godot/scene/3d/spring_bone_collision_sphere_3d.cpp

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

79 lines
4 KiB
C++
Raw Permalink Normal View History

/**************************************************************************/
/* spring_bone_collision_sphere_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 "spring_bone_collision_sphere_3d.h"
void SpringBoneCollisionSphere3D::set_radius(float p_radius) {
radius = p_radius;
#ifdef TOOLS_ENABLED
update_gizmos();
#endif // TOOLS_ENABLED
}
float SpringBoneCollisionSphere3D::get_radius() const {
return radius;
}
void SpringBoneCollisionSphere3D::set_inside(bool p_enabled) {
inside = p_enabled;
#ifdef TOOLS_ENABLED
update_gizmos();
#endif // TOOLS_ENABLED
}
bool SpringBoneCollisionSphere3D::is_inside() const {
return inside;
}
void SpringBoneCollisionSphere3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SpringBoneCollisionSphere3D::set_radius);
ClassDB::bind_method(D_METHOD("get_radius"), &SpringBoneCollisionSphere3D::get_radius);
ClassDB::bind_method(D_METHOD("set_inside", "enabled"), &SpringBoneCollisionSphere3D::set_inside);
ClassDB::bind_method(D_METHOD("is_inside"), &SpringBoneCollisionSphere3D::is_inside);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater,suffix:m"), "set_radius", "get_radius");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "inside"), "set_inside", "is_inside");
}
Vector3 SpringBoneCollisionSphere3D::_collide_sphere(const Vector3 &p_origin, float p_radius, bool p_inside, float p_bone_radius, float p_bone_length, const Vector3 &p_current) {
Vector3 diff = p_current - p_origin;
float length = diff.length();
float r = p_inside ? p_radius - p_bone_radius : p_bone_radius + p_radius;
float distance = p_inside ? r - length : length - r;
if (distance > 0) {
return p_current;
}
return p_origin + diff.normalized() * r;
}
Vector3 SpringBoneCollisionSphere3D::_collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current) const {
return _collide_sphere(get_transform_from_skeleton(p_center).origin, radius, inside, p_bone_radius, p_bone_length, p_current);
}