123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778 |
- /**************************************************************************/
- /* 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);
- }
|