godot/scene/3d/spring_bone_collision_plane_3d.cpp
Silc Lizard (Tokage) Renew 5472558a98 Implement SpringBoneSimulator3D to wiggle chained bones
Co-authored-by: lyuma <xn.lyuma@gmail.com>
Co-authored-by: fire <ernest.lee@chibifire.com>
Co-authored-by: SaracenOne <SaracenOne@gmail.com>
2025-01-14 05:43:57 +09:00

44 lines
2.7 KiB
C++

/**************************************************************************/
/* spring_bone_collision_plane_3d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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#include "spring_bone_collision_plane_3d.h"
Vector3 SpringBoneCollisionPlane3D::_collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current) const {
static const Vector3 VECTOR3_UP = Vector3(0, 1, 0);
Transform3D tr = get_transform_from_skeleton(p_center);
Vector3 pos = tr.origin;
Vector3 normal = tr.basis.get_rotation_quaternion().xform(VECTOR3_UP);
Vector3 to_vec = p_current - pos;
float distance = to_vec.dot(normal) - p_bone_radius;
if (distance > 0) {
return p_current;
}
return p_current + normal * -distance;
}