/**************************************************************************/ /* joint_limitation_3d.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #pragma once #include "core/io/resource.h" #ifdef TOOLS_ENABLED #include "scene/resources/surface_tool.h" #endif // TOOLS_ENABLED class JointLimitation3D : public Resource { GDCLASS(JointLimitation3D, Resource); protected: // Directions are normalized vector from Vector(0, 0, 0). Space is defined by _make_space(), must return normalized vector. virtual Vector3 _solve(const Vector3 &p_direction) const; public: // Define temporary space based on rest and forward vector. virtual Quaternion make_space(const Vector3 &p_local_forward_vector, const Vector3 &p_local_right_vector, const Quaternion &p_rotation_offset) const; Vector3 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; #ifdef TOOLS_ENABLED virtual void draw_shape(Ref &p_surface_tool, const Transform3D &p_transform, float p_bone_length, const Color &p_color) const; // For drawing gizmo. #endif // TOOLS_ENABLED };