23 class BlobFieldsMapping;
109 SwapEndianness(e,
self.m_oneMeterInClientUnits);
110 SwapEndianness(e,
self.m_clientAxisForNavigationX);
111 SwapEndianness(e,
self.m_clientAxisForNavigationY);
112 SwapEndianness(e,
self.m_clientAxisForNavigationZ);
141 void Setup(
KyFloat32 oneMeterInClientUnits, ClientAxis clientAxisForNavigationX, ClientAxis clientAxisForNavigationY, ClientAxis clientAxisForNavigationZ);
384 SwapEndianness(e,
self.m_navigationX_idx);
385 SwapEndianness(e,
self.m_navigationX_sign);
387 SwapEndianness(e,
self.m_navigationY_idx);
388 SwapEndianness(e,
self.m_navigationY_sign);
390 SwapEndianness(e,
self.m_navigationZ_idx);
391 SwapEndianness(e,
self.m_navigationZ_sign);
393 SwapEndianness(e,
self.m_oneMeter);
394 SwapEndianness(e,
self.m_inv_oneMeter);
KyFloat32 m_oneMeter
The number of world units in the game engine that add up to one meter in length.
Definition: coordsystem.h:377
void NavigationToClient_Normal(const Vec3f &navigationNormal, Vec3f &clientNormal) const
Converts a normalized vector from the Autodesk Navigation coordinate system to the game engine coordi...
Definition: coordsystem.inl:110
KyInt32 m_navigationY_idx
Identifies the index within each Vec3f that contains game engine coordinates that is mapped to the Y ...
Definition: coordsystem.h:370
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 en...
Definition: coordsystem.inl:28
bool operator==(const CoordSystem &other) const
Indicates whether or not the two CoordSystem instances contain the same data members.
Definition: coordsystem.inl:301
void ClientToNavigation_Normal(const Vec3f &clientNormal, Vec3f &navigationNormal) const
Convert normals or any other vectors which length has to be kept when converted.
Definition: coordsystem.inl:104
bool operator!=(const CoordSystem &other) const
Indicates whether or not the two CoordSystem instances contain at least one different data member...
Definition: coordsystem.inl:309
static const ClientAxis CLIENT_Y
Represents the positive direction of the Y axis in the game engine.
Definition: coordsystem.h:127
KyFloat32 m_navigationZ_sign
Indicates whether coordinates on the Autodesk Navigation Z axis need to be negated when converting be...
Definition: coordsystem.h:374
void NavigationToClient_Pos(const Vec3f &navigationPos, Vec3f &clientPos) const
Converts a position from the Autodesk Navigation engine coordinate system to the game coordinate syst...
Definition: coordsystem.inl:84
std::uint32_t KyUInt32
uint32_t
Definition: types.h:29
void Init_Zup(KyFloat32 oneMeterInClientUnits=1.0f)
Initialize with NavX=ClientX, NavY=ClientY, NavZ=Up=ClientZ, custom oneMeterInClientUnits.
Definition: coordsystem.h:57
Represents the positive direction of the client game engine X axis.
Definition: coordsystem.h:32
ClientAxis GetClientAxisForNavigationY() const
Retrieves the axis in the game engine coordinate system that is mapped to the Y axis within the Autod...
Definition: coordsystem.inl:63
bool IsRightHanded() const
Indicates whether or not CoordSystem instance is right-handed.
Definition: coordsystem.inl:314
bool operator==(const CoordSystemConfig &other) const
For internal use.
Definition: coordsystem.h:83
void ClientToNavigation_AngularVelocity(const Vec3f &clientAngularVelocity, Vec3f &navigationAngularVelocity) const
Convert angular velocity vectors (special case of Normals).
Definition: coordsystem.inl:129
3d triangle of 32bits floating points
Definition: triangle3f.h:15
KyUInt32 m_clientAxisForNavigationZ
The axis in the game engine coordinate system that should be mapped to the Z axis within the Autodesk...
Definition: coordsystem.h:102
This class maintains the mapping between the system of coordinate axes used by the client game engine...
Definition: coordsystem.h:119
Represents the positive direction of the client game engine Y axis.
Definition: coordsystem.h:34
void ClientToNavigation_Transform(const Transform &clientTransform, Transform &navigationTransform) const
Converts a Transform from the game engine coordinate system to the Autodesk Navigation coordinate sys...
Definition: coordsystem.inl:286
ClientAxis GetClientAxisForNavigationX() const
Retrieves the axis in the game engine coordinate system that is mapped to the X axis within the Autod...
Definition: coordsystem.inl:62
void SetOneMeterInClientUnits(KyFloat32 oneMeter)
Sets the number of world units in the game engine that add up to one meter in length.
Definition: coordsystem.inl:52
KyInt32 m_navigationZ_idx
Identifies the index within each Vec3f that contains game engine coordinates that is mapped to the Z ...
Definition: coordsystem.h:373
Matrix3x3f is defined as 3 Transformed Unit Vectors:
Definition: matrix3x3f.h:24
KyFloat32 ClientToNavigation_Dist(KyFloat32 clientDist) const
Converts a distance measurement from the game engine coordinate system to the Autodesk Navigation coo...
Definition: coordsystem.inl:69
A structure that sets up the mapping between the coordinate system used in the Autodesk Navigation En...
Definition: coordsystem.h:43
void Init_Yup(KyFloat32 oneMeterInClientUnits=1.0f)
Initialize with NavX=ClientX, NavY=-ClientZ, NavZ=Up=ClientY, custom oneMeterInClientUnits.
Definition: coordsystem.h:63
void NavigationToClient_Extents(const Vec3f &navigationExtents, Vec3f &clientExtents) const
Converts an extents vector from the Autodesk Navigation engine coordinate system to the game coordina...
Definition: coordsystem.inl:159
#define KY_DEFINE_NEW_DELETE_OPERATORS(MemStat)
This macro defines new and delete operators.
Definition: memory.h:132
KyUInt32 m_clientAxisForNavigationY
The axis in the game engine coordinate system that should be mapped to the Y axis within the Autodesk...
Definition: coordsystem.h:100
void SetClientAxisForNavigationZ(ClientAxis clientAxisForNavigationZ)
Sets the axis in the game engine coordinate system that should be mapped to the Z axis within the Aut...
Definition: coordsystem.inl:60
void SetClientAxisForNavigationX(ClientAxis clientAxisForNavigationX)
Sets the axis in the game engine coordinate system that should be mapped to the X axis within the Aut...
Definition: coordsystem.inl:58
CoordSystemClientAxis
Enumerates the possible axis orientations that can be assigned to m_clientAxisForNavigationX, m_clientAxisForNavigationX and m_clientAxisForNavigationX axes used within Autodesk Navigation.
Definition: coordsystem.h:30
static const ClientAxis CLIENT_MINUS_X
Represents the negative direction of the X axis in the game engine.
Definition: coordsystem.h:126
static const ClientAxis CLIENT_Z
Represents the positive direction of the Z axis in the game engine.
Definition: coordsystem.h:129
Target
Enumerates the possible endianness types relative to the current platform.
Definition: endianness.h:27
3d axis aligned box of 32bits floating points
Definition: box3f.h:16
Represents the positive direction of the client game engine Z axis.
Definition: coordsystem.h:36
KyFloat32 m_navigationX_sign
Indicates whether coordinates on the Autodesk Navigation X axis need to be negated when converting be...
Definition: coordsystem.h:368
void ClientToNavigation_Matrix(const Matrix3x3f &clientMatrix, Matrix3x3f &navigationMatrix) const
Converts a matrix from the game engine coordinate system to the Autodesk Navigation coordinate system...
Definition: coordsystem.inl:248
KyFloat32 NavigationToClient_SquareDist(KyFloat32 navigationSquareDist) const
Converts a squared distance measurement from the Autodesk Navigation coordinate system to the game en...
Definition: coordsystem.inl:73
void ClientToNavigation_Triangle(const Triangle3f &clientTriangle, Triangle3f &navigationTriangle) const
Converts a triangle from the game engine coordinate system to the Autodesk Navigation coordinate syst...
Definition: coordsystem.inl:184
void SetClientAxisForNavigationY(ClientAxis clientAxisForNavigationY)
Sets the axis in the game engine coordinate system that should be mapped to the Y axis within the Aut...
Definition: coordsystem.inl:59
KyFloat32 m_oneMeterInClientUnits
The number of world units in the game engine that add up to one meter in length.
Definition: coordsystem.h:96
Represents the negative direction of the client game engine Z axis.
Definition: coordsystem.h:37
static const ClientAxis CLIENT_X
Represents the positive direction of the X axis in the game engine.
Definition: coordsystem.h:125
static const ClientAxis CLIENT_MINUS_Y
Represents the negative direction of the Y axis in the game engine.
Definition: coordsystem.h:128
The Autodesk Navigation namespace.
Definition: gamekitcrowddispersion.cpp:17
static const ClientAxis CLIENT_MINUS_Z
Represents the negative direction of the Z axis in the game engine.
Definition: coordsystem.h:130
void NavigationToClient_Triangle(const Triangle3f &navigationTriangle, Triangle3f &clientTriangle) const
Converts a triangle from the Autodesk Navigation coordinate system to the game engine coordinate syst...
Definition: coordsystem.inl:201
void NavigationToClient_Transform(const Transform &navigationTransform, Transform &clientTransform) const
Converts a Transform from the Autodesk Navigation coordinate system to the game engine coordinate sys...
Definition: coordsystem.inl:291
CoordSystemConfig()
Initialize with NavX=ClientX, NavY=ClientY, NavZ=Up=ClientZ, ClientUnits = meters.
Definition: coordsystem.h:48
Represents the negative direction of the client game engine Y axis.
Definition: coordsystem.h:35
void NavigationToClient_AngularVelocity(const Vec3f &navigationAngularVelocity, Vec3f &clientAngularVelocity) const
Converts an angular velocity vector from the Autodesk Navigation coordinate system to the game engine...
Definition: coordsystem.inl:133
void NavigationToClient_Matrix(const Matrix3x3f &navigationMatrix, Matrix3x3f &clientMatrix) const
Converts a matrix from the Autodesk Navigation coordinate system to the game engine coordinate system...
Definition: coordsystem.inl:267
KyUInt32 m_clientAxisForNavigationX
The axis in the game engine coordinate system that should be mapped to the X axis within the Autodesk...
Definition: coordsystem.h:98
KyInt32 m_navigationX_idx
Identifies the index within each Vec3f that contains game engine coordinates that is mapped to the X ...
Definition: coordsystem.h:367
KyFloat32 m_inv_oneMeter
One divided by the m_oneMeter value.
Definition: coordsystem.h:378
std::int32_t KyInt32
int32_t
Definition: types.h:24
Represents the negative direction of the client game engine X axis.
Definition: coordsystem.h:33
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 ...
Definition: coordsystem.inl:230
ClientAxis GetClientAxisForNavigationZ() const
Retrieves the axis in the game engine coordinate system that is mapped to the Z axis within the Autod...
Definition: coordsystem.inl:64
void ClientToNavigation_Pos(const Vec3f &clientPos, Vec3f &navigationPos) const
Convert positions or any other vectors which length have to be scaled when converted.
Definition: coordsystem.inl:78
KyFloat32 m_navigationY_sign
Indicates whether coordinates on the Autodesk Navigation Y axis need to be negated when converting be...
Definition: coordsystem.h:371
KyFloat32 ClientToNavigation_SquareDist(KyFloat32 clientSquareDist) const
Converts a squared distance measurement from the game engine coordinate system to the Autodesk Naviga...
Definition: coordsystem.inl:72
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...
Definition: coordsystem.inl:150
KyFloat32 NavigationToClient_Dist(KyFloat32 navigationDist) const
Converts a distance measurement from the Autodesk Navigation coordinate system to the game engine coo...
Definition: coordsystem.inl:70
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 ...
Definition: coordsystem.inl:220
float KyFloat32
float
Definition: types.h:32
3d vector using 32bits floating points.
Definition: vec3f.h:16