group2 0.1.0
CSE 125 Group 2
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systems::aimassist Namespace Reference

Functions

void dirToYawPitch (const glm::vec3 &dir, float &outYaw, float &outPitch)
 Convert a world-space direction into yaw/pitch matching the renderer convention used by cachedCamFwd_: fwd = (sin(yaw)·cos(pitch), −sin(pitch), cos(yaw)·cos(pitch)).
float coneFalloff (float angleRad, float innerRad, float outerRad)
 Linear cone falloff: 1.0 inside innerRad, 0.0 outside outerRad.
glm::vec3 rayOntoAABB (const glm::vec3 &eye, const glm::vec3 &dir, const glm::vec3 &aabbMin, const glm::vec3 &aabbMax, float fallbackDist)
 Find the world point where the camera ray hits the target's AABB, or — if it misses — the closest point on the AABB to the ray's projection at target distance.

Function Documentation

◆ coneFalloff()

float systems::aimassist::coneFalloff ( float angleRad,
float innerRad,
float outerRad )
inline

Linear cone falloff: 1.0 inside innerRad, 0.0 outside outerRad.

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◆ dirToYawPitch()

void systems::aimassist::dirToYawPitch ( const glm::vec3 & dir,
float & outYaw,
float & outPitch )
inline

Convert a world-space direction into yaw/pitch matching the renderer convention used by cachedCamFwd_: fwd = (sin(yaw)·cos(pitch), −sin(pitch), cos(yaw)·cos(pitch)).

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◆ rayOntoAABB()

glm::vec3 systems::aimassist::rayOntoAABB ( const glm::vec3 & eye,
const glm::vec3 & dir,
const glm::vec3 & aabbMin,
const glm::vec3 & aabbMax,
float fallbackDist )
inline

Find the world point where the camera ray hits the target's AABB, or — if it misses — the closest point on the AABB to the ray's projection at target distance.

Always returns a point inside or on the AABB.

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