Merge remote-tracking branch 'origin/master' into 1.9

# Conflicts:
#	Source/Editor/Modules/ContentDatabaseModule.cs
#	Source/Editor/Surface/SurfaceUtils.cs
#	Source/Editor/Windows/Assets/MaterialInstanceWindow.cs
#	Source/Engine/Foliage/Foliage.cpp
#	Source/Engine/Graphics/Models/MeshBase.h
#	Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Textures.cpp
This commit is contained in:
Wojtek Figat
2024-09-12 13:38:20 +02:00
111 changed files with 1717 additions and 511 deletions

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@@ -865,6 +865,16 @@ namespace FlaxEngine
return new Float2(Mathf.Ceil(v.X), Mathf.Ceil(v.Y));
}
/// <summary>
/// Returns the vector with components containing the smallest integer smaller to or equal to the original value.
/// </summary>
/// <param name="v">The value.</param>
/// <returns>The result.</returns>
public static Float2 Floor(Float2 v)
{
return new Float2(Mathf.Floor(v.X), Mathf.Floor(v.Y));
}
/// <summary>
/// Breaks the components of the vector into an integral and a fractional part. Returns vector made of fractional parts.
/// </summary>

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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& normal, const Transform& reference)
{
Float3 up = reference.GetUp();
const float dot = Vector3::Dot(normal, up);
if (Math::NearEqual(Math::Abs(dot), 1))
{
up = reference.GetRight();
}
return Quaternion::LookRotation(normal, up);
}

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@@ -1483,6 +1483,45 @@ 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"/> RayOrigin;<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(RayOrigin.Position, RayOrigin.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="normal">The normal vector.</param>
/// <param name="reference">The reference transform.</param>
/// <returns>The rotation from the normal vector.</returns>
public static Quaternion GetRotationFromNormal(Vector3 normal, Transform reference)
{
Float3 up = reference.Up;
var dot = Vector3.Dot(normal, up);
if (Mathf.NearEqual(Math.Abs(dot), 1))
up = reference.Right;
return LookRotation(normal, up);
}
/// <summary>
/// Adds two quaternions.
/// </summary>

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@@ -660,6 +660,14 @@ 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. This function is especially useful for axis aligned faces, and with <seealso cref="Physics::RayCast"/>.
/// </summary>
/// <param name="normal">The normal vector.</param>
/// <param name="reference">The reference transform.</param>
/// <returns>The rotation from the normal vector.</returns>
static Quaternion GetRotationFromNormal(const Vector3& normal, const Transform& reference);
};
/// <summary>

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@@ -252,3 +252,9 @@ 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);
}
Transform Transform::AlignRotationToNormalAndSnapToGrid(const Vector3& point, const Vector3& normal, const Vector3& normalOffset, const Transform& relativeTo, const Vector3& gridSize, const Float3& scale)
{
Quaternion rot = Quaternion::GetRotationFromNormal(normal, relativeTo);
return Transform(Vector3::SnapToGrid(point, gridSize, rot, relativeTo.Translation, normalOffset), rot, scale);
}

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@@ -478,6 +478,96 @@ namespace FlaxEngine
Float3.Lerp(ref start.Scale, ref end.Scale, amount, out result.Scale);
}
/// <summary>
/// Combines the functions:<br/>
/// <see cref="Vector3.SnapToGrid(FlaxEngine.Vector3,FlaxEngine.Vector3)"/>,<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"/> RayOrigin;<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(RayOrigin.Position, RayOrigin.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,
/// Float3.One
/// );
/// }
/// }
/// }
/// </code>
/// </example>
/// </summary>
/// <param name="point">The position to snap.</param>
/// <param name="gridSize">The size of the grid.</param>
/// <param name="normalOffset">The local grid offset to apply after snapping.</param>
/// <param name="normal">The normal vector.</param>
/// <param name="relativeTo">The relative transform.</param>
/// <param name="scale">The scale to apply to the transform.</param>
/// <returns>The rotated and snapped transform.</returns>
public static Transform AlignRotationToNormalAndSnapToGrid(Vector3 point, Vector3 normal, Vector3 normalOffset, Transform relativeTo, Vector3 gridSize, Float3 scale)
{
Quaternion rot = Quaternion.GetRotationFromNormal(normal, relativeTo);
return new Transform(Vector3.SnapToGrid(point, gridSize, rot, relativeTo.Translation, normalOffset), rot, scale);
}
/// <summary>
/// Combines the functions:<br/>
/// <see cref="Vector3.SnapToGrid(FlaxEngine.Vector3,FlaxEngine.Vector3)"/>,<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"/> RayOrigin;<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(RayOrigin.Position, RayOrigin.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="point">The position to snap.</param>
/// <param name="gridSize">The size of the grid.</param>
/// <param name="normalOffset">The local grid offset to apply after snapping.</param>
/// <param name="normal">The normal vector.</param>
/// <param name="relativeTo">The relative transform.</param>
/// <returns>The rotated and snapped transform with scale <see cref="Float3.One"/>.</returns>
public static Transform AlignRotationToNormalAndSnapToGrid(Vector3 point, Vector3 normal, Vector3 normalOffset, Transform relativeTo, Vector3 gridSize)
{
return AlignRotationToNormalAndSnapToGrid(point, normal, normalOffset, relativeTo, gridSize, Float3.One);
}
/// <summary>
/// Tests for equality between two objects.
/// </summary>

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@@ -291,6 +291,20 @@ public:
return result;
}
/// <summary>
/// Combines the functions: <br/>
/// <see cref="SnapToGrid"/>,<br/>
/// <see cref="GetRotationFromNormal"/>.
/// </summary>
/// <param name="point">The position to snap.</param>
/// <param name="gridSize">The size of the grid.</param>
/// <param name="normalOffset">The local grid offset to apply after snapping.</param>
/// <param name="normal">The normal vector.</param>
/// <param name="relativeTo">The relative transform.</param>
/// <param name="scale">The scale to apply to the transform.</param>
/// <returns>The rotated and snapped transform.</returns>
static Transform AlignRotationToNormalAndSnapToGrid(const Vector3& point, const Vector3& normal, const Vector3& normalOffset, const Transform& relativeTo, const Vector3& gridSize, const Float3& scale = Float3::One);
public:
FORCE_INLINE Transform operator*(const Transform& other) const
{

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@@ -324,6 +324,20 @@ 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::SnapToGrid(const Float3& point, const Float3& gridSize, const Quaternion& gridOrientation, const Float3& gridOrigin, const Float3& offset)
{
return (gridOrientation * (gridOrientation.Conjugated() * SnapToGrid(point - gridOrigin, gridSize) + offset)) + gridOrigin;
}
// Double
static_assert(sizeof(Double3) == 24, "Invalid Double3 type size.");
@@ -638,6 +652,20 @@ 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 * 0.5)) / gridSize.X) * gridSize.X,
Math::Ceil((pos.Y - (gridSize.Y * 0.5)) / gridSize.Y) * gridSize.Y,
Math::Ceil((pos.Z - (gridSize.Z * 0.5)) / gridSize.Z) * gridSize.Z);
}
template<>
Double3 Double3::SnapToGrid(const Double3& point, const Double3& gridSize, const Quaternion& gridOrientation, const Double3& gridOrigin, const Double3& offset)
{
return (gridOrientation * (gridOrientation.Conjugated() * SnapToGrid(point - gridOrigin, gridSize) + offset)) + gridOrigin;
}
// Int
static_assert(sizeof(Int3) == 12, "Invalid Int3 type size.");
@@ -852,3 +880,17 @@ int32 Int3::Angle(const Int3& from, const Int3& to)
{
return 0;
}
template<>
Int3 Int3::SnapToGrid(const Int3& pos, const Int3& gridSize)
{
return Int3(((pos.X - (gridSize.X / 2)) / gridSize.X) * gridSize.X,
((pos.Y - (gridSize.Y / 2)) / gridSize.Y) * gridSize.Y,
((pos.Z - (gridSize.Z / 2)) / gridSize.Z) * gridSize.Z);
}
template<>
Int3 Int3::SnapToGrid(const Int3& point, const Int3& gridSize, const Quaternion& gridOrientation, const Int3& gridOrigin, const Int3& offset)
{
return (gridOrientation * (gridOrientation.Conjugated() * SnapToGrid(point - gridOrigin, gridSize) + offset)) + gridOrigin;
}

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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 +1685,44 @@ namespace FlaxEngine
return pos;
}
/// <summary>
/// Snaps the <paramref name="point"/> onto the rotated grid.<br/>
/// For world aligned grid snapping use <b><see cref="SnapToGrid(FlaxEngine.Vector3,FlaxEngine.Vector3)"/></b> instead.
/// <example><para><b>Example code:</b></para>
/// <code>
/// <see langword="public" /> <see langword="class" /> SnapToGridExample : <see cref="Script"/><br/>
/// <see langword="public" /> <see cref="Vector3"/> GridSize = <see cref="Vector3.One"/> * 20.0f;<br/>
/// <see langword="public" /> <see cref="Actor"/> RayOrigin;<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(RayOrigin.Position, RayOrigin.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"/>.GetRotationFromNormal(normal, transform);
/// point = <see cref="Vector3"/>.SnapToGrid(point, GridSize, rot, position);
/// SomeObject.Position = point;
/// }
/// }
/// }
/// </code>
/// </example>
/// </summary>
/// <param name="point">The position to snap.</param>
/// <param name="gridSize">The size of the grid.</param>
/// <param name="gridOrientation">The rotation of the grid.</param>
/// <param name="gridOrigin">The center point of the grid.</param>
/// <param name="offset">The local position offset applied to the snapped position before grid rotation.</param>
/// <returns>The position snapped to the grid.</returns>
public static Vector3 SnapToGrid(Vector3 point, Vector3 gridSize, Quaternion gridOrientation, Vector3 gridOrigin, Vector3 offset)
{
return ((SnapToGrid(point - gridOrigin, gridSize) * gridOrientation.Conjugated() + offset) * gridOrientation) + gridOrigin;
}
/// <summary>
/// Adds two vectors.
/// </summary>

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@@ -927,6 +927,25 @@ 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="point"/> onto the rotated grid. For world aligned grid snapping use <b><see cref="SnapToGrid"/></b> instead.
/// </summary>
/// <param name="point">The position to snap.</param>
/// <param name="gridSize">The size of the grid.</param>
/// <param name="gridOrigin">The center point of the grid.</param>
/// <param name="gridOrientation">The rotation of the grid.</param>
/// <param name="offset">The local position offset applied to the snapped position before grid rotation.</param>
/// <returns>The position snapped to the grid.</returns>
static FLAXENGINE_API Vector3Base SnapToGrid(const Vector3Base& point, const Vector3Base& gridSize, const Quaternion& gridOrientation, const Vector3Base& gridOrigin = Zero, const Vector3Base& offset = Zero);
};
template<typename T>