diff --git a/Source/Engine/Core/Math/Quaternion.cpp b/Source/Engine/Core/Math/Quaternion.cpp index ab92426d7..a8e276bf2 100644 --- a/Source/Engine/Core/Math/Quaternion.cpp +++ b/Source/Engine/Core/Math/Quaternion.cpp @@ -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); +} diff --git a/Source/Engine/Core/Math/Quaternion.cs b/Source/Engine/Core/Math/Quaternion.cs index e50795221..ad2117be3 100644 --- a/Source/Engine/Core/Math/Quaternion.cs +++ b/Source/Engine/Core/Math/Quaternion.cs @@ -1483,6 +1483,47 @@ namespace FlaxEngine return results; } + /// + /// Gets rotation from a normal in relation to a transform.
+ /// This function is especially useful for axis aligned faces, + /// and with . + /// + /// Example code: + /// + /// GetRotationFromNormalExample :
+ /// RayOrgin;
+ /// SomeObject;
+ ///
+ /// {
+ /// (.RayCast(RayOrgin.Position, RayOrgin.Transform.Forward, out Hit) + /// {
+ /// position = Hit.Collider.Position; + /// transform = Hit.Collider.Transform; + /// point = Hit.Point; + /// normal = Hit.Normal; + /// rot = .GetRotationFromNormal(normal,transform); + /// SomeObject.Position = point; + /// SomeObject.Orientation = rot; + /// } + /// } + /// } + ///
+ ///
+ ///
+ /// The normal vector. + /// The reference transform. + /// The rotation from the normal vector. + 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); + } + /// /// Adds two quaternions. /// diff --git a/Source/Engine/Core/Math/Quaternion.h b/Source/Engine/Core/Math/Quaternion.h index 45605a674..25b90a1d4 100644 --- a/Source/Engine/Core/Math/Quaternion.h +++ b/Source/Engine/Core/Math/Quaternion.h @@ -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); + + + /// + /// Gets rotation from a normal in relation to a transform.
+ /// This function is especially useful for axis aligned faces, + /// and with . + ///
+ /// The normal vector. + /// The reference transform. + /// The rotation from the normal vector. + static Quaternion GetRotationFromNormal(const Vector3& InNormal, const Transform& InReferenceTransform); }; /// diff --git a/Source/Engine/Core/Math/Transform.cpp b/Source/Engine/Core/Math/Transform.cpp index 6195dad04..234b78c04 100644 --- a/Source/Engine/Core/Math/Transform.cpp +++ b/Source/Engine/Core/Math/Transform.cpp @@ -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); +} diff --git a/Source/Engine/Core/Math/Transform.cs b/Source/Engine/Core/Math/Transform.cs index e00265f6d..ba86c1a6d 100644 --- a/Source/Engine/Core/Math/Transform.cs +++ b/Source/Engine/Core/Math/Transform.cs @@ -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); } + /// + /// Combines the functions:
+ /// ,
+ /// . + /// Example code: + /// + /// AlignRotationToObjectAndSnapToGridExample :
+ /// Offset = 50.0f;
+ /// GridSize = * 20.0f;
+ /// RayOrgin;
+ /// SomeObject;
+ ///
+ /// {
+ /// (.RayCast(RayOrgin.Position, RayOrgin.Transform.Forward, out Hit) + /// {
+ /// transform = Hit.Collider.Transform; + /// point = Hit.Point; + /// normal = Hit.Normal; + /// SomeObject.Transform = .AlignRotationToNormalAndSnapToGrid + /// ( + /// point, + /// normal, + /// Offset, + /// transform, + /// SomeObject.Scale, + /// GridSize + /// ); + /// } + /// } + /// } + ///
+ ///
+ ///
+ /// The position to snap. + /// The size of the grid. + /// The local Z grid offset to apply after snapping. + /// The normal vector. + /// The relative transform. + /// The scale to apply to the transform. + /// The rotated and snapped transform. + 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); + } + + /// + /// Combines the functions:
+ /// ,
+ /// . + /// Example code: + /// + /// AlignRotationToObjectAndSnapToGridExample :
+ /// Offset = 50.0f;
+ /// GridSize = * 20.0f;
+ /// RayOrgin;
+ /// SomeObject;
+ ///
+ /// {
+ /// (.RayCast(RayOrgin.Position, RayOrgin.Transform.Forward, out Hit) + /// {
+ /// transform = Hit.Collider.Transform; + /// point = Hit.Point; + /// normal = Hit.Normal; + /// SomeObject.Transform = .AlignRotationToNormalAndSnapToGrid + /// ( + /// point, + /// normal, + /// Offset, + /// transform, + /// GridSize + /// ); + /// } + /// } + /// } + ///
+ ///
+ ///
+ /// The position to snap. + /// The size of the grid. + /// The local Z grid offset to apply after snapping. + /// The normal vector. + /// The relative transform. + /// The rotated and snapped transform with scale . + 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); + } + + /// + /// Combines the functions:
+ /// ,
+ /// . + /// Example code: + /// + /// AlignRotationToObjectAndSnapToGridExample :
+ /// Offset = new Vector3(0, 0, 50f);
+ /// GridSize = * 20.0f;
+ /// RayOrgin;
+ /// SomeObject;
+ ///
+ /// {
+ /// (.RayCast(RayOrgin.Position, RayOrgin.Transform.Forward, out Hit) + /// {
+ /// transform = Hit.Collider.Transform; + /// point = Hit.Point; + /// normal = Hit.Normal; + /// SomeObject.Transform = .AlignRotationToNormalAndSnapToGrid + /// ( + /// point, + /// normal, + /// Offset, + /// transform, + /// SomeObject.Scale, + /// GridSize + /// ); + /// } + /// } + /// } + ///
+ ///
+ ///
+ /// The position to snap. + /// The size of the grid. + /// The local Z grid offset to apply after snapping. + /// The normal vector. + /// The relative transform. + /// The scale to apply to the transform. + /// The rotated and snapped transform. + 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); + } + + /// + /// Combines the functions:
+ /// ,
+ /// . + /// Example code: + /// + /// AlignRotationToObjectAndSnapToGridExample :
+ /// Offset = new Vector3(0, 0, 50f);
+ /// GridSize = * 20.0f;
+ /// RayOrgin;
+ /// SomeObject;
+ ///
+ /// {
+ /// (.RayCast(RayOrgin.Position, RayOrgin.Transform.Forward, out Hit) + /// {
+ /// transform = Hit.Collider.Transform; + /// point = Hit.Point; + /// normal = Hit.Normal; + /// SomeObject.Transform = .AlignRotationToNormalAndSnapToGrid + /// ( + /// point, + /// normal, + /// Offset, + /// transform, + /// GridSize + /// ); + /// } + /// } + /// } + ///
+ ///
+ ///
+ /// The position to snap. + /// The size of the grid. + /// The local Z grid offset to apply after snapping. + /// The normal vector. + /// The relative transform. + /// The rotated and snapped transform with scale . + 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); + } /// /// Tests for equality between two objects. diff --git a/Source/Engine/Core/Math/Transform.h b/Source/Engine/Core/Math/Transform.h index 2c51bfa4a..f170ce7a9 100644 --- a/Source/Engine/Core/Math/Transform.h +++ b/Source/Engine/Core/Math/Transform.h @@ -18,20 +18,20 @@ API_STRUCT() struct FLAXENGINE_API Transform /// /// The translation vector of the transform. /// - 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; /// /// The rotation of the transform. /// - 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; /// /// The scale vector of the transform. /// - 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: /// @@ -291,6 +291,62 @@ public: return result; } + + /// + /// Combines the functions:
+ /// ,
+ /// . + ///
+ /// The position to snap. + /// The size of the grid. + /// The local Z grid offset to apply after snapping. + /// The normal vector. + /// The relative transform. + /// The scale to apply to the transform. + /// The rotated and snapped transform. + static Transform AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize); + + /// + /// Combines the functions:
+ /// ,
+ /// . + ///
+ /// The position to snap. + /// The size of the grid. + /// The local Z grid offset to apply after snapping. + /// The normal vector. + /// The relative transform. + /// The rotated and snapped transform with scale . + static Transform AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, float InNormalOffset, const Transform& InRelativeTo, const Vector3& InGridSize); + + /// + /// Combines the functions:
+ /// ,
+ /// . + ///
+ /// The position to snap. + /// The size of the grid. + /// The local Z grid offset to apply after snapping. + /// The normal vector. + /// The relative transform. + /// The scale to apply to the transform. + /// The rotated and snapped transform. + static Transform AlignRotationToNormalAndSnapToGrid(const Vector3& InPoint, const Vector3& InNormal, const Vector3& InNormalOffset, const Transform& InRelativeTo, const Float3& InReturnScale, const Vector3& InGridSize); + + /// + /// Combines the functions:
+ /// ,
+ /// . + ///
+ /// The position to snap. + /// The size of the grid. + /// The local Z grid offset to apply after snapping. + /// The normal vector. + /// The relative transform. + /// The rotated and snapped transform with scale . + 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 { diff --git a/Source/Engine/Core/Math/Vector3.cpp b/Source/Engine/Core/Math/Vector3.cpp index 3ffb2cdc9..30247d70b 100644 --- a/Source/Engine/Core/Math/Vector3.cpp +++ b/Source/Engine/Core/Math/Vector3.cpp @@ -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; +} diff --git a/Source/Engine/Core/Math/Vector3.cs b/Source/Engine/Core/Math/Vector3.cs index 738a9bad8..dc2587934 100644 --- a/Source/Engine/Core/Math/Vector3.cs +++ b/Source/Engine/Core/Math/Vector3.cs @@ -1672,7 +1672,7 @@ namespace FlaxEngine } /// - /// Snaps the input position into the grid. + /// Snaps the input position onto the grid. /// /// The position to snap. /// The size of the grid. @@ -1685,6 +1685,168 @@ namespace FlaxEngine return pos; } + /// + /// Snaps the onto the rotated grid.
+ /// For world aligned grid snapping use instead. + /// Example code: + /// + /// SnapToRotatedGridExample :
+ /// GridSize = * 20.0f;
+ /// RayOrgin;
+ /// SomeObject;
+ ///
+ /// {
+ /// (.RayCast(RayOrgin.Position, RayOrgin.Transform.Forward, out Hit) + /// {
+ /// position = Hit.Collider.Position; + /// transform = Hit.Collider.Transform; + /// point = Hit.Point; + /// normal = Hit.Normal; + /// //Get rotation from normal relative to collider transform + /// rot = .GetRotacionFromNormal(normal,transform); + /// point = .SnapToRotatedGrid(point,position,rot,GridSize); + /// SomeObject.Position = point; + /// } + /// } + /// } + ///
+ ///
+ ///
+ /// The position to snap. + /// The center point. + /// The rotation of the grid. + /// The size of the grid. + /// The position snapped to the grid. + public static Vector3 SnapToRotatedGrid(Vector3 InPoint, Vector3 InCenterPoint, Quaternion InOrientation, Vector3 InGridSize) + { + Vector3 p = (InPoint - InCenterPoint) * InOrientation.Conjugated(); + return (SnapToGrid(p, InGridSize) * InOrientation) + InCenterPoint; + } + /// + /// The same as but with local offset applied after point is snapped. + /// Example code: + /// + /// SnapToRotatedGridWithOffsetExample :
+ /// Offset = new Vector3(0, 0, 50f);
+ /// GridSize = * 20.0f;
+ /// RayOrgin;
+ /// SomeObject;
+ ///
+ /// {
+ /// (.RayCast(RayOrgin.Position, RayOrgin.Transform.Forward, out Hit) + /// {
+ /// position = Hit.Collider.Position; + /// transform = Hit.Collider.Transform; + /// point = Hit.Point; + /// normal = Hit.Normal; + /// rot = .GetRotationFromNormal(normal,transform); + /// point = .SnapToRotatedGridWithOffset(point,position,Offset,rot,GridSize); + /// SomeObject.Position = point; + /// } + /// } + /// } + ///
+ ///
+ ///
+ /// The position to snap. + /// The center point. + /// The rotation of the grid. + /// The size of the grid. + /// The local grid offset to apply after snapping. + /// The position snapped to the grid, with offset applied. + public static Vector3 SnapToRotatedGridWithOffset(Vector3 InPoint, Vector3 InCenterPoint, Vector3 InOffset, Quaternion InOrientation, Vector3 InGridSize) + { + return ((SnapToGrid((InPoint - InCenterPoint) * InOrientation.Conjugated(), InGridSize) + InOffset) * InOrientation) + InCenterPoint; + } + + /// + /// Gets the closest vector id to + /// + /// + /// + /// index or -1 if all vectors in array are outside of + 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; + } + + /// + /// Gets the closest vector id to + /// + /// + /// + /// index or -1 if all vectors in array are outside of + public int GetClosest(ref System.Collections.Generic.List 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; + } + + /// + /// Gets the closest vector to + /// + /// + /// + /// + 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; + } + + /// + /// Gets the closest vector to + /// + /// + /// + /// + public void GetClosest(ref System.Collections.Generic.List 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; + } + /// /// Adds two vectors. /// diff --git a/Source/Engine/Core/Math/Vector3.h b/Source/Engine/Core/Math/Vector3.h index 619fcfc12..ec10879ae 100644 --- a/Source/Engine/Core/Math/Vector3.h +++ b/Source/Engine/Core/Math/Vector3.h @@ -927,6 +927,36 @@ public: /// The second vector. /// The angle (in radians). static FLAXENGINE_API T Angle(const Vector3Base& from, const Vector3Base& to); + + /// + /// Snaps the input position onto the grid. + /// + /// The position to snap. + /// The size of the grid. + /// The position snapped to the grid. + static FLAXENGINE_API Vector3Base SnapToGrid(const Vector3Base& pos, const Vector3Base& gridSize); + + /// + /// Snaps the onto the rotated grid.
+ /// For world aligned grid snapping use instead. + ///
+ /// The position to snap. + /// The center point. + /// The rotation of the grid. + /// The size of the grid. + /// The position snapped to the grid. + static FLAXENGINE_API Vector3Base SnapToRotatedGrid(const Vector3Base& InPoint, const Vector3Base& InCenterPoint, const Quaternion& InOrientation, const Vector3Base& InGridSize); + + /// + /// The same as but with local offset applied after point is snapped. + /// + /// The position to snap. + /// The center point. + /// The rotation of the grid. + /// The size of the grid. + /// The local grid offset to apply after snapping. + /// The position snapped to the grid, with offset applied. + static FLAXENGINE_API Vector3Base SnapToRotatedGridWithOffset(const Vector3Base& InPoint, const Vector3Base& InCenterPoint, const Vector3Base& InOffset, const Quaternion& InOrientation, const Vector3Base& InGridSize); }; template