Files
LNXSDK/leenkx/Sources/leenkx/object/TransformExtension.hx
2025-01-22 16:18:30 +01:00

73 lines
2.1 KiB
Haxe

package leenkx.object;
import iron.math.Mat4;
import iron.math.Vec4;
import iron.math.Quat;
import iron.object.Transform;
class TransformExtension {
public static function overlap(t1: Transform, t2: Transform): Bool {
return t1.worldx() + t1.dim.x / 2 > t2.worldx() - t2.dim.x / 2 && t1.worldx() - t1.dim.x / 2 < t2.worldx() + t2.dim.x / 2 &&
t1.worldy() + t1.dim.y / 2 > t2.worldy() - t2.dim.y / 2 && t1.worldy() - t1.dim.y / 2 < t2.worldy() + t2.dim.y / 2 &&
t1.worldz() + t1.dim.z / 2 > t2.worldz() - t2.dim.z / 2 && t1.worldz() - t1.dim.z / 2 < t2.worldz() + t2.dim.z / 2;
}
/**
* Returns the world (global) position.
* @return Vec4
*/
public static inline function getWorldPosition(t: Transform): Vec4 {
return new Vec4(t.worldx(), t.worldy(), t.worldz(), 1.0);
}
/**
* Returns the given local vector in world coordinates
* @param localVec
* @return Vec4
*/
public static inline function getWorldVecFromLocal(t: Transform, localVec: Vec4): Vec4 {
return localVec.clone().applymat4(t.worldUnpack);
}
/**
* Returns the given world vector in local coordinates
* @param worldVec
* @return Vec4
*/
public static inline function getLocalVecFromWorld(t: Transform, worldVec: Vec4): Vec4 {
return worldVec.clone().applymat4(Mat4.identity().getInverse(t.worldUnpack));
}
/**
* Returns the given world vector in transform orientation
* @param worldVec
* @return Vec4
**/
public static inline function worldVecToOrientation(t: Transform, worldVec: Vec4): Vec4 {
var right = t.right().normalize();
right.mult(worldVec.x);
var look = t.look().normalize();
look.mult(worldVec.y);
var up = t.up().normalize();
up.mult(worldVec.z);
return new Vec4().add(right).add(look).add(up);
}
/**
* Returns the given world vector in local orientation
* @param worldVec Vector in world orientation
* @return Local vector
**/
public static inline function getWorldVectorAlongLocalAxis(t: Transform, worldVec: Vec4): Vec4 {
var localVec = new Vec4();
localVec.x = worldVec.dot(t.right().normalize());
localVec.y = worldVec.dot(t.look().normalize());
localVec.z = worldVec.dot(t.up().normalize());
return localVec;
}
}