);
}
} // namespace WhiteBox