Kaim::CoordSystem Class Reference
#include <coordsystem.h>
This class maintains the mapping between the system of coordinate axes used by the client game engine, and the system used within the Autodesk Navigation (right handed, Z up, distances in meters).
Offers NavigationToClient_xxx NavigationToClient_xxx conversion functions.
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void | ClientToNavigation_Box (const Vec3f &clientMin, const Vec3f &clientMax, Box3f &navigationBox) const |
| Converts a bounding box from the game engine coordinate system to the Autodesk Navigation coordinate system. More...
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void | ClientToNavigation_Box (const Box3f &clientBox, Box3f &navigationBox) const |
| Converts a bounding box from the game engine coordinate system to the Autodesk Navigation coordinate system. More...
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void | NavigationToClient_Box (const Box3f &navigationBox, Vec3f &clientMin, Vec3f &clientMax) const |
| Converts a bounding box from the Autodesk Navigation coordinate system to the game engine coordinate system. More...
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void | NavigationToClient_Box (const Box3f &navigationBox, Box3f &clientBox) const |
| Converts a bounding box from the Autodesk Navigation coordinate system to the game engine coordinate system. More...
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void Kaim::CoordSystem::ClientToNavigation_AngularVelocity |
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const Vec3f & |
clientAngularVelocity, |
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Vec3f & |
navigationAngularVelocity |
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| const |
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inline |
Convert angular velocity vectors (special case of Normals).
Converts an angular velocity vector from the game engine coordinate system to the Autodesk Navigation coordinate system.
- Parameters
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| clientAngularVelocity | The angular velocity vector to convert, expressed in the game engine coordinate system. |
[out] | navigationAngularVelocity | Used to store the converted angular velocity vector, expressed in the Autodesk Navigation coordinate system. |
Vec3f Kaim::CoordSystem::ClientToNavigation_AngularVelocity |
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const Vec3f & |
clientAngularVelocity | ) |
const |
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inline |
Converts an angular velocity vector from the game engine coordinate system to the Autodesk Navigation coordinate system.
- Parameters
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clientAngularVelocity | The angular velocity vector to convert, expressed in the game engine coordinate system. |
- Returns
- The converted angular velocity vector, expressed in the Autodesk Navigation coordinate system.
void Kaim::CoordSystem::ClientToNavigation_Box |
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const Vec3f & |
clientMin, |
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const Vec3f & |
clientMax, |
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Box3f & |
navigationBox |
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inline |
Converts a bounding box from the game engine coordinate system to the Autodesk Navigation coordinate system.
- Parameters
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| clientMin | The minima of the bounding box to convert, expressed in the game engine coordinate system. |
| clientMax | The maxima of the bounding box to convert, expressed in the game engine coordinate system. |
[out] | navigationBox | Used to store the converted bounding box, expressed in the Autodesk Navigation coordinate system. |
void Kaim::CoordSystem::ClientToNavigation_Box |
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const Box3f & |
clientBox, |
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Box3f & |
navigationBox |
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| const |
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inline |
Converts a bounding box from the game engine coordinate system to the Autodesk Navigation coordinate system.
- Parameters
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| clientBox | The bounding box to convert, expressed in the game engine coordinate system. |
[out] | navigationBox | Used to store the converted bounding box, expressed in the Autodesk Navigation coordinate system. |
Converts a distance measurement from the game engine coordinate system to the Autodesk Navigation coordinate system.
- Parameters
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clientDist | The distance to convert, expressed in game engine units. |
- Returns
- The converted distance, expressed in meters.
void Kaim::CoordSystem::ClientToNavigation_Extents |
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const Vec3f & |
clientExtents, |
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Vec3f & |
navigationExtents |
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| const |
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inline |
Convert extents or any other vectors which have to be scaled and values kept positive when converted.
Converts an extents vector from the game engine coordinate system to the Autodesk Navigation coordinate system.
- Precondition
- All coordinates of input vector must be positive or null.
- Parameters
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| clientExtents | The extents vector to convert, expressed in the game engine coordinate system. |
[out] | navigationExtents | Used to store the converted extents vector, expressed in the Autodesk Navigation coordinate system. |
Vec3f Kaim::CoordSystem::ClientToNavigation_Extents |
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const Vec3f & |
clientExtents | ) |
const |
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inline |
Converts an extents vector from the game engine coordinate system to the Autodesk Navigation coordinate system.
- Precondition
- All coordinates of input vector must be positive or null.
- Parameters
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clientExtents | The extents vector to convert, expressed in the game engine coordinate system. |
- Returns
- The converted extents vector, expressed in the Autodesk Navigation coordinate system.
void Kaim::CoordSystem::ClientToNavigation_Matrix |
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const Matrix3x3f & |
clientMatrix, |
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Matrix3x3f & |
navigationMatrix |
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| const |
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inline |
Converts a matrix from the game engine coordinate system to the Autodesk Navigation coordinate system.
- Parameters
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| clientMatrix | The matrix to convert, expressed in the game engine coordinate system. |
[out] | navigationMatrix | Used to store the converted matrix, expressed in the Autodesk Navigation coordinate system. |
void Kaim::CoordSystem::ClientToNavigation_Normal |
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const Vec3f & |
clientNormal, |
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Vec3f & |
navigationNormal |
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| const |
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inline |
Convert normals or any other vectors which length has to be kept when converted.
Converts a normalized vector from the game engine coordinate system to the Autodesk Navigation coordinate system.
- Parameters
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| clientNormal | The normal to convert, expressed in the game engine coordinate system. |
[out] | navigationNormal | Used to store the converted normal, expressed in the Autodesk Navigation coordinate system. |
Vec3f Kaim::CoordSystem::ClientToNavigation_Normal |
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const Vec3f & |
clientNormal | ) |
const |
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inline |
Converts a normalized vector from the game engine coordinate system to the Autodesk Navigation coordinate system.
- Parameters
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clientNormal | The normal to convert, expressed in the game engine coordinate system. |
- Returns
- The converted normal, expressed in the Autodesk Navigation coordinate system.
void Kaim::CoordSystem::ClientToNavigation_Pos |
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const Vec3f & |
clientPos, |
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Vec3f & |
navigationPos |
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| const |
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inline |
Convert positions or any other vectors which length have to be scaled when converted.
Converts a position from the game engine coordinate system to the Autodesk Navigation coordinate system.
- Parameters
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| clientPos | The position to convert, expressed in the game engine coordinate system. |
[out] | navigationPos | Used to store the converted position, expressed in the Autodesk Navigation coordinate system. |
Vec3f Kaim::CoordSystem::ClientToNavigation_Pos |
( |
const Vec3f & |
clientPos | ) |
const |
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inline |
Converts a position from the game engine coordinate system to the Autodesk Navigation coordinate system.
- Parameters
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clientPos | The position to convert, expressed in the game engine coordinate system. |
- Returns
- The converted position, expressed in the Autodesk Navigation coordinate system.
KyFloat32 Kaim::CoordSystem::ClientToNavigation_SquareDist |
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KyFloat32 |
clientSquareDist | ) |
const |
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inline |
Converts a squared distance measurement from the game engine coordinate system to the Autodesk Navigation coordinate system.
- Parameters
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clientSquareDist | The squared distance to convert, expressed in game engine units. |
- Returns
- The converted squared distance, expressed in meters.
void Kaim::CoordSystem::ClientToNavigation_Transform |
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const Transform & |
clientTransform, |
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Transform & |
navigationTransform |
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| const |
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inline |
Converts a Transform from the game engine coordinate system to the Autodesk Navigation coordinate system.
- Parameters
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| clientTransform | The Transform to convert, expressed in the game engine coordinate system. |
[out] | navigationTransform | Used to store the converted Transform, expressed in the Autodesk Navigation coordinate system. |
void Kaim::CoordSystem::ClientToNavigation_Triangle |
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const Triangle3f & |
clientTriangle, |
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Triangle3f & |
navigationTriangle |
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) |
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inline |
Converts a triangle from the game engine coordinate system to the Autodesk Navigation coordinate system.
- Parameters
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clientTriangle | The converted triangle, expressed in the game engine coordinate system. |
navigationTriangle | The triangle to convert, expressed in the Autodesk Navigation coordinate system. |
Retrieves the axis in the game engine coordinate system that is mapped to the X axis within the Autodesk Navigation coordinate system.
Retrieves the axis in the game engine coordinate system that is mapped to the Y axis within the Autodesk Navigation coordinate system.
Retrieves the axis in the game engine coordinate system that is mapped to the Z axis within the Autodesk Navigation coordinate system.
bool Kaim::CoordSystem::IsRightHanded |
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| ) |
const |
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Indicates whether or not CoordSystem instance is right-handed.
void Kaim::CoordSystem::NavigationToClient_AngularVelocity |
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const Vec3f & |
navigationAngularVelocity, |
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Vec3f & |
clientAngularVelocity |
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) |
| const |
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inline |
Converts an angular velocity vector from the Autodesk Navigation coordinate system to the game engine coordinate system.
- Parameters
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| navigationAngularVelocity | The angular velocity vector to convert, expressed in the Autodesk Navigation coordinate system. |
[out] | clientAngularVelocity | Used to store the converted angular velocity vector, expressed in the game engine coordinate system. |
Vec3f Kaim::CoordSystem::NavigationToClient_AngularVelocity |
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const Vec3f & |
navigationAngularVelocity | ) |
const |
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inline |
Converts an angular velocity vector from the Autodesk Navigation coordinate system to the game engine coordinate system.
- Parameters
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navigationAngularVelocity | The angular velocity vector to convert, expressed in the Autodesk Navigation coordinate system. |
- Returns
- The converted angular velocity vector, expressed in the game engine coordinate system.
void Kaim::CoordSystem::NavigationToClient_Box |
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const Box3f & |
navigationBox, |
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Vec3f & |
clientMin, |
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Vec3f & |
clientMax |
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| const |
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inline |
Converts a bounding box from the Autodesk Navigation coordinate system to the game engine coordinate system.
- Parameters
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| navigationBox | The bounding box to convert, expressed in the Autodesk Navigation coordinate system. |
[out] | clientMin | The minima of the bounding box, expressed in the game engine coordinate system. |
[out] | clientMax | The maxima of the bounding box, expressed in the game engine coordinate system. |
void Kaim::CoordSystem::NavigationToClient_Box |
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const Box3f & |
navigationBox, |
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Box3f & |
clientBox |
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) |
| const |
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inline |
Converts a bounding box from the Autodesk Navigation coordinate system to the game engine coordinate system.
- Parameters
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| navigationBox | The bounding box to convert, expressed in the Autodesk Navigation coordinate system. |
[out] | clientBox | Used to store the converted bounding box, expressed in the game engine coordinate system. |
Converts a distance measurement from the Autodesk Navigation coordinate system to the game engine coordinate system.
- Parameters
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navigationDist | The distance to convert, expressed in meters. |
- Returns
- The converted distance, expressed in game engine units.
void Kaim::CoordSystem::NavigationToClient_Extents |
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const Vec3f & |
navigationExtents, |
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Vec3f & |
clientExtents |
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) |
| const |
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inline |
Converts an extents vector from the Autodesk Navigation engine coordinate system to the game coordinate system.
- Precondition
- All coordinates of input vector must be positive or null.
- Parameters
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| navigationExtents | The extents vector to convert, expressed in the Autodesk Navigation coordinate system. |
[out] | clientExtents | Used to store the converted extents vector, expressed in the game engine coordinate system. |
Vec3f Kaim::CoordSystem::NavigationToClient_Extents |
( |
const Vec3f & |
navigationExtents | ) |
const |
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inline |
Converts an extents vector from the Autodesk Navigation coordinate system to the game engine coordinate system.
- Precondition
- All coordinates of input vector must be positive or null.
- Parameters
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navigationExtents | The extents vector to convert, expressed in the Autodesk Navigation coordinate system. |
- Returns
- The converted extents vector, expressed in the game engine coordinate system.
void Kaim::CoordSystem::NavigationToClient_Matrix |
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const Matrix3x3f & |
navigationMatrix, |
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Matrix3x3f & |
clientMatrix |
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) |
| const |
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inline |
Converts a matrix from the Autodesk Navigation coordinate system to the game engine coordinate system.
- Parameters
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| navigationMatrix | The matrix to convert, expressed in the Autodesk Navigation coordinate system. |
[out] | clientMatrix | Used to store the converted matrix, expressed in the game engine coordinate system. |
void Kaim::CoordSystem::NavigationToClient_Normal |
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const Vec3f & |
navigationNormal, |
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Vec3f & |
clientNormal |
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) |
| const |
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inline |
Converts a normalized vector from the Autodesk Navigation coordinate system to the game engine coordinate system.
- Parameters
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| navigationNormal | The normal to convert, expressed in the Autodesk Navigation coordinate system. |
[out] | clientNormal | Used to store the converted normal, expressed in the game engine coordinate system. |
Vec3f Kaim::CoordSystem::NavigationToClient_Normal |
( |
const Vec3f & |
navigationNormal | ) |
const |
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inline |
Converts a normalized vector from the Autodesk Navigation coordinate system to the game engine coordinate system.
- Parameters
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navigationNormal | The normal to convert, expressed in the Autodesk Navigation coordinate system. |
- Returns
- The converted normal, expressed in the game engine coordinate system.
void Kaim::CoordSystem::NavigationToClient_Pos |
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const Vec3f & |
navigationPos, |
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Vec3f & |
clientPos |
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) |
| const |
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inline |
Converts a position from the Autodesk Navigation engine coordinate system to the game coordinate system.
- Parameters
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| navigationPos | The position to convert, expressed in the Autodesk Navigation coordinate system. |
[out] | clientPos | Used to store the converted position, expressed in the game engine coordinate system. |
Vec3f Kaim::CoordSystem::NavigationToClient_Pos |
( |
const Vec3f & |
navigationPos | ) |
const |
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inline |
Converts a position from the Autodesk Navigation coordinate system to the game engine coordinate system.
- Parameters
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navigationPos | The position to convert, expressed in the Autodesk Navigation coordinate system. |
- Returns
- The converted position, expressed in the game engine coordinate system.
KyFloat32 Kaim::CoordSystem::NavigationToClient_SquareDist |
( |
KyFloat32 |
navigationSquareDist | ) |
const |
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inline |
Converts a squared distance measurement from the Autodesk Navigation coordinate system to the game engine coordinate system.
- Parameters
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navigationSquareDist | The squared distance to convert, expressed in meters. |
- Returns
- The converted squared distance, expressed in game engine units.
void Kaim::CoordSystem::NavigationToClient_Transform |
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const Transform & |
navigationTransform, |
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Transform & |
clientTransform |
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) |
| const |
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inline |
Converts a Transform from the Autodesk Navigation coordinate system to the game engine coordinate system.
- Parameters
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| navigationTransform | The Transform to convert, expressed in the Autodesk Navigation coordinate system. |
[out] | clientTransform | Used to store the converted Transform, expressed in the game engine coordinate system. |
void Kaim::CoordSystem::NavigationToClient_Triangle |
( |
const Triangle3f & |
navigationTriangle, |
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Triangle3f & |
clientTriangle |
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) |
| const |
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inline |
Converts a triangle from the Autodesk Navigation coordinate system to the game engine coordinate system.
- Parameters
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navigationTriangle | The triangle to convert, expressed in the Autodesk Navigation coordinate system. |
clientTriangle | The converted triangle, expressed in the game engine coordinate system. |
bool Kaim::CoordSystem::operator!= |
( |
const CoordSystem & |
other | ) |
const |
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inline |
Indicates whether or not the two CoordSystem instances contain at least one different data member.
bool Kaim::CoordSystem::operator== |
( |
const CoordSystem & |
other | ) |
const |
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Indicates whether or not the two CoordSystem instances contain the same data members.
void Kaim::CoordSystem::SetClientAxisForNavigationX |
( |
ClientAxis |
clientAxisForNavigationX | ) |
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inline |
Sets the axis in the game engine coordinate system that should be mapped to the X axis within the Autodesk Navigation coordinate system.
void Kaim::CoordSystem::SetClientAxisForNavigationY |
( |
ClientAxis |
clientAxisForNavigationY | ) |
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inline |
Sets the axis in the game engine coordinate system that should be mapped to the Y axis within the Autodesk Navigation coordinate system.
void Kaim::CoordSystem::SetClientAxisForNavigationZ |
( |
ClientAxis |
clientAxisForNavigationZ | ) |
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inline |
Sets the axis in the game engine coordinate system that should be mapped to the Z axis within the Autodesk Navigation coordinate system.
void Kaim::CoordSystem::SetOneMeterInClientUnits |
( |
KyFloat32 |
oneMeter | ) |
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inline |
Sets the number of world units in the game engine that add up to one meter in length.
Sets the mapping between the coordinate system used in the Autodesk Navigation Engine and the game engine.
- Parameters
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oneMeterInClientUnits | The number of world units in the game engine that add up to one meter in length. |
clientAxisForNavigationX | The axis in the game engine coordinate system that should be mapped to the X axis within the Autodesk Navigation coordinate system. |
clientAxisForNavigationY | The axis in the game engine coordinate system that should be mapped to the Y axis within the Autodesk Navigation coordinate system. |
clientAxisForNavigationZ | The axis in the game engine coordinate system that should be mapped to the Z axis within the Autodesk Navigation coordinate system. |
Sets the mapping between the coordinate system used in the Autodesk Navigation Engine and the game engine using the values set in the specified CoordSystemConfig object.
const ClientAxis Kaim::CoordSystem::CLIENT_MINUS_X = Kaim::CLIENT_MINUS_X |
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Represents the negative direction of the X axis in the game engine.
const ClientAxis Kaim::CoordSystem::CLIENT_MINUS_Y = Kaim::CLIENT_MINUS_Y |
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Represents the negative direction of the Y axis in the game engine.
const ClientAxis Kaim::CoordSystem::CLIENT_MINUS_Z = Kaim::CLIENT_MINUS_Z |
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Represents the negative direction of the Z axis in the game engine.
const ClientAxis Kaim::CoordSystem::CLIENT_X = Kaim::CLIENT_X |
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Represents the positive direction of the X axis in the game engine.
const ClientAxis Kaim::CoordSystem::CLIENT_Y = Kaim::CLIENT_Y |
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Represents the positive direction of the Y axis in the game engine.
const ClientAxis Kaim::CoordSystem::CLIENT_Z = Kaim::CLIENT_Z |
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Represents the positive direction of the Z axis in the game engine.
KyInt32 Kaim::CoordSystem::m_navigationX_idx |
Identifies the index within each Vec3f that contains game engine coordinates that is mapped to the X axis in the Autodesk Navigation coordinate system.
KyFloat32 Kaim::CoordSystem::m_navigationX_sign |
Indicates whether coordinates on the Autodesk Navigation X axis need to be negated when converting between the Autodesk Navigation and game engine coordinate systems.
KyInt32 Kaim::CoordSystem::m_navigationY_idx |
Identifies the index within each Vec3f that contains game engine coordinates that is mapped to the Y axis in the Autodesk Navigation coordinate system.
KyFloat32 Kaim::CoordSystem::m_navigationY_sign |
Indicates whether coordinates on the Autodesk Navigation Y axis need to be negated when converting between the Autodesk Navigation and game engine coordinate systems.
KyInt32 Kaim::CoordSystem::m_navigationZ_idx |
Identifies the index within each Vec3f that contains game engine coordinates that is mapped to the Z axis in the Autodesk Navigation coordinate system.
KyFloat32 Kaim::CoordSystem::m_navigationZ_sign |
Indicates whether coordinates on the Autodesk Navigation Z axis need to be negated when converting between the Autodesk Navigation and game engine coordinate systems.
The number of world units in the game engine that add up to one meter in length.
The documentation for this class was generated from the following files: