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43 lines
1.7 KiB
C++
43 lines
1.7 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include "SurfaceData_precompiled.h"
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#include <SurfaceData/Utility/SurfaceDataUtility.h>
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#include <Atom/RPI.Reflect/Model/ModelAssetCreator.h>
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namespace SurfaceData
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{
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bool GetMeshRayIntersection(
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const AZ::RPI::ModelAsset& meshAsset, const AZ::Transform& meshTransform, const AZ::Transform& meshTransformInverse,
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const AZ::Vector3& rayOrigin, const AZ::Vector3& rayDirection, AZ::Vector3& outPosition, AZ::Vector3& outNormal)
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{
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Entity);
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// Transform everything into model space
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const AZ::Vector3 rayOriginLocal = meshTransformInverse.TransformPoint(rayOrigin);
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const AZ::Vector3 rayDirectionLocal = meshTransformInverse.TransformVector(rayDirection).GetNormalized();
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float distance = FLT_MAX;
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AZ::Vector3 normalLocal;
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if (meshAsset.LocalRayIntersectionAgainstModel(rayOriginLocal, rayDirectionLocal, distance, normalLocal))
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{
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// Transform everything back to world space
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outPosition = meshTransform.TransformPoint(rayOriginLocal + (rayDirectionLocal * distance));
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outNormal = meshTransform.TransformVector(normalLocal);
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return true;
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}
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return false;
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}
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}
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