/**************************************************************************/ /* spring_bone_collision_capsule_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_capsule_3d.h" #include "scene/3d/spring_bone_collision_sphere_3d.h" void SpringBoneCollisionCapsule3D::set_radius(float p_radius) { radius = p_radius; if (radius > height * 0.5) { height = radius * 2.0; } #ifdef TOOLS_ENABLED update_gizmos(); #endif // TOOLS_ENABLED } float SpringBoneCollisionCapsule3D::get_radius() const { return radius; } void SpringBoneCollisionCapsule3D::set_height(float p_height) { height = p_height; if (radius > height * 0.5) { radius = height * 0.5; } #ifdef TOOLS_ENABLED update_gizmos(); #endif // TOOLS_ENABLED } float SpringBoneCollisionCapsule3D::get_height() const { return height; } void SpringBoneCollisionCapsule3D::set_inside(bool p_enabled) { inside = p_enabled; #ifdef TOOLS_ENABLED update_gizmos(); #endif // TOOLS_ENABLED } bool SpringBoneCollisionCapsule3D::is_inside() const { return inside; } Pair SpringBoneCollisionCapsule3D::get_head_and_tail(const Transform3D &p_center) const { static const Vector3 VECTOR3_UP = Vector3(0, 1, 0); static const Vector3 VECTOR3_DOWN = Vector3(0, -1, 0); Transform3D tr = get_transform_from_skeleton(p_center); return Pair(tr.origin + tr.basis.xform(VECTOR3_UP * (height * 0.5 - radius)), tr.origin + tr.basis.xform(VECTOR3_DOWN * (height * 0.5 - radius))); } void SpringBoneCollisionCapsule3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SpringBoneCollisionCapsule3D::set_radius); ClassDB::bind_method(D_METHOD("get_radius"), &SpringBoneCollisionCapsule3D::get_radius); ClassDB::bind_method(D_METHOD("set_height", "height"), &SpringBoneCollisionCapsule3D::set_height); ClassDB::bind_method(D_METHOD("get_height"), &SpringBoneCollisionCapsule3D::get_height); ClassDB::bind_method(D_METHOD("set_inside", "enabled"), &SpringBoneCollisionCapsule3D::set_inside); ClassDB::bind_method(D_METHOD("is_inside"), &SpringBoneCollisionCapsule3D::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::FLOAT, "height", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater,suffix:m"), "set_height", "get_height"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "inside"), "set_inside", "is_inside"); } Vector3 SpringBoneCollisionCapsule3D::_collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current) const { Pair head_tail = get_head_and_tail(p_center); Vector3 head = head_tail.first; Vector3 tail = head_tail.second; Vector3 p = tail - head; Vector3 q = p_current - head; float dot = p.dot(q); if (dot <= 0) { return SpringBoneCollisionSphere3D::_collide_sphere(head, radius, inside, p_bone_radius, p_bone_length, p_current); } float pls = p.length_squared(); if (Math::is_zero_approx(pls)) { return p_current; } if (pls <= dot) { return SpringBoneCollisionSphere3D::_collide_sphere(head + p, radius, inside, p_bone_radius, p_bone_length, p_current); } return SpringBoneCollisionSphere3D::_collide_sphere(head + p * (dot / pls), radius, inside, p_bone_radius, p_bone_length, p_current); }