initial commit, 4.5 stable
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This commit is contained in:
78
scene/3d/spring_bone_collision_sphere_3d.cpp
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78
scene/3d/spring_bone_collision_sphere_3d.cpp
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/**************************************************************************/
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/* spring_bone_collision_sphere_3d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "spring_bone_collision_sphere_3d.h"
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void SpringBoneCollisionSphere3D::set_radius(float p_radius) {
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radius = p_radius;
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#ifdef TOOLS_ENABLED
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update_gizmos();
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#endif // TOOLS_ENABLED
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}
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float SpringBoneCollisionSphere3D::get_radius() const {
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return radius;
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}
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void SpringBoneCollisionSphere3D::set_inside(bool p_enabled) {
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inside = p_enabled;
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#ifdef TOOLS_ENABLED
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update_gizmos();
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#endif // TOOLS_ENABLED
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}
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bool SpringBoneCollisionSphere3D::is_inside() const {
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return inside;
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}
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void SpringBoneCollisionSphere3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SpringBoneCollisionSphere3D::set_radius);
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ClassDB::bind_method(D_METHOD("get_radius"), &SpringBoneCollisionSphere3D::get_radius);
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ClassDB::bind_method(D_METHOD("set_inside", "enabled"), &SpringBoneCollisionSphere3D::set_inside);
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ClassDB::bind_method(D_METHOD("is_inside"), &SpringBoneCollisionSphere3D::is_inside);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater,suffix:m"), "set_radius", "get_radius");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "inside"), "set_inside", "is_inside");
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}
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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) {
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Vector3 diff = p_current - p_origin;
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float length = diff.length();
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float r = p_inside ? p_radius - p_bone_radius : p_bone_radius + p_radius;
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float distance = p_inside ? r - length : length - r;
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if (distance > 0) {
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return p_current;
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}
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return p_origin + diff.normalized() * r;
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}
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Vector3 SpringBoneCollisionSphere3D::_collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current) const {
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return _collide_sphere(get_transform_from_skeleton(p_center).origin, radius, inside, p_bone_radius, p_bone_length, p_current);
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}
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