/**************************************************************************/ /* joint_limitation_3d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "joint_limitation_3d.h" #include "scene/3d/skeleton_modifier_3d.h" Quaternion JointLimitation3D::make_space(const Vector3 &p_local_forward_vector, const Vector3 &p_local_right_vector, const Quaternion &p_rotation_offset) const { const double ALMOST_ONE = 1.0 - CMP_EPSILON; // The default is to interpret the forward vector as the +Y axis. Vector3 axis_y = p_local_forward_vector.normalized(); Vector3 axis_x = p_local_right_vector.normalized(); if (axis_x.is_zero_approx() || Math::abs(axis_x.dot(axis_y)) > ALMOST_ONE) { return (Quaternion(Vector3(0, 1, 0), axis_y) * p_rotation_offset.normalized()).normalized(); } // Prior X axis. Vector3 axis_z = axis_x.cross(axis_y); axis_z.normalize(); axis_x = axis_y.cross(axis_z); axis_x.normalize(); return (Basis(axis_x, axis_y, axis_z).get_rotation_quaternion() * p_rotation_offset.normalized()).normalized(); } Vector3 JointLimitation3D::_solve(const Vector3 &p_direction) const { return p_direction; } Vector3 JointLimitation3D::solve(const Vector3 &p_local_forward_vector, const Vector3 &p_local_right_vector, const Quaternion &p_rotation_offset, const Vector3 &p_local_current_vector) const { Quaternion space = make_space(p_local_forward_vector, p_local_right_vector, p_rotation_offset); Vector3 dir = p_local_current_vector.normalized(); return space.xform(_solve(space.xform_inv(dir))); } #ifdef TOOLS_ENABLED void JointLimitation3D::draw_shape(Ref &p_surface_tool, const Transform3D &p_transform, float p_bone_length, const Color &p_color) const { // } #endif // TOOLS_ENABLED