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43 lines
1.6 KiB
C++
43 lines
1.6 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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namespace AZ
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{
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class Quaternion;
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class Transform;
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class Vector3;
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}
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namespace WhiteBox
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{
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//! Intersect a segment with a cylinder
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//! Reference: Real-Time Collision Detection - 5.3.7 Intersecting Ray or Segment Against Cylinder
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//! @note: This exists because the version in AzCore has bugs. Should consider moving this to AzCore
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//! @param sa The start of the line segment
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//! @param sb The end of the line segment
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//! @param p The base of the cylinder
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//! @param q The top of the cylinder
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//! @param r The radius of the cylinder
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//! @param t The normalized distance along the line segment
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//! @return if an intersection occured or not
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bool IntersectSegmentCylinder(
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const AZ::Vector3& sa, const AZ::Vector3& sb, const AZ::Vector3& p, const AZ::Vector3& q, float r, float& t);
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//! Take a point in 'local' space, transform it to the new space, scale it uniformly, then return to 'local' space.
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AZ::Vector3 ScalePosition(float scale, const AZ::Vector3& localPosition, const AZ::Transform& localFromSpace);
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//! Hughes/Moeller calculate orthonormal basis.
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void CalculateOrthonormalBasis(const AZ::Vector3& n, AZ::Vector3& b1, AZ::Vector3& b2);
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//! Calculates local orientation from the orthonormal basis of the specified normal vector.
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AZ::Quaternion CalculateLocalOrientation(const AZ::Vector3& normal);
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} // namespace WhiteBox
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