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#include "UnityPrefix.h"
#include "AABBUtility.h"
#include "Renderer.h"
#include "Runtime/Filters/Mesh/LodMeshFilter.h"
#include "Runtime/Filters/Mesh/LodMesh.h"
#include "Runtime/Filters/Mesh/SpriteRenderer.h"
#include "Runtime/Graphics/Transform.h"
#include "Runtime/Filters/Deformation/SkinnedMeshFilter.h"
#include "Runtime/BaseClasses/GameObject.h"
inline bool HasAABB (Renderer& renderer)
{
return renderer.IsActive () && renderer.GetVisible ();
}
bool CalculateWorldAABB (GameObject& go, AABB* aabb)
{
Renderer* renderer = go.QueryComponent (Renderer);
if (renderer && HasAABB (*renderer))
{
renderer->GetWorldAABB ( *aabb );
return true;
}
MeshFilter *lmf = go.QueryComponent (MeshFilter);
if (lmf)
{
Mesh *lm = lmf->GetSharedMesh ();
if (lm)
{
*aabb = lm->GetBounds ();
Matrix4x4f matrix;
go.GetComponent (Transform).CalculateTransformMatrix (matrix);
TransformAABB (*aabb, matrix, *aabb);
return true;
}
}
#if ENABLE_SPRITES
SpriteRenderer* sprite = go.QueryComponent (SpriteRenderer);
if (sprite)
{
Sprite* frame = sprite->GetSprite();
if (frame)
{
*aabb = frame->GetBounds();
Matrix4x4f matrix;
go.GetComponent (Transform).CalculateTransformMatrix (matrix);
TransformAABB (*aabb, matrix, *aabb);
return true;
}
}
#endif
aabb->SetCenterAndExtent( Vector3f::zero, Vector3f::zero );
return false;
}
bool CalculateLocalAABB (GameObject& go, AABB* aabb)
{
Renderer* renderer = go.QueryComponent (Renderer);
if (renderer && HasAABB (*renderer))
{
const TransformInfo& info = renderer->GetTransformInfo();
Matrix4x4f transformWorldToLocal = renderer->GetComponent(Transform).GetWorldToLocalMatrix();
Matrix4x4f rendererLocalToTransformLocal;
MultiplyMatrices4x4(&transformWorldToLocal, &info.worldMatrix, &rendererLocalToTransformLocal);
TransformAABB(info.localAABB, rendererLocalToTransformLocal, *aabb);
return true;
}
MeshFilter *lmf = go.QueryComponent (MeshFilter);
if (lmf)
{
Mesh *lm = lmf->GetSharedMesh ();
if (lm)
{
*aabb = lm->GetBounds ();
return true;
}
}
aabb->SetCenterAndExtent( Vector3f::zero, Vector3f::zero );
return false;
}
bool CalculateAABBCornerVertices (GameObject& go, Vector3f* vertices)
{
Renderer* renderer = go.QueryComponent (Renderer);
if (renderer && HasAABB (*renderer))
{
Transform const& transform = renderer->GetTransform();
AABB aabb;
if (dynamic_pptr_cast<SkinnedMeshRenderer*> (renderer))
{
renderer->GetWorldAABB( aabb );
aabb.GetVertices (vertices);
}
else
{
renderer->GetLocalAABB( aabb );
aabb.GetVertices (vertices);
TransformPoints3x4 (transform.GetLocalToWorldMatrix (), vertices, vertices, 8);
}
return true;
}
Transform* transform = go.QueryComponent (Transform);
MeshFilter *lmf = go.QueryComponent (MeshFilter);
if (transform && lmf)
{
Mesh *lm = lmf->GetSharedMesh ();
if (lm)
{
lm->GetBounds ().GetVertices (vertices);
TransformPoints3x4 (transform->GetLocalToWorldMatrix (), vertices, vertices, 8);
return true;
}
}
return false;
}
AABB CalculateWorldAABB (GameObject& go)
{
AABB aabb;
CalculateWorldAABB (go, &aabb);
return aabb;
}
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