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#rb none Should be just copyright updates [CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "NavMesh/RecastHelpers.h"
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FVector Unreal2RecastPoint(const FVector& UnrealPoint)
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{
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return FVector(-UnrealPoint[0], UnrealPoint[2], -UnrealPoint[1]);
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}
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FVector Unreal2RecastPoint(const float* UnrealPoint)
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{
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return FVector(-UnrealPoint[0], UnrealPoint[2], -UnrealPoint[1]);
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}
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FBox Unreal2RecastBox(const FBox& UnrealBox)
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{
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FVector Points[2] = { Unreal2RecastPoint(UnrealBox.Min), Unreal2RecastPoint(UnrealBox.Max) };
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return FBox(Points, 2);
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}
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FMatrix Unreal2RecastMatrix()
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{
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static FMatrix TM(FVector(-1.f,0,0),FVector(0,0,-1.f),FVector(0,1.f,0),FVector::ZeroVector);
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return TM;
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}
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FVector Recast2UnrealPoint(const float* RecastPoint)
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{
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return FVector(-RecastPoint[0], -RecastPoint[2], RecastPoint[1]);
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}
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FVector Recast2UnrealPoint(const FVector& RecastPoint)
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{
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return FVector(-RecastPoint.X, -RecastPoint.Z, RecastPoint.Y);
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}
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FBox Recast2UnrealBox(const float* RecastMin, const float* RecastMax)
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{
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FVector Points[2] = { Recast2UnrealPoint(RecastMin), Recast2UnrealPoint(RecastMax) };
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return FBox(Points, 2);
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}
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FBox Recast2UnrealBox(const FBox& RecastBox)
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{
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FVector Points[2] = { Recast2UnrealPoint(RecastBox.Min), Recast2UnrealPoint(RecastBox.Max) };
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return FBox(Points, 2);
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}
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FMatrix Recast2UnrealMatrix()
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{
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static FMatrix TM(FVector(-1.f, 0, 0), FVector(0, 0, -1.f), FVector(0, 1.f, 0), FVector::ZeroVector);
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return TM;
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} |