Kaim::CoordSystem Class Reference

#include <coordsystem.h>

Class Description

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.

+ Examples:

Public Member Functions

void Setup (KyFloat32 oneMeterInClientUnits, ClientAxis clientAxisForNavigationX, ClientAxis clientAxisForNavigationY, ClientAxis clientAxisForNavigationZ)
 Sets the mapping between the coordinate system used in the Autodesk Navigation Engine and the game engine. More...
 
void Setup (const CoordSystemConfig &config)
 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. More...
 
void SetOneMeterInClientUnits (KyFloat32 oneMeter)
 Sets the number of world units in the game engine that add up to one meter in length. More...
 
void SetClientAxisForNavigationX (ClientAxis clientAxisForNavigationX)
 Sets the axis in the game engine coordinate system that should be mapped to the X axis within the Autodesk Navigation coordinate system. More...
 
void SetClientAxisForNavigationY (ClientAxis clientAxisForNavigationY)
 Sets the axis in the game engine coordinate system that should be mapped to the Y axis within the Autodesk Navigation coordinate system. More...
 
void SetClientAxisForNavigationZ (ClientAxis clientAxisForNavigationZ)
 Sets the axis in the game engine coordinate system that should be mapped to the Z axis within the Autodesk Navigation coordinate system. More...
 
ClientAxis GetClientAxisForNavigationX () const
 Retrieves the axis in the game engine coordinate system that is mapped to the X axis within the Autodesk Navigation coordinate system. More...
 
ClientAxis GetClientAxisForNavigationY () const
 Retrieves the axis in the game engine coordinate system that is mapped to the Y axis within the Autodesk Navigation coordinate system. More...
 
ClientAxis GetClientAxisForNavigationZ () const
 Retrieves the axis in the game engine coordinate system that is mapped to the Z axis within the Autodesk Navigation coordinate system. More...
 

Public Attributes

KyInt32 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. More...
 
KyFloat32 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. More...
 
KyInt32 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. More...
 
KyFloat32 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. More...
 
KyInt32 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. More...
 
KyFloat32 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. More...
 
KyFloat32 m_oneMeter
 The number of world units in the game engine that add up to one meter in length. More...
 
KyFloat32 m_inv_oneMeter
 One divided by the m_oneMeter value. More...
 

Static Public Attributes

static const ClientAxis CLIENT_X = Kaim::CLIENT_X
 Represents the positive direction of the X axis in the game engine. More...
 
static const ClientAxis CLIENT_MINUS_X = Kaim::CLIENT_MINUS_X
 Represents the negative direction of the X axis in the game engine. More...
 
static const ClientAxis CLIENT_Y = Kaim::CLIENT_Y
 Represents the positive direction of the Y axis in the game engine. More...
 
static const ClientAxis CLIENT_MINUS_Y = Kaim::CLIENT_MINUS_Y
 Represents the negative direction of the Y axis in the game engine. More...
 
static const ClientAxis CLIENT_Z = Kaim::CLIENT_Z
 Represents the positive direction of the Z axis in the game engine. More...
 
static const ClientAxis CLIENT_MINUS_Z = Kaim::CLIENT_MINUS_Z
 Represents the negative direction of the Z axis in the game engine. More...
 

Client <-> Autodesk Navigation: Distances

KyFloat32 ClientToNavigation_Dist (KyFloat32 clientDist) const
 Converts a distance measurement from the game engine coordinate system to the Autodesk Navigation coordinate system. More...
 
KyFloat32 NavigationToClient_Dist (KyFloat32 navigationDist) const
 Converts a distance measurement from the Autodesk Navigation coordinate system to the game engine coordinate system. More...
 

Client <-> Autodesk Navigation: Square Distances

KyFloat32 ClientToNavigation_SquareDist (KyFloat32 clientSquareDist) const
 Converts a squared distance measurement from the game engine coordinate system to the Autodesk Navigation coordinate system. More...
 
KyFloat32 NavigationToClient_SquareDist (KyFloat32 navigationSquareDist) const
 Converts a squared distance measurement from the Autodesk Navigation coordinate system to the game engine coordinate system. More...
 

Client <-> Autodesk Navigation: Position Vectors

void ClientToNavigation_Pos (const Vec3f &clientPos, Vec3f &navigationPos) const
 Convert positions or any other vectors which length have to be scaled when converted. More...
 
void NavigationToClient_Pos (const Vec3f &navigationPos, Vec3f &clientPos) const
 Converts a position from the Autodesk Navigation engine coordinate system to the game coordinate system. More...
 
Vec3f ClientToNavigation_Pos (const Vec3f &clientPos) const
 Converts a position from the game engine coordinate system to the Autodesk Navigation coordinate system. More...
 
Vec3f NavigationToClient_Pos (const Vec3f &navigationPos) const
 Converts a position from the Autodesk Navigation coordinate system to the game engine coordinate system. More...
 

Client <-> Autodesk Navigation: Normal Vectors

void ClientToNavigation_Normal (const Vec3f &clientNormal, Vec3f &navigationNormal) const
 Convert normals or any other vectors which length has to be kept when converted. More...
 
void NavigationToClient_Normal (const Vec3f &navigationNormal, Vec3f &clientNormal) const
 Converts a normalized vector from the Autodesk Navigation coordinate system to the game engine coordinate system. More...
 
Vec3f ClientToNavigation_Normal (const Vec3f &clientNormal) const
 Converts a normalized vector from the game engine coordinate system to the Autodesk Navigation coordinate system. More...
 
Vec3f NavigationToClient_Normal (const Vec3f &navigationNormal) const
 Converts a normalized vector from the Autodesk Navigation coordinate system to the game engine coordinate system. More...
 

Client <-> Autodesk Navigation: Angular Velocity Vectors

void ClientToNavigation_AngularVelocity (const Vec3f &clientAngularVelocity, Vec3f &navigationAngularVelocity) const
 Convert angular velocity vectors (special case of Normals). More...
 
void NavigationToClient_AngularVelocity (const Vec3f &navigationAngularVelocity, Vec3f &clientAngularVelocity) const
 Converts an angular velocity vector from the Autodesk Navigation coordinate system to the game engine coordinate system. More...
 
Vec3f ClientToNavigation_AngularVelocity (const Vec3f &clientAngularVelocity) const
 Converts an angular velocity vector from the game engine coordinate system to the Autodesk Navigation coordinate system. More...
 
Vec3f NavigationToClient_AngularVelocity (const Vec3f &navigationAngularVelocity) const
 Converts an angular velocity vector from the Autodesk Navigation coordinate system to the game engine coordinate system. More...
 

Client <-> Autodesk Navigation: Extents Vectors

void ClientToNavigation_Extents (const Vec3f &clientExtents, Vec3f &navigationExtents) const
 Convert extents or any other vectors which have to be scaled and values kept positive when converted. More...
 
void NavigationToClient_Extents (const Vec3f &navigationExtents, Vec3f &clientExtents) const
 Converts an extents vector from the Autodesk Navigation engine coordinate system to the game coordinate system. More...
 
Vec3f ClientToNavigation_Extents (const Vec3f &clientExtents) const
 Converts an extents vector from the game engine coordinate system to the Autodesk Navigation coordinate system. More...
 
Vec3f NavigationToClient_Extents (const Vec3f &navigationExtents) const
 Converts an extents vector from the Autodesk Navigation coordinate system to the game engine coordinate system. More...
 

Client <-> Autodesk Navigation: Triangle

void ClientToNavigation_Triangle (const Triangle3f &clientTriangle, Triangle3f &navigationTriangle) const
 Converts a triangle from the game engine coordinate system to the Autodesk Navigation coordinate system. More...
 
void NavigationToClient_Triangle (const Triangle3f &navigationTriangle, Triangle3f &clientTriangle) const
 Converts a triangle from the Autodesk Navigation coordinate system to the game engine coordinate system. More...
 

Client <-> Autodesk Navigation: Boxes

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...
 
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...
 
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...
 
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...
 

Client <-> Autodesk Navigation: Matrixes & Transforms

void ClientToNavigation_Matrix (const Matrix3x3f &clientMatrix, Matrix3x3f &navigationMatrix) const
 Converts a matrix from the game engine coordinate system to the Autodesk Navigation coordinate system. More...
 
void NavigationToClient_Matrix (const Matrix3x3f &navigationMatrix, Matrix3x3f &clientMatrix) const
 Converts a matrix from the Autodesk Navigation coordinate system to the game engine coordinate system. More...
 
void ClientToNavigation_Transform (const Transform &clientTransform, Transform &navigationTransform) const
 Converts a Transform from the game engine coordinate system to the Autodesk Navigation coordinate system. More...
 
void NavigationToClient_Transform (const Transform &navigationTransform, Transform &clientTransform) const
 Converts a Transform from the Autodesk Navigation coordinate system to the game engine coordinate system. More...
 
bool operator== (const CoordSystem &other) const
 Indicates whether or not the two CoordSystem instances contain the same data members. More...
 
bool operator!= (const CoordSystem &other) const
 Indicates whether or not the two CoordSystem instances contain at least one different data member. More...
 
bool IsRightHanded () const
 Indicates whether or not CoordSystem instance is right-handed. More...
 

Member Function Documentation

void Kaim::CoordSystem::ClientToNavigation_AngularVelocity ( const Vec3f clientAngularVelocity,
Vec3f navigationAngularVelocity 
) const
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
clientAngularVelocityThe angular velocity vector to convert, expressed in the game engine coordinate system.
[out]navigationAngularVelocityUsed to store the converted angular velocity vector, expressed in the Autodesk Navigation coordinate system.
+ Examples:
Vec3f Kaim::CoordSystem::ClientToNavigation_AngularVelocity ( const Vec3f clientAngularVelocity) const
inline

Converts an angular velocity vector from the game engine coordinate system to the Autodesk Navigation coordinate system.

Parameters
clientAngularVelocityThe 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 ( const Vec3f clientMin,
const Vec3f clientMax,
Box3f navigationBox 
) const
inline

Converts a bounding box from the game engine coordinate system to the Autodesk Navigation coordinate system.

Parameters
clientMinThe minima of the bounding box to convert, expressed in the game engine coordinate system.
clientMaxThe maxima of the bounding box to convert, expressed in the game engine coordinate system.
[out]navigationBoxUsed to store the converted bounding box, expressed in the Autodesk Navigation coordinate system.
void Kaim::CoordSystem::ClientToNavigation_Box ( const Box3f clientBox,
Box3f navigationBox 
) const
inline

Converts a bounding box from the game engine coordinate system to the Autodesk Navigation coordinate system.

Parameters
clientBoxThe bounding box to convert, expressed in the game engine coordinate system.
[out]navigationBoxUsed to store the converted bounding box, expressed in the Autodesk Navigation coordinate system.
KyFloat32 Kaim::CoordSystem::ClientToNavigation_Dist ( KyFloat32  clientDist) const
inline

Converts a distance measurement from the game engine coordinate system to the Autodesk Navigation coordinate system.

Parameters
clientDistThe distance to convert, expressed in game engine units.
Returns
The converted distance, expressed in meters.
void Kaim::CoordSystem::ClientToNavigation_Extents ( const Vec3f clientExtents,
Vec3f navigationExtents 
) const
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
clientExtentsThe extents vector to convert, expressed in the game engine coordinate system.
[out]navigationExtentsUsed to store the converted extents vector, expressed in the Autodesk Navigation coordinate system.
+ Examples:
Vec3f Kaim::CoordSystem::ClientToNavigation_Extents ( const Vec3f clientExtents) const
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
clientExtentsThe 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 ( const Matrix3x3f clientMatrix,
Matrix3x3f navigationMatrix 
) const
inline

Converts a matrix from the game engine coordinate system to the Autodesk Navigation coordinate system.

Parameters
clientMatrixThe matrix to convert, expressed in the game engine coordinate system.
[out]navigationMatrixUsed to store the converted matrix, expressed in the Autodesk Navigation coordinate system.
void Kaim::CoordSystem::ClientToNavigation_Normal ( const Vec3f clientNormal,
Vec3f navigationNormal 
) const
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
clientNormalThe normal to convert, expressed in the game engine coordinate system.
[out]navigationNormalUsed to store the converted normal, expressed in the Autodesk Navigation coordinate system.
Vec3f Kaim::CoordSystem::ClientToNavigation_Normal ( const Vec3f clientNormal) const
inline

Converts a normalized vector from the game engine coordinate system to the Autodesk Navigation coordinate system.

Parameters
clientNormalThe 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 ( const Vec3f clientPos,
Vec3f navigationPos 
) const
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
clientPosThe position to convert, expressed in the game engine coordinate system.
[out]navigationPosUsed to store the converted position, expressed in the Autodesk Navigation coordinate system.
+ Examples:
Vec3f Kaim::CoordSystem::ClientToNavigation_Pos ( const Vec3f clientPos) const
inline

Converts a position from the game engine coordinate system to the Autodesk Navigation coordinate system.

Parameters
clientPosThe 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 ( KyFloat32  clientSquareDist) const
inline

Converts a squared distance measurement from the game engine coordinate system to the Autodesk Navigation coordinate system.

Parameters
clientSquareDistThe squared distance to convert, expressed in game engine units.
Returns
The converted squared distance, expressed in meters.
void Kaim::CoordSystem::ClientToNavigation_Transform ( const Transform clientTransform,
Transform navigationTransform 
) const
inline

Converts a Transform from the game engine coordinate system to the Autodesk Navigation coordinate system.

Parameters
clientTransformThe Transform to convert, expressed in the game engine coordinate system.
[out]navigationTransformUsed to store the converted Transform, expressed in the Autodesk Navigation coordinate system.
+ Examples:
void Kaim::CoordSystem::ClientToNavigation_Triangle ( const Triangle3f clientTriangle,
Triangle3f navigationTriangle 
) const
inline

Converts a triangle from the game engine coordinate system to the Autodesk Navigation coordinate system.

Parameters
clientTriangleThe converted triangle, expressed in the game engine coordinate system.
navigationTriangleThe triangle to convert, expressed in the Autodesk Navigation coordinate system.
CoordSystem::ClientAxis Kaim::CoordSystem::GetClientAxisForNavigationX ( ) const
inline

Retrieves the axis in the game engine coordinate system that is mapped to the X axis within the Autodesk Navigation coordinate system.

CoordSystem::ClientAxis Kaim::CoordSystem::GetClientAxisForNavigationY ( ) const
inline

Retrieves the axis in the game engine coordinate system that is mapped to the Y axis within the Autodesk Navigation coordinate system.

CoordSystem::ClientAxis Kaim::CoordSystem::GetClientAxisForNavigationZ ( ) const
inline

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 ( ) const
inline

Indicates whether or not CoordSystem instance is right-handed.

void Kaim::CoordSystem::NavigationToClient_AngularVelocity ( const Vec3f navigationAngularVelocity,
Vec3f clientAngularVelocity 
) const
inline

Converts an angular velocity vector from the Autodesk Navigation coordinate system to the game engine coordinate system.

Parameters
navigationAngularVelocityThe angular velocity vector to convert, expressed in the Autodesk Navigation coordinate system.
[out]clientAngularVelocityUsed to store the converted angular velocity vector, expressed in the game engine coordinate system.
Vec3f Kaim::CoordSystem::NavigationToClient_AngularVelocity ( const Vec3f navigationAngularVelocity) const
inline

Converts an angular velocity vector from the Autodesk Navigation coordinate system to the game engine coordinate system.

Parameters
navigationAngularVelocityThe 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 ( const Box3f navigationBox,
Vec3f clientMin,
Vec3f clientMax 
) const
inline

Converts a bounding box from the Autodesk Navigation coordinate system to the game engine coordinate system.

Parameters
navigationBoxThe bounding box to convert, expressed in the Autodesk Navigation coordinate system.
[out]clientMinThe minima of the bounding box, expressed in the game engine coordinate system.
[out]clientMaxThe maxima of the bounding box, expressed in the game engine coordinate system.
void Kaim::CoordSystem::NavigationToClient_Box ( const Box3f navigationBox,
Box3f clientBox 
) const
inline

Converts a bounding box from the Autodesk Navigation coordinate system to the game engine coordinate system.

Parameters
navigationBoxThe bounding box to convert, expressed in the Autodesk Navigation coordinate system.
[out]clientBoxUsed to store the converted bounding box, expressed in the game engine coordinate system.
KyFloat32 Kaim::CoordSystem::NavigationToClient_Dist ( KyFloat32  navigationDist) const
inline

Converts a distance measurement from the Autodesk Navigation coordinate system to the game engine coordinate system.

Parameters
navigationDistThe distance to convert, expressed in meters.
Returns
The converted distance, expressed in game engine units.
void Kaim::CoordSystem::NavigationToClient_Extents ( const Vec3f navigationExtents,
Vec3f clientExtents 
) const
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
navigationExtentsThe extents vector to convert, expressed in the Autodesk Navigation coordinate system.
[out]clientExtentsUsed to store the converted extents vector, expressed in the game engine coordinate system.
Vec3f Kaim::CoordSystem::NavigationToClient_Extents ( const Vec3f navigationExtents) const
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
navigationExtentsThe 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 ( const Matrix3x3f navigationMatrix,
Matrix3x3f clientMatrix 
) const
inline

Converts a matrix from the Autodesk Navigation coordinate system to the game engine coordinate system.

Parameters
navigationMatrixThe matrix to convert, expressed in the Autodesk Navigation coordinate system.
[out]clientMatrixUsed to store the converted matrix, expressed in the game engine coordinate system.
void Kaim::CoordSystem::NavigationToClient_Normal ( const Vec3f navigationNormal,
Vec3f clientNormal 
) const
inline

Converts a normalized vector from the Autodesk Navigation coordinate system to the game engine coordinate system.

Parameters
navigationNormalThe normal to convert, expressed in the Autodesk Navigation coordinate system.
[out]clientNormalUsed to store the converted normal, expressed in the game engine coordinate system.
Vec3f Kaim::CoordSystem::NavigationToClient_Normal ( const Vec3f navigationNormal) const
inline

Converts a normalized vector from the Autodesk Navigation coordinate system to the game engine coordinate system.

Parameters
navigationNormalThe 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 ( const Vec3f navigationPos,
Vec3f clientPos 
) const
inline

Converts a position from the Autodesk Navigation engine coordinate system to the game coordinate system.

Parameters
navigationPosThe position to convert, expressed in the Autodesk Navigation coordinate system.
[out]clientPosUsed to store the converted position, expressed in the game engine coordinate system.
Vec3f Kaim::CoordSystem::NavigationToClient_Pos ( const Vec3f navigationPos) const
inline

Converts a position from the Autodesk Navigation coordinate system to the game engine coordinate system.

Parameters
navigationPosThe 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
inline

Converts a squared distance measurement from the Autodesk Navigation coordinate system to the game engine coordinate system.

Parameters
navigationSquareDistThe squared distance to convert, expressed in meters.
Returns
The converted squared distance, expressed in game engine units.
void Kaim::CoordSystem::NavigationToClient_Transform ( const Transform navigationTransform,
Transform clientTransform 
) const
inline

Converts a Transform from the Autodesk Navigation coordinate system to the game engine coordinate system.

Parameters
navigationTransformThe Transform to convert, expressed in the Autodesk Navigation coordinate system.
[out]clientTransformUsed to store the converted Transform, expressed in the game engine coordinate system.
void Kaim::CoordSystem::NavigationToClient_Triangle ( const Triangle3f navigationTriangle,
Triangle3f clientTriangle 
) const
inline

Converts a triangle from the Autodesk Navigation coordinate system to the game engine coordinate system.

Parameters
navigationTriangleThe triangle to convert, expressed in the Autodesk Navigation coordinate system.
clientTriangleThe converted triangle, expressed in the game engine coordinate system.
bool Kaim::CoordSystem::operator!= ( const CoordSystem other) const
inline

Indicates whether or not the two CoordSystem instances contain at least one different data member.

bool Kaim::CoordSystem::operator== ( const CoordSystem other) const
inline

Indicates whether or not the two CoordSystem instances contain the same data members.

void Kaim::CoordSystem::SetClientAxisForNavigationX ( ClientAxis  clientAxisForNavigationX)
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)
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)
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)
inline

Sets the number of world units in the game engine that add up to one meter in length.

void Kaim::CoordSystem::Setup ( KyFloat32  oneMeterInClientUnits,
ClientAxis  clientAxisForNavigationX,
ClientAxis  clientAxisForNavigationY,
ClientAxis  clientAxisForNavigationZ 
)
inline

Sets the mapping between the coordinate system used in the Autodesk Navigation Engine and the game engine.

Parameters
oneMeterInClientUnitsThe number of world units in the game engine that add up to one meter in length.
clientAxisForNavigationXThe axis in the game engine coordinate system that should be mapped to the X axis within the Autodesk Navigation coordinate system.
clientAxisForNavigationYThe axis in the game engine coordinate system that should be mapped to the Y axis within the Autodesk Navigation coordinate system.
clientAxisForNavigationZThe axis in the game engine coordinate system that should be mapped to the Z axis within the Autodesk Navigation coordinate system.
+ Examples:
void Kaim::CoordSystem::Setup ( const CoordSystemConfig config)
inline

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.

Member Data Documentation

const ClientAxis Kaim::CoordSystem::CLIENT_MINUS_X = Kaim::CLIENT_MINUS_X
static

Represents the negative direction of the X axis in the game engine.

const ClientAxis Kaim::CoordSystem::CLIENT_MINUS_Y = Kaim::CLIENT_MINUS_Y
static

Represents the negative direction of the Y axis in the game engine.

const ClientAxis Kaim::CoordSystem::CLIENT_MINUS_Z = Kaim::CLIENT_MINUS_Z
static

Represents the negative direction of the Z axis in the game engine.

const ClientAxis Kaim::CoordSystem::CLIENT_X = Kaim::CLIENT_X
static

Represents the positive direction of the X axis in the game engine.

const ClientAxis Kaim::CoordSystem::CLIENT_Y = Kaim::CLIENT_Y
static

Represents the positive direction of the Y axis in the game engine.

const ClientAxis Kaim::CoordSystem::CLIENT_Z = Kaim::CLIENT_Z
static

Represents the positive direction of the Z axis in the game engine.

KyFloat32 Kaim::CoordSystem::m_inv_oneMeter

One divided by the m_oneMeter value.

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.

KyFloat32 Kaim::CoordSystem::m_oneMeter

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: