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godot/scene/resources/3d/joint_limitation_3d.cpp
Silc Lizard (Tokage) Renew bf22eb25e3 Add IKModifier3D
2025-11-04 02:38:48 +09:00

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3.7 KiB
C++

/**************************************************************************/
/* 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, */
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/* 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<SurfaceTool> &p_surface_tool, const Transform3D &p_transform, float p_bone_length, const Color &p_color) const {
//
}
#endif // TOOLS_ENABLED