armory/Sources/armory/object/TransformExtension.hx
2020-11-01 19:23:55 -03:00

49 lines
1.6 KiB
Haxe

package armory.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 {
return t.right().mult(worldVec.x).add(t.look().mult(worldVec.y)).add(t.up().mult(worldVec.z));
}
}