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o3de/Gems/SurfaceData/Code/Source/SurfaceDataUtility.cpp

43 lines
1.7 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.
*
*/
#include "SurfaceData_precompiled.h"
#include <SurfaceData/Utility/SurfaceDataUtility.h>
#include <Atom/RPI.Reflect/Model/ModelAssetCreator.h>
namespace SurfaceData
{
bool GetMeshRayIntersection(
const AZ::RPI::ModelAsset& meshAsset, const AZ::Transform& meshTransform, const AZ::Transform& meshTransformInverse,
const AZ::Vector3& rayOrigin, const AZ::Vector3& rayDirection, AZ::Vector3& outPosition, AZ::Vector3& outNormal)
{
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Entity);
// Transform everything into model space
const AZ::Vector3 rayOriginLocal = meshTransformInverse.TransformPoint(rayOrigin);
const AZ::Vector3 rayDirectionLocal = meshTransformInverse.TransformVector(rayDirection).GetNormalized();
float distance = FLT_MAX;
AZ::Vector3 normalLocal;
if (meshAsset.LocalRayIntersectionAgainstModel(rayOriginLocal, rayDirectionLocal, distance, normalLocal))
{
// Transform everything back to world space
outPosition = meshTransform.TransformPoint(rayOriginLocal + (rayDirectionLocal * distance));
outNormal = meshTransform.TransformVector(normalLocal);
return true;
}
return false;
}
}