Merge branch 'Math' of https://github.com/cNori/FlaxEngineFork into cNori-Math

This commit is contained in:
Wojtek Figat
2024-08-30 13:23:43 +02:00
9 changed files with 582 additions and 7 deletions

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@@ -7,6 +7,7 @@
#include "Matrix3x3.h"
#include "Math.h"
#include "../Types/String.h"
#include "Engine/Core/Math/Transform.h"
Quaternion Quaternion::Zero(0, 0, 0, 0);
Quaternion Quaternion::One(1, 1, 1, 1);
@@ -537,3 +538,14 @@ void Quaternion::RotationYawPitchRoll(float yaw, float pitch, float roll, Quater
result.Y = sinYawOver2 * cosPitchOver2 * cosRollOver2 - cosYawOver2 * sinPitchOver2 * sinRollOver2;
result.Z = cosYawOver2 * cosPitchOver2 * sinRollOver2 - sinYawOver2 * sinPitchOver2 * cosRollOver2;
}
Quaternion Quaternion::GetRotationFromNormal(const Vector3& InNormal, const Transform& InReferenceTransform)
{
Float3 up = InReferenceTransform.GetUp();
auto dot = Vector3::Dot(InNormal, up);
if (Math::NearEqual(Math::Abs(dot), 1))
{
up = InReferenceTransform.GetRight();
}
return Quaternion::LookRotation(InNormal, up);
}

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@@ -1483,6 +1483,47 @@ namespace FlaxEngine
return results;
}
/// <summary>
/// Gets rotation from a normal in relation to a transform.<br/>
/// This function is especially useful for axis aligned faces,
/// and with <seealso cref="Physics.RayCast(Vector3, Vector3, out RayCastHit, float, uint, bool)"/>.
///
/// <example><para><b>Example code:</b></para>
/// <code>
/// <see langword="public" /> <see langword="class" /> GetRotationFromNormalExample : <see cref="Script"/><br/>
/// <see langword="public" /> <see cref="Actor"/> RayOrgin;<br/>
/// <see langword="public" /> <see cref="Actor"/> SomeObject;<br/>
/// <see langword="public" /> <see langword="override" /> <see langword="void" /> <see cref="Script.OnFixedUpdate"/><br/>
/// {<br/>
/// <see langword="if" /> (<see cref="Physics"/>.RayCast(RayOrgin.Position, RayOrgin.Transform.Forward, out <see cref="RayCastHit"/> Hit)
/// {<br/>
/// <see cref="Vector3"/> position = Hit.Collider.Position;
/// <see cref="Transform"/> transform = Hit.Collider.Transform;
/// <see cref="Vector3"/> point = Hit.Point;
/// <see cref="Vector3"/> normal = Hit.Normal;
/// <see cref="Quaternion"/> rot = <see cref="Quaternion"/>.GetRotationFromNormal(normal,transform);
/// SomeObject.Position = point;
/// SomeObject.Orientation = rot;
/// }
/// }
/// }
/// </code>
/// </example>
/// </summary>
/// <param name="InNormal">The normal vector.</param>
/// <param name="InReferenceTransform">The reference transform.</param>
/// <returns>The rotation from the normal vector.</returns>
public static Quaternion GetRotationFromNormal(Vector3 InNormal, Transform InReferenceTransform)
{
Float3 up = InReferenceTransform.Up;
var dot = Vector3.Dot(InNormal, up);
if (Mathf.NearEqual(Math.Abs(dot), 1))
{
up = InReferenceTransform.Right;
}
return LookRotation(InNormal, up);
}
/// <summary>
/// Adds two quaternions.
/// </summary>

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@@ -660,6 +660,17 @@ public:
// @param roll The roll of rotation (in radians)
// @param result When the method completes, contains the newly created quaternion
static void RotationYawPitchRoll(float yaw, float pitch, float roll, Quaternion& result);
/// <summary>
/// Gets rotation from a normal in relation to a transform.<br/>
/// This function is especially useful for axis aligned faces,
/// and with <seealso cref="Physics::RayCast"/>.
/// </summary>
/// <param name="InNormal">The normal vector.</param>
/// <param name="InReferenceTransform">The reference transform.</param>
/// <returns>The rotation from the normal vector.</returns>
static Quaternion GetRotationFromNormal(const Vector3& InNormal, const Transform& InReferenceTransform);
};
/// <summary>

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@@ -252,3 +252,27 @@ void Transform::Lerp(const Transform& t1, const Transform& t2, float amount, Tra
Quaternion::Slerp(t1.Orientation, t2.Orientation, amount, result.Orientation);
Float3::Lerp(t1.Scale, t2.Scale, amount, result.Scale);
}
inline Transform Transform::AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize)
{
Quaternion rot = Quaternion::GetRotationFromNormal(InNormal, InRelativeTo);
return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, Vector3(0, 0, InNormalOffset), rot, InGridSize), rot, InReturnScale);
}
inline Transform Transform::AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Vector3& InGridSize)
{
Quaternion rot = Quaternion::GetRotationFromNormal(InNormal, InRelativeTo);
return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, Vector3(0, 0, InNormalOffset), rot, InGridSize), rot, Float3::One);
}
inline Transform Transform::AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, const Vector3& InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize)
{
Quaternion rot = Quaternion::GetRotationFromNormal(InNormal, InRelativeTo);
return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, InNormalOffset, rot, InGridSize), rot, InReturnScale);
}
inline Transform Transform::AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, const Vector3& InNormalOffset, const Transform& InRelativeTo, const Vector3& InGridSize)
{
Quaternion rot = Quaternion::GetRotationFromNormal(InNormal, InRelativeTo);
return Transform(Vector3::SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, InNormalOffset, rot, InGridSize), rot, Float3::One);
}

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@@ -477,6 +477,185 @@ namespace FlaxEngine
Quaternion.Slerp(ref start.Orientation, ref end.Orientation, amount, out result.Orientation);
Float3.Lerp(ref start.Scale, ref end.Scale, amount, out result.Scale);
}
/// <summary>
/// Combines the functions: <br/>
/// <see cref="Vector3.SnapToRotatedGridWithOffset"/>,<br/>
/// <see cref="Quaternion.GetRotationFromNormal"/>.
/// <example><para><b>Example code:</b></para>
/// <code>
/// <see langword="public" /> <see langword="class" /> AlignRotationToObjectAndSnapToGridExample : <see cref="Script"/><br/>
/// <see langword="public" /> <see cref="float"/> Offset = 50.0f;<br/>
/// <see langword="public" /> <see cref="Vector3"/> GridSize = <see cref="Vector3.One"/> * 20.0f;<br/>
/// <see langword="public" /> <see cref="Actor"/> RayOrgin;<br/>
/// <see langword="public" /> <see cref="Actor"/> SomeObject;<br/>
/// <see langword="public" /> <see langword="override" /> <see langword="void" /> <see cref="Script.OnFixedUpdate"/><br/>
/// {<br/>
/// <see langword="if" /> (<see cref="Physics"/>.RayCast(RayOrgin.Position, RayOrgin.Transform.Forward, out <see cref="RayCastHit"/> Hit)
/// {<br/>
/// <see cref="Transform"/> transform = Hit.Collider.Transform;
/// <see cref="Vector3"/> point = Hit.Point;
/// <see cref="Vector3"/> normal = Hit.Normal;
/// SomeObject.Transform = <see cref="Transform"/>.AlignRotationToNormalAndSnapToGrid
/// (
/// point,
/// normal,
/// Offset,
/// transform,
/// SomeObject.Scale,
/// GridSize
/// );
/// }
/// }
/// }
/// </code>
/// </example>
/// </summary>
/// <param name="InPoint">The position to snap.</param>
/// <param name="InGridSize">The size of the grid.</param>
/// <param name="InNormalOffset">The local Z grid offset to apply after snapping.</param>
/// <param name="InNormal">The normal vector.</param>
/// <param name="InRelativeTo">The relative transform.</param>
/// <param name="InReturnScale">The scale to apply to the transform.</param>
/// <returns>The rotated and snapped transform.</returns>
public static Transform AlignRotationToNormalAndSnapToGrid(Vector3 InPoint, Vector3 InNormal, float InNormalOffset, Transform InRelativeTo, Float3 InReturnScale, Vector3 InGridSize)
{
Quaternion rot = Quaternion.GetRotationFromNormal(InNormal, InRelativeTo);
return new Transform(Vector3.SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, new Vector3(0, 0, InNormalOffset), rot, InGridSize), rot, InReturnScale);
}
/// <summary>
/// Combines the functions: <br/>
/// <see cref="Vector3.SnapToRotatedGridWithOffset"/>,<br/>
/// <see cref="Quaternion.GetRotationFromNormal"/>.
/// <example><para><b>Example code:</b></para>
/// <code>
/// <see langword="public" /> <see langword="class" /> AlignRotationToObjectAndSnapToGridExample : <see cref="Script"/><br/>
/// <see langword="public" /> <see cref="float"/> Offset = 50.0f;<br/>
/// <see langword="public" /> <see cref="Vector3"/> GridSize = <see cref="Vector3.One"/> * 20.0f;<br/>
/// <see langword="public" /> <see cref="Actor"/> RayOrgin;<br/>
/// <see langword="public" /> <see cref="Actor"/> SomeObject;<br/>
/// <see langword="public" /> <see langword="override" /> <see langword="void" /> <see cref="Script.OnFixedUpdate"/><br/>
/// {<br/>
/// <see langword="if" /> (<see cref="Physics"/>.RayCast(RayOrgin.Position, RayOrgin.Transform.Forward, out <see cref="RayCastHit"/> Hit)
/// {<br/>
/// <see cref="Transform"/> transform = Hit.Collider.Transform;
/// <see cref="Vector3"/> point = Hit.Point;
/// <see cref="Vector3"/> normal = Hit.Normal;
/// SomeObject.Transform = <see cref="Transform"/>.AlignRotationToNormalAndSnapToGrid
/// (
/// point,
/// normal,
/// Offset,
/// transform,
/// GridSize
/// );
/// }
/// }
/// }
/// </code>
/// </example>
/// </summary>
/// <param name="InPoint">The position to snap.</param>
/// <param name="InGridSize">The size of the grid.</param>
/// <param name="InNormalOffset">The local Z grid offset to apply after snapping.</param>
/// <param name="InNormal">The normal vector.</param>
/// <param name="InRelativeTo">The relative transform.</param>
/// <returns>The rotated and snapped transform with scale <see cref="Float3.One"/>.</returns>
public static Transform AlignRotationToNormalAndSnapToGrid(Vector3 InPoint, Vector3 InNormal, float InNormalOffset, Transform InRelativeTo, Vector3 InGridSize)
{
Quaternion rot = Quaternion.GetRotationFromNormal(InNormal, InRelativeTo);
return new Transform(Vector3.SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, new Vector3(0, 0, InNormalOffset), rot, InGridSize), rot, Float3.One);
}
/// <summary>
/// Combines the functions:<br/>
/// <see cref="Vector3.SnapToRotatedGridWithOffset"/>,<br/>
/// <see cref="Quaternion.GetRotationFromNormal"/>.
/// <example><para><b>Example code:</b></para>
/// <code>
/// <see langword="public" /> <see langword="class" /> AlignRotationToObjectAndSnapToGridExample : <see cref="Script"/><br/>
/// <see langword="public" /> <see cref="Vector3"/> Offset = new Vector3(0, 0, 50f);<br/>
/// <see langword="public" /> <see cref="Vector3"/> GridSize = <see cref="Vector3.One"/> * 20.0f;<br/>
/// <see langword="public" /> <see cref="Actor"/> RayOrgin;<br/>
/// <see langword="public" /> <see cref="Actor"/> SomeObject;<br/>
/// <see langword="public" /> <see langword="override" /> <see langword="void" /> <see cref="Script.OnFixedUpdate"/><br/>
/// {<br/>
/// <see langword="if" /> (<see cref="Physics"/>.RayCast(RayOrgin.Position, RayOrgin.Transform.Forward, out <see cref="RayCastHit"/> Hit)
/// {<br/>
/// <see cref="Transform"/> transform = Hit.Collider.Transform;
/// <see cref="Vector3"/> point = Hit.Point;
/// <see cref="Vector3"/> normal = Hit.Normal;
/// SomeObject.Transform = <see cref="Transform"/>.AlignRotationToNormalAndSnapToGrid
/// (
/// point,
/// normal,
/// Offset,
/// transform,
/// SomeObject.Scale,
/// GridSize
/// );
/// }
/// }
/// }
/// </code>
/// </example>
/// </summary>
/// <param name="InPoint">The position to snap.</param>
/// <param name="InGridSize">The size of the grid.</param>
/// <param name="InNormalOffset">The local Z grid offset to apply after snapping.</param>
/// <param name="InNormal">The normal vector.</param>
/// <param name="InRelativeTo">The relative transform.</param>
/// <param name="InReturnScale">The scale to apply to the transform.</param>
/// <returns>The rotated and snapped transform.</returns>
public static Transform AlignRotationToNormalAndSnapToGrid(Vector3 InPoint, Vector3 InNormal, Vector3 InNormalOffset, Transform InRelativeTo, Float3 InReturnScale, Vector3 InGridSize)
{
Quaternion rot = Quaternion.GetRotationFromNormal(InNormal, InRelativeTo);
return new Transform(Vector3.SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, InNormalOffset, rot, InGridSize), rot, InReturnScale);
}
/// <summary>
/// Combines the functions:<br/>
/// <see cref="Vector3.SnapToRotatedGridWithOffset"/>,<br/>
/// <see cref="Quaternion.GetRotationFromNormal"/>.
/// <example><para><b>Example code:</b></para>
/// <code>
/// <see langword="public" /> <see langword="class" /> AlignRotationToObjectAndSnapToGridExample : <see cref="Script"/><br/>
/// <see langword="public" /> <see cref="Vector3"/> Offset = new Vector3(0, 0, 50f);<br/>
/// <see langword="public" /> <see cref="Vector3"/> GridSize = <see cref="Vector3.One"/> * 20.0f;<br/>
/// <see langword="public" /> <see cref="Actor"/> RayOrgin;<br/>
/// <see langword="public" /> <see cref="Actor"/> SomeObject;<br/>
/// <see langword="public" /> <see langword="override" /> <see langword="void" /> <see cref="Script.OnFixedUpdate"/><br/>
/// {<br/>
/// <see langword="if" /> (<see cref="Physics"/>.RayCast(RayOrgin.Position, RayOrgin.Transform.Forward, out <see cref="RayCastHit"/> Hit)
/// {<br/>
/// <see cref="Transform"/> transform = Hit.Collider.Transform;
/// <see cref="Vector3"/> point = Hit.Point;
/// <see cref="Vector3"/> normal = Hit.Normal;
/// SomeObject.Transform = <see cref="Transform"/>.AlignRotationToNormalAndSnapToGrid
/// (
/// point,
/// normal,
/// Offset,
/// transform,
/// GridSize
/// );
/// }
/// }
/// }
/// </code>
/// </example>
/// </summary>
/// <param name="InPoint">The position to snap.</param>
/// <param name="InGridSize">The size of the grid.</param>
/// <param name="InNormalOffset">The local Z grid offset to apply after snapping.</param>
/// <param name="InNormal">The normal vector.</param>
/// <param name="InRelativeTo">The relative transform.</param>
/// <returns>The rotated and snapped transform with scale <see cref="Float3.One"/>.</returns>
public static Transform AlignRotationToNormalAndSnapToGrid(Vector3 InPoint, Vector3 InNormal, Vector3 InNormalOffset, Transform InRelativeTo, Vector3 InGridSize)
{
Quaternion rot = Quaternion.GetRotationFromNormal(InNormal, InRelativeTo);
return new Transform(Vector3.SnapToRotatedGridWithOffset(InPoint, InRelativeTo.Translation, InNormalOffset, rot, InGridSize), rot, Float3.One);
}
/// <summary>
/// Tests for equality between two objects.

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@@ -18,20 +18,20 @@ API_STRUCT() struct FLAXENGINE_API Transform
/// <summary>
/// The translation vector of the transform.
/// </summary>
API_FIELD(Attributes="EditorOrder(10), EditorDisplay(null, \"Position\"), ValueCategory(Utils.ValueCategory.Distance)")
Vector3 Translation;
API_FIELD(Attributes = "EditorOrder(10), EditorDisplay(null, \"Position\"), ValueCategory(Utils.ValueCategory.Distance)")
Vector3 Translation;
/// <summary>
/// The rotation of the transform.
/// </summary>
API_FIELD(Attributes="EditorOrder(20), EditorDisplay(null, \"Rotation\"), ValueCategory(Utils.ValueCategory.Angle)")
Quaternion Orientation;
API_FIELD(Attributes = "EditorOrder(20), EditorDisplay(null, \"Rotation\"), ValueCategory(Utils.ValueCategory.Angle)")
Quaternion Orientation;
/// <summary>
/// The scale vector of the transform.
/// </summary>
API_FIELD(Attributes="EditorOrder(30), Limit(float.MinValue, float.MaxValue, 0.01f)")
Float3 Scale;
API_FIELD(Attributes = "EditorOrder(30), Limit(float.MinValue, float.MaxValue, 0.01f)")
Float3 Scale;
public:
/// <summary>
@@ -291,6 +291,62 @@ public:
return result;
}
/// <summary>
/// Combines the functions: <br/>
/// <see cref="SnapToRotatedGridWithOffset"/>,<br/>
/// <see cref="GetRotationFromNormal"/>.
/// </summary>
/// <param name="InPoint">The position to snap.</param>
/// <param name="InGridSize">The size of the grid.</param>
/// <param name="InNormalOffset">The local Z grid offset to apply after snapping.</param>
/// <param name="InNormal">The normal vector.</param>
/// <param name="InRelativeTo">The relative transform.</param>
/// <param name="InReturnScale">The scale to apply to the transform.</param>
/// <returns>The rotated and snapped transform.</returns>
static Transform AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize);
/// <summary>
/// Combines the functions: <br/>
/// <see cref="Vector3.SnapToRotatedGridWithOffset"/>,<br/>
/// <see cref="Quaternion.GetRotationFromNormal"/>.
/// </summary>
/// <param name="InPoint">The position to snap.</param>
/// <param name="InGridSize">The size of the grid.</param>
/// <param name="InNormalOffset">The local Z grid offset to apply after snapping.</param>
/// <param name="InNormal">The normal vector.</param>
/// <param name="InRelativeTo">The relative transform.</param>
/// <returns>The rotated and snapped transform with scale <see cref="Float3.One"/>.</returns>
static Transform AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Vector3& InGridSize);
/// <summary>
/// Combines the functions: <br/>
/// <see cref="SnapToRotatedGridWithOffset"/>,<br/>
/// <see cref="GetRotationFromNormal"/>.
/// </summary>
/// <param name="InPoint">The position to snap.</param>
/// <param name="InGridSize">The size of the grid.</param>
/// <param name="InNormalOffset">The local Z grid offset to apply after snapping.</param>
/// <param name="InNormal">The normal vector.</param>
/// <param name="InRelativeTo">The relative transform.</param>
/// <param name="InReturnScale">The scale to apply to the transform.</param>
/// <returns>The rotated and snapped transform.</returns>
static Transform AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, const Vector3& InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize);
/// <summary>
/// Combines the functions: <br/>
/// <see cref="Vector3.SnapToRotatedGridWithOffset"/>,<br/>
/// <see cref="Quaternion.GetRotationFromNormal"/>.
/// </summary>
/// <param name="InPoint">The position to snap.</param>
/// <param name="InGridSize">The size of the grid.</param>
/// <param name="InNormalOffset">The local Z grid offset to apply after snapping.</param>
/// <param name="InNormal">The normal vector.</param>
/// <param name="InRelativeTo">The relative transform.</param>
/// <returns>The rotated and snapped transform with scale <see cref="Float3.One"/>.</returns>
static Transform AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, const Vector3& InNormalOffset, const Transform& InRelativeTo, const Vector3& InGridSize);
public:
FORCE_INLINE Transform operator*(const Transform& other) const
{

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@@ -324,6 +324,26 @@ float Float3::Angle(const Float3& from, const Float3& to)
return Math::Acos(dot);
}
template<>
Float3 Float3::SnapToGrid(const Float3& pos, const Float3& gridSize)
{
return Float3(Math::Ceil((pos.X - (gridSize.X * 0.5f)) / gridSize.X) * gridSize.X,
Math::Ceil((pos.Y - (gridSize.Y * 0.5f)) / gridSize.Y) * gridSize.Y,
Math::Ceil((pos.Z - (gridSize.Z * 0.5f)) / gridSize.Z) * gridSize.Z);
}
template<>
Float3 Float3::SnapToRotatedGridWithOffset(const Float3& InPoint, const Float3& InCenterPoint, const Float3& InOffset, const Quaternion& InOrientation, const Float3& InGridSize)
{
return (InOrientation * (InOrientation.Conjugated() * Float3::SnapToGrid((InPoint - InCenterPoint), InGridSize) + InOffset)) + InCenterPoint;
}
template<>
Float3 Float3::SnapToRotatedGrid(const Float3& InPoint, const Float3& InCenterPoint, const Quaternion& InOrientation, const Float3& InGridSize)
{
return (InOrientation * InOrientation.Conjugated() * Float3::SnapToGrid((InPoint - InCenterPoint), InGridSize)) + InCenterPoint;
}
// Double
static_assert(sizeof(Double3) == 24, "Invalid Double3 type size.");
@@ -638,6 +658,26 @@ double Double3::Angle(const Double3& from, const Double3& to)
return Math::Acos(dot);
}
template<>
Double3 Double3::SnapToGrid(const Double3& pos, const Double3& gridSize)
{
return Double3(Math::Ceil((pos.X - (gridSize.X * 0.5f)) / gridSize.X) * gridSize.X,
Math::Ceil((pos.Y - (gridSize.Y * 0.5f)) / gridSize.Y) * gridSize.Y,
Math::Ceil((pos.Z - (gridSize.Z * 0.5f)) / gridSize.Z) * gridSize.Z);
}
template<>
Double3 Double3::SnapToRotatedGridWithOffset(const Double3& InPoint, const Double3& InCenterPoint, const Double3& InOffset, const Quaternion& InOrientation, const Double3& InGridSize)
{
return (InOrientation * (InOrientation.Conjugated() * Float3::SnapToGrid((InPoint - InCenterPoint), InGridSize) + InOffset)) + InCenterPoint;
}
template<>
Double3 Double3::SnapToRotatedGrid(const Double3& InPoint, const Double3& InCenterPoint, const Quaternion& InOrientation, const Double3& InGridSize)
{
return (InOrientation * InOrientation.Conjugated() * Float3::SnapToGrid((InPoint - InCenterPoint), InGridSize)) + InCenterPoint;
}
// Int
static_assert(sizeof(Int3) == 12, "Invalid Int3 type size.");
@@ -852,3 +892,23 @@ int32 Int3::Angle(const Int3& from, const Int3& to)
{
return 0;
}
template<>
Int3 Int3::SnapToGrid(const Int3& pos, const Int3& gridSize)
{
return Double3(Math::Ceil((pos.X - (gridSize.X * 0.5f)) / gridSize.X) * gridSize.X,
Math::Ceil((pos.Y - (gridSize.Y * 0.5f)) / gridSize.Y) * gridSize.Y,
Math::Ceil((pos.Z - (gridSize.Z * 0.5f)) / gridSize.Z) * gridSize.Z);
}
template<>
Int3 Int3::SnapToRotatedGridWithOffset(const Int3& InPoint, const Int3& InCenterPoint, const Int3& InOffset, const Quaternion& InOrientation, const Int3& InGridSize)
{
return (InOrientation * (InOrientation.Conjugated() * Int3::SnapToGrid((InPoint - InCenterPoint), InGridSize) + InOffset)) + InCenterPoint;
}
template<>
Int3 Int3::SnapToRotatedGrid(const Int3& InPoint, const Int3& InCenterPoint, const Quaternion& InOrientation, const Int3& InGridSize)
{
return (InOrientation * InOrientation.Conjugated() * Int3::SnapToGrid((InPoint - InCenterPoint), InGridSize)) + InCenterPoint;
}

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@@ -1672,7 +1672,7 @@ namespace FlaxEngine
}
/// <summary>
/// Snaps the input position into the grid.
/// Snaps the input position onto the grid.
/// </summary>
/// <param name="pos">The position to snap.</param>
/// <param name="gridSize">The size of the grid.</param>
@@ -1685,6 +1685,168 @@ namespace FlaxEngine
return pos;
}
/// <summary>
/// Snaps the <paramref name="InPoint"/> onto the rotated grid.<br/>
/// For world aligned grid snapping use <b><see cref="SnapToGrid"/></b> instead.
/// <example><para><b>Example code:</b></para>
/// <code>
/// <see langword="public" /> <see langword="class" /> SnapToRotatedGridExample : <see cref="Script"/><br/>
/// <see langword="public" /> <see cref="Vector3"/> GridSize = <see cref="Vector3.One"/> * 20.0f;<br/>
/// <see langword="public" /> <see cref="Actor"/> RayOrgin;<br/>
/// <see langword="public" /> <see cref="Actor"/> SomeObject;<br/>
/// <see langword="public" /> <see langword="override" /> <see langword="void" /> <see cref="Script.OnFixedUpdate"/><br/>
/// {<br/>
/// <see langword="if" /> (<see cref="Physics"/>.RayCast(RayOrgin.Position, RayOrgin.Transform.Forward, out <see cref="RayCastHit"/> Hit)
/// {<br/>
/// <see cref="Vector3"/> position = Hit.Collider.Position;
/// <see cref="FlaxEngine.Transform"/> transform = Hit.Collider.Transform;
/// <see cref="Vector3"/> point = Hit.Point;
/// <see cref="Vector3"/> normal = Hit.Normal;
/// //Get rotation from normal relative to collider transform
/// <see cref="Quaternion"/> rot = <see cref="Quaternion"/>.GetRotacionFromNormal(normal,transform);
/// point = <see cref="Vector3"/>.SnapToRotatedGrid(point,position,rot,GridSize);
/// SomeObject.Position = point;
/// }
/// }
/// }
/// </code>
/// </example>
/// </summary>
/// <param name="InPoint">The position to snap.</param>
/// <param name="InCenterPoint">The center point.</param>
/// <param name="InOrientation">The rotation of the grid.</param>
/// <param name="InGridSize">The size of the grid.</param>
/// <returns>The position snapped to the grid.</returns>
public static Vector3 SnapToRotatedGrid(Vector3 InPoint, Vector3 InCenterPoint, Quaternion InOrientation, Vector3 InGridSize)
{
Vector3 p = (InPoint - InCenterPoint) * InOrientation.Conjugated();
return (SnapToGrid(p, InGridSize) * InOrientation) + InCenterPoint;
}
/// <summary>
/// The same as <see cref="SnapToRotatedGrid"/> but with local offset applied after point is snapped.
/// <example><para><b>Example code:</b></para>
/// <code>
/// <see langword="public" /> <see langword="class" /> SnapToRotatedGridWithOffsetExample : <see cref="Script"/><br/>
/// <see langword="public" /> <see cref="Vector3"/> Offset = new Vector3(0, 0, 50f);<br/>
/// <see langword="public" /> <see cref="Vector3"/> GridSize = <see cref="Vector3.One"/> * 20.0f;<br/>
/// <see langword="public" /> <see cref="Actor"/> RayOrgin;<br/>
/// <see langword="public" /> <see cref="Actor"/> SomeObject;<br/>
/// <see langword="public" /> <see langword="override" /> <see langword="void" /> <see cref="Script.OnFixedUpdate"/><br/>
/// {<br/>
/// <see langword="if" /> (<see cref="Physics"/>.RayCast(RayOrgin.Position, RayOrgin.Transform.Forward, out <see cref="RayCastHit"/> Hit)
/// {<br/>
/// <see cref="Vector3"/> position = Hit.Collider.Position;
/// <see cref="FlaxEngine.Transform"/> transform = Hit.Collider.Transform;
/// <see cref="Vector3"/> point = Hit.Point;
/// <see cref="Vector3"/> normal = Hit.Normal;
/// <see cref="Quaternion"/> rot = <see cref="Quaternion"/>.GetRotationFromNormal(normal,transform);
/// point = <see cref="Vector3"/>.SnapToRotatedGridWithOffset(point,position,Offset,rot,GridSize);
/// SomeObject.Position = point;
/// }
/// }
/// }
/// </code>
/// </example>
/// </summary>
/// <param name="InPoint">The position to snap.</param>
/// <param name="InCenterPoint">The center point.</param>
/// <param name="InOrientation">The rotation of the grid.</param>
/// <param name="InGridSize">The size of the grid.</param>
/// <param name="InOffset">The local grid offset to apply after snapping.</param>
/// <returns>The position snapped to the grid, with offset applied.</returns>
public static Vector3 SnapToRotatedGridWithOffset(Vector3 InPoint, Vector3 InCenterPoint, Vector3 InOffset, Quaternion InOrientation, Vector3 InGridSize)
{
return ((SnapToGrid((InPoint - InCenterPoint) * InOrientation.Conjugated(), InGridSize) + InOffset) * InOrientation) + InCenterPoint;
}
/// <summary>
/// Gets the closest vector id to <see langword="this" />
/// </summary>
/// <param name="InArray"></param>
/// <param name="Tolerance"></param>
/// <returns>index or -1 if all vectors in array are outside of <paramref name="Tolerance"/></returns>
public int GetClosest(ref Vector3[] InArray, Real Tolerance)
{
Vector3 self = this;
int FinalID = -1;
for (int i = 0; i < InArray.Length; i++)
{
if (Distance(self, InArray[i]) <= Tolerance)
{
FinalID = i;
self = InArray[i];
}
}
return FinalID;
}
/// <summary>
/// Gets the closest vector id to <see langword="this" />
/// </summary>
/// <param name="InList"></param>
/// <param name="Tolerance"></param>
/// <returns>index or -1 if all vectors in array are outside of <paramref name="Tolerance"/></returns>
public int GetClosest(ref System.Collections.Generic.List<Vector3> InList, Real Tolerance)
{
Vector3 self = this;
int FinalID = -1;
for (int i = 0; i < InList.Count; i++)
{
if (Distance(self, InList[i]) <= Tolerance)
{
FinalID = i;
self = InList[i];
}
}
return FinalID;
}
/// <summary>
/// Gets the closest vector to <see langword="this" />
/// </summary>
/// <param name="InArray"></param>
/// <param name="OutDistance"></param>
/// <param name="OutVector"></param>
public void GetClosest(ref Vector3[] InArray, ref Vector3 OutVector, ref Real OutDistance)
{
Vector3 self = this;
Real LastDistance = Real.MaxValue;
for (int i = 0; i < InArray.Length; i++)
{
var d = Distance(self, InArray[i]);
if (d <= LastDistance)
{
self = InArray[i];
LastDistance = d;
}
}
OutDistance = LastDistance;
OutVector = self;
}
/// <summary>
/// Gets the closest vector to <see langword="this" />
/// </summary>
/// <param name="InList"></param>
/// <param name="OutDistance"></param>
/// <param name="OutVector"></param>
public void GetClosest(ref System.Collections.Generic.List<Vector3> InList, ref Vector3 OutVector, ref Real OutDistance)
{
Vector3 self = this;
Real LastDistance = Real.MaxValue;
for (int i = 0; i < InList.Count; i++)
{
var d = Distance(self, InList[i]);
if (d <= LastDistance)
{
self = InList[i];
LastDistance = d;
}
}
OutDistance = LastDistance;
OutVector = self;
}
/// <summary>
/// Adds two vectors.
/// </summary>

View File

@@ -927,6 +927,36 @@ public:
/// <param name="to">The second vector.</param>
/// <returns>The angle (in radians).</returns>
static FLAXENGINE_API T Angle(const Vector3Base& from, const Vector3Base& to);
/// <summary>
/// Snaps the input position onto the grid.
/// </summary>
/// <param name="pos">The position to snap.</param>
/// <param name="gridSize">The size of the grid.</param>
/// <returns>The position snapped to the grid.</returns>
static FLAXENGINE_API Vector3Base SnapToGrid(const Vector3Base& pos, const Vector3Base& gridSize);
/// <summary>
/// Snaps the <paramref name="InPoint"/> onto the rotated grid.<br/>
/// For world aligned grid snapping use <b><see cref="SnapToGrid"/></b> instead.
/// </summary>
/// <param name="InPoint">The position to snap.</param>
/// <param name="InCenterPoint">The center point.</param>
/// <param name="InOrientation">The rotation of the grid.</param>
/// <param name="InGridSize">The size of the grid.</param>
/// <returns>The position snapped to the grid.</returns>
static FLAXENGINE_API Vector3Base SnapToRotatedGrid(const Vector3Base& InPoint, const Vector3Base& InCenterPoint, const Quaternion& InOrientation, const Vector3Base& InGridSize);
/// <summary>
/// The same as <see cref="SnapToRotatedGrid"/> but with local offset applied after point is snapped.
/// </summary>
/// <param name="InPoint">The position to snap.</param>
/// <param name="InCenterPoint">The center point.</param>
/// <param name="InOrientation">The rotation of the grid.</param>
/// <param name="InGridSize">The size of the grid.</param>
/// <param name="InOffset">The local grid offset to apply after snapping.</param>
/// <returns>The position snapped to the grid, with offset applied.</returns>
static FLAXENGINE_API Vector3Base SnapToRotatedGridWithOffset(const Vector3Base& InPoint, const Vector3Base& InCenterPoint, const Vector3Base& InOffset, const Quaternion& InOrientation, const Vector3Base& InGridSize);
};
template<typename T>