Merge branch 'GoaLitiuM-assert_directions'

This commit is contained in:
Wojtek Figat
2024-07-25 09:16:23 +02:00
7 changed files with 44 additions and 4 deletions

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@@ -289,6 +289,7 @@ void Quaternion::Billboard(const Float3& objectPosition, const Float3& cameraPos
Quaternion Quaternion::FromDirection(const Float3& direction)
{
ASSERT(direction.IsNormalized());
Quaternion orientation;
if (Float3::Dot(direction, Float3::Up) >= 0.999f)
{

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@@ -46,6 +46,7 @@ public:
: Position(position)
, Direction(direction)
{
ASSERT(Direction.IsNormalized());
}
public:

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@@ -946,7 +946,8 @@ void DebugDraw::DrawActors(Actor** selectedActors, int32 selectedActorsCount, bo
void DebugDraw::DrawAxisFromDirection(const Vector3& origin, const Vector3& direction, float size, float duration, bool depthTest)
{
const auto rot = Quaternion::FromDirection(direction.GetNormalized());
ASSERT(direction.IsNormalized());
const auto rot = Quaternion::FromDirection(direction);
const Vector3 up = (rot * Vector3::Up);
const Vector3 forward = (rot * Vector3::Forward);
const Vector3 right = (rot * Vector3::Right);
@@ -971,16 +972,17 @@ void DebugDraw::DrawRay(const Vector3& origin, const Vector3& direction, const C
void DebugDraw::DrawRay(const Vector3& origin, const Vector3& direction, const Color& color, float length, float duration, bool depthTest)
{
ASSERT(direction.IsNormalized());
if (isnan(length) || isinf(length))
return;
DrawLine(origin, origin + (direction.GetNormalized() * length), color, duration, depthTest);
DrawLine(origin, origin + (direction * length), color, duration, depthTest);
}
void DebugDraw::DrawRay(const Ray& ray, const Color& color, float length, float duration, bool depthTest)
{
if (isnan(length) || isinf(length))
return;
DrawLine(ray.Position, ray.Position + (ray.Direction.GetNormalized() * length), color, duration, depthTest);
DrawLine(ray.Position, ray.Position + (ray.Direction * length), color, duration, depthTest);
}
void DebugDraw::DrawLine(const Vector3& start, const Vector3& end, const Color& color, float duration, bool depthTest)

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@@ -71,6 +71,7 @@ void Collider::SetContactOffset(float value)
bool Collider::RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, float maxDistance) const
{
ASSERT(direction.IsNormalized());
resultHitDistance = MAX_float;
if (_shape == nullptr)
return false;
@@ -79,6 +80,7 @@ bool Collider::RayCast(const Vector3& origin, const Vector3& direction, float& r
bool Collider::RayCast(const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, float maxDistance) const
{
ASSERT(direction.IsNormalized());
if (_shape == nullptr)
return false;
return PhysicsBackend::RayCastShape(_shape, _transform.Translation, _transform.Orientation, origin, direction, hitInfo, maxDistance);

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@@ -235,76 +235,91 @@ bool Physics::LineCastAll(const Vector3& start, const Vector3& end, Array<RayCas
bool Physics::RayCast(const Vector3& origin, const Vector3& direction, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return DefaultScene->RayCast(origin, direction, maxDistance, layerMask, hitTriggers);
}
bool Physics::RayCast(const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return DefaultScene->RayCast(origin, direction, hitInfo, maxDistance, layerMask, hitTriggers);
}
bool Physics::RayCastAll(const Vector3& origin, const Vector3& direction, Array<RayCastHit>& results, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return DefaultScene->RayCastAll(origin, direction, results, maxDistance, layerMask, hitTriggers);
}
bool Physics::BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return DefaultScene->BoxCast(center, halfExtents, direction, rotation, maxDistance, layerMask, hitTriggers);
}
bool Physics::BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return DefaultScene->BoxCast(center, halfExtents, direction, hitInfo, rotation, maxDistance, layerMask, hitTriggers);
}
bool Physics::BoxCastAll(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, Array<RayCastHit>& results, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return DefaultScene->BoxCastAll(center, halfExtents, direction, results, rotation, maxDistance, layerMask, hitTriggers);
}
bool Physics::SphereCast(const Vector3& center, const float radius, const Vector3& direction, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return DefaultScene->SphereCast(center, radius, direction, maxDistance, layerMask, hitTriggers);
}
bool Physics::SphereCast(const Vector3& center, const float radius, const Vector3& direction, RayCastHit& hitInfo, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return DefaultScene->SphereCast(center, radius, direction, hitInfo, maxDistance, layerMask, hitTriggers);
}
bool Physics::SphereCastAll(const Vector3& center, const float radius, const Vector3& direction, Array<RayCastHit>& results, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return DefaultScene->SphereCastAll(center, radius, direction, results, maxDistance, layerMask, hitTriggers);
}
bool Physics::CapsuleCast(const Vector3& center, const float radius, const float height, const Vector3& direction, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return DefaultScene->CapsuleCast(center, radius, height, direction, rotation, maxDistance, layerMask, hitTriggers);
}
bool Physics::CapsuleCast(const Vector3& center, const float radius, const float height, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return DefaultScene->CapsuleCast(center, radius, height, direction, hitInfo, rotation, maxDistance, layerMask, hitTriggers);
}
bool Physics::CapsuleCastAll(const Vector3& center, const float radius, const float height, const Vector3& direction, Array<RayCastHit>& results, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return DefaultScene->CapsuleCastAll(center, radius, height, direction, results, rotation, maxDistance, layerMask, hitTriggers);
}
bool Physics::ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return DefaultScene->ConvexCast(center, convexMesh, scale, direction, rotation, maxDistance, layerMask, hitTriggers);
}
bool Physics::ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return DefaultScene->ConvexCast(center, convexMesh, scale, direction, hitInfo, rotation, maxDistance, layerMask, hitTriggers);
}
bool Physics::ConvexCastAll(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, Array<RayCastHit>& results, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return DefaultScene->ConvexCastAll(center, convexMesh, scale, direction, results, rotation, maxDistance, layerMask, hitTriggers);
}
@@ -505,76 +520,91 @@ bool PhysicsScene::LineCastAll(const Vector3& start, const Vector3& end, Array<R
bool PhysicsScene::RayCast(const Vector3& origin, const Vector3& direction, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return PhysicsBackend::RayCast(_scene, origin, direction, maxDistance, layerMask, hitTriggers);
}
bool PhysicsScene::RayCast(const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return PhysicsBackend::RayCast(_scene, origin, direction, hitInfo, maxDistance, layerMask, hitTriggers);
}
bool PhysicsScene::RayCastAll(const Vector3& origin, const Vector3& direction, Array<RayCastHit>& results, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return PhysicsBackend::RayCastAll(_scene, origin, direction, results, maxDistance, layerMask, hitTriggers);
}
bool PhysicsScene::BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return PhysicsBackend::BoxCast(_scene, center, halfExtents, direction, rotation, maxDistance, layerMask, hitTriggers);
}
bool PhysicsScene::BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return PhysicsBackend::BoxCast(_scene, center, halfExtents, direction, hitInfo, rotation, maxDistance, layerMask, hitTriggers);
}
bool PhysicsScene::BoxCastAll(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, Array<RayCastHit>& results, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return PhysicsBackend::BoxCastAll(_scene, center, halfExtents, direction, results, rotation, maxDistance, layerMask, hitTriggers);
}
bool PhysicsScene::SphereCast(const Vector3& center, const float radius, const Vector3& direction, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return PhysicsBackend::SphereCast(_scene, center, radius, direction, maxDistance, layerMask, hitTriggers);
}
bool PhysicsScene::SphereCast(const Vector3& center, const float radius, const Vector3& direction, RayCastHit& hitInfo, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return PhysicsBackend::SphereCast(_scene, center, radius, direction, hitInfo, maxDistance, layerMask, hitTriggers);
}
bool PhysicsScene::SphereCastAll(const Vector3& center, const float radius, const Vector3& direction, Array<RayCastHit>& results, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return PhysicsBackend::SphereCastAll(_scene, center, radius, direction, results, maxDistance, layerMask, hitTriggers);
}
bool PhysicsScene::CapsuleCast(const Vector3& center, const float radius, const float height, const Vector3& direction, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return PhysicsBackend::CapsuleCast(_scene, center, radius, height, direction, rotation, maxDistance, layerMask, hitTriggers);
}
bool PhysicsScene::CapsuleCast(const Vector3& center, const float radius, const float height, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return PhysicsBackend::CapsuleCast(_scene, center, radius, height, direction, hitInfo, rotation, maxDistance, layerMask, hitTriggers);
}
bool PhysicsScene::CapsuleCastAll(const Vector3& center, const float radius, const float height, const Vector3& direction, Array<RayCastHit>& results, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return PhysicsBackend::CapsuleCastAll(_scene, center, radius, height, direction, results, rotation, maxDistance, layerMask, hitTriggers);
}
bool PhysicsScene::ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return PhysicsBackend::ConvexCast(_scene, center, convexMesh, scale, direction, rotation, maxDistance, layerMask, hitTriggers);
}
bool PhysicsScene::ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return PhysicsBackend::ConvexCast(_scene, center, convexMesh, scale, direction, hitInfo, rotation, maxDistance, layerMask, hitTriggers);
}
bool PhysicsScene::ConvexCastAll(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, Array<RayCastHit>& results, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
ASSERT(direction.IsNormalized());
return PhysicsBackend::ConvexCastAll(_scene, center, convexMesh, scale, direction, results, rotation, maxDistance, layerMask, hitTriggers);
}

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@@ -120,7 +120,7 @@ public:
/// Performs a line between two points in the scene, returns all hitpoints infos.
/// </summary>
/// <param name="start">The origin of the ray.</param>
/// <param name="end">The normalized direction of the ray.</param>
/// <param name="end">The end position of the line.</param>
/// <param name="results">The result hits. Valid only when method returns true.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>

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@@ -1963,6 +1963,7 @@ bool TerrainPatch::UpdateCollision()
bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, float maxDistance) const
{
ASSERT(direction.IsNormalized());
if (_physicsShape == nullptr)
return false;
Vector3 shapePos;
@@ -1973,6 +1974,7 @@ bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, floa
bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, Vector3& resultHitNormal, float maxDistance) const
{
ASSERT(direction.IsNormalized());
if (_physicsShape == nullptr)
return false;
Vector3 shapePos;
@@ -1990,6 +1992,7 @@ bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, floa
bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, TerrainChunk*& resultChunk, float maxDistance) const
{
ASSERT(direction.IsNormalized());
if (_physicsShape == nullptr)
return false;
Vector3 shapePos;
@@ -2027,6 +2030,7 @@ bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, floa
bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, float maxDistance) const
{
ASSERT(direction.IsNormalized());
if (_physicsShape == nullptr)
return false;
Vector3 shapePos;