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o3de/Code/CryEngine/CryCommon/MathConversion.h

230 lines
6.6 KiB
C

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/Math/Aabb.h>
#include <AzCore/Math/Obb.h>
#include <AzCore/Math/Vector2.h>
#include <AzCore/Math/Vector3.h>
#include <AzCore/Math/Vector4.h>
#include <AzCore/Math/Color.h>
#include <AzCore/Math/Transform.h>
#include <AzCore/Math/Matrix3x3.h>
#include <AzCore/Math/Matrix3x4.h>
#include <AzCore/Math/Quaternion.h>
#include <AzCore/Component/EntityId.h>
#include <AzCore/Math/Plane.h>
#include <Cry_Math.h>
#include <Cry_Geo.h>
#include <Cry_Color.h>
inline AZ::Vector2 LYVec2ToAZVec2(const Vec2& source)
{
return AZ::Vector2(source.x, source.y);
}
inline Vec2 AZVec2ToLYVec2(const AZ::Vector2& source)
{
return Vec2(source.GetX(), source.GetY());
}
inline AZ::Vector3 LYVec3ToAZVec3(const Vec3& source)
{
return AZ::Vector3(source.x, source.y, source.z);
}
inline Vec3 AZVec3ToLYVec3(const AZ::Vector3& source)
{
return Vec3(source.GetX(), source.GetY(), source.GetZ());
}
inline AZ::Vector4 LYVec4ToAZVec4(const Vec4& source)
{
return AZ::Vector4(source.x, source.y, source.z, source.w);
}
inline Vec4 AZVec4ToLYVec4(const AZ::Vector4& source)
{
return Vec4(source.GetX(), source.GetY(), source.GetZ(), source.GetW());
}
inline AZ::Color LYVec3ToAZColor(const Vec3& source)
{
return AZ::Color(source.x, source.y, source.z, 1.0f);
}
inline Vec3 AZColorToLYVec3(const AZ::Color& source)
{
return Vec3(source.GetR(), source.GetG(), source.GetB());
}
inline Vec4 AZColorToLYVec4(const AZ::Color& source)
{
return Vec4(source.GetR(), source.GetG(), source.GetB(), source.GetA());
}
inline ColorF AZColorToLYColorF(const AZ::Color& source)
{
return ColorF(source.ToU32());
}
inline AZ::Color LYColorFToAZColor(const ColorF& source)
{
return AZ::Color(source.r, source.g, source.b, source.a);
}
inline ColorB AZColorToLYColorB(const AZ::Color& source)
{
return ColorB(source.ToU32());
}
inline AZ::Color LYColorBToAZColor(const ColorB& source)
{
return AZ::Color(source.r, source.g, source.b, source.a);
}
inline AZ::Quaternion LYQuaternionToAZQuaternion(const Quat& source)
{
const float f4[4] = { source.v.x, source.v.y, source.v.z, source.w };
return AZ::Quaternion::CreateFromFloat4(f4);
}
inline Quat AZQuaternionToLYQuaternion(const AZ::Quaternion& source)
{
float f4[4];
source.StoreToFloat4(f4);
return Quat(f4[3], f4[0], f4[1], f4[2]);
}
inline Matrix34 AZTransformToLYTransform(const AZ::Transform& source)
{
return Matrix34::CreateFromVectors(
AZVec3ToLYVec3(source.GetBasisX()),
AZVec3ToLYVec3(source.GetBasisY()),
AZVec3ToLYVec3(source.GetBasisZ()),
AZVec3ToLYVec3(source.GetTranslation()));
}
inline Matrix33 AZMatrix3x3ToLYMatrix3x3(const AZ::Matrix3x3& source)
{
return Matrix33::CreateFromVectors(
AZVec3ToLYVec3(source.GetColumn(0)),
AZVec3ToLYVec3(source.GetColumn(1)),
AZVec3ToLYVec3(source.GetColumn(2)));
}
inline AZ::Matrix3x3 LyMatrix3x3ToAzMatrix3x3(const Matrix33& source)
{
return AZ::Matrix3x3::CreateFromColumns(
LYVec3ToAZVec3(source.GetColumn(0)),
LYVec3ToAZVec3(source.GetColumn(1)),
LYVec3ToAZVec3(source.GetColumn(2)));
}
inline Matrix34 AZMatrix3x4ToLYMatrix3x4(const AZ::Matrix3x4& source)
{
AZ::Vector3 col0;
AZ::Vector3 col1;
AZ::Vector3 col2;
AZ::Vector3 col3;
source.GetBasisAndTranslation(&col0, &col1, &col2, &col3);
return Matrix34(
col0.GetX(), col1.GetX(), col2.GetX(), col3.GetX(),
col0.GetY(), col1.GetY(), col2.GetY(), col3.GetY(),
col0.GetZ(), col1.GetZ(), col2.GetZ(), col3.GetZ());
}
inline AZ::Transform LYTransformToAZTransform(const Matrix34& source)
{
const AZ::Matrix3x4 matrix3x4 = AZ::Matrix3x4::CreateFromRowMajorFloat12(source.GetData());
return AZ::Transform::CreateFromMatrix3x4(matrix3x4);
}
inline AZ::Matrix3x4 LYTransformToAZMatrix3x4(const Matrix34& source)
{
return AZ::Matrix3x4::CreateFromRowMajorFloat12(source.GetData());
}
inline AZ::Transform LYQuatTToAZTransform(const QuatT& source)
{
return AZ::Transform::CreateFromQuaternionAndTranslation(
LYQuaternionToAZQuaternion(source.q),
LYVec3ToAZVec3(source.t));
}
inline QuatT AZTransformToLYQuatT(const AZ::Transform& source)
{
return QuatT(
AZQuaternionToLYQuaternion(source.GetRotation()),
AZVec3ToLYVec3(source.GetTranslation()));
}
inline QuatT AZMatrix3x4ToLYQuatT(const AZ::Matrix3x4& source)
{
AZ::Matrix3x4 sourceNoScale(source);
sourceNoScale.ExtractScale();
return QuatT(
AZQuaternionToLYQuaternion(AZ::Quaternion::CreateFromMatrix3x4(sourceNoScale)),
AZVec3ToLYVec3(source.GetTranslation()));
}
inline DualQuat AZMatrix3x4ToLYDualQuat(const AZ::Matrix3x4& matrix3x4)
{
return DualQuat(AZMatrix3x4ToLYMatrix3x4(matrix3x4));
}
inline AABB AZAabbToLyAABB(const AZ::Aabb& source)
{
return AABB(AZVec3ToLYVec3(source.GetMin()), AZVec3ToLYVec3(source.GetMax()));
}
inline AZ::Aabb LyAABBToAZAabb(const AABB& source)
{
return AZ::Aabb::CreateFromMinMax(LYVec3ToAZVec3(source.min), LYVec3ToAZVec3(source.max));
}
inline AZ::Obb LyOBBtoAZObb(const OBB& source)
{
const AZ::Vector3 position = LYVec3ToAZVec3(source.c);
const AZ::Quaternion rotation = AZ::Quaternion::CreateFromMatrix3x3(LyMatrix3x3ToAzMatrix3x3(source.m33));
const AZ::Vector3 halfLengths(source.h.x, source.h.y, source.h.z);
return AZ::Obb::CreateFromPositionRotationAndHalfLengths(position, rotation, halfLengths);
}
inline OBB AZObbToLyOBB(const AZ::Obb& source)
{
return OBB::CreateOBB(
Matrix33::CreateFromVectors(
AZVec3ToLYVec3(source.GetAxisX()),
AZVec3ToLYVec3(source.GetAxisY()),
AZVec3ToLYVec3(source.GetAxisZ())),
Vec3(source.GetHalfLengthX(), source.GetHalfLengthY(), source.GetHalfLengthZ()),
AZVec3ToLYVec3(source.GetPosition()));
}
inline AZ::Plane LyPlaneToAZPlane(const ::Plane& source)
{
return AZ::Plane::CreateFromNormalAndDistance(LYVec3ToAZVec3(source.n), source.d);
}
inline ::Plane AZPlaneToLyPlane(const AZ::Plane& source)
{
::Plane resultPlane;
resultPlane.Set(AZVec3ToLYVec3(source.GetNormal()), source.GetDistance());
return resultPlane;
}