spring_bone_collision_plane_3d.cpp 2.7 KB

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  1. /**************************************************************************/
  2. /* spring_bone_collision_plane_3d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
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  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
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  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "spring_bone_collision_plane_3d.h"
  31. Vector3 SpringBoneCollisionPlane3D::_collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current) const {
  32. static const Vector3 VECTOR3_UP = Vector3(0, 1, 0);
  33. Transform3D tr = get_transform_from_skeleton(p_center);
  34. Vector3 pos = tr.origin;
  35. Vector3 normal = tr.basis.get_rotation_quaternion().xform(VECTOR3_UP);
  36. Vector3 to_vec = p_current - pos;
  37. float distance = to_vec.dot(normal) - p_bone_radius;
  38. if (distance > 0) {
  39. return p_current;
  40. }
  41. return p_current + normal * -distance;
  42. }