/**************************************************************************/ /* joint_3d_gizmo_plugin.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 "joint_3d_gizmo_plugin.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "scene/3d/joint_3d.h" #define BODY_A_RADIUS 0.25 #define BODY_B_RADIUS 0.27 Basis JointGizmosDrawer::look_body(const Transform3D &p_joint_transform, const Transform3D &p_body_transform) { const Vector3 &p_eye(p_joint_transform.origin); const Vector3 &p_target(p_body_transform.origin); Vector3 v_x, v_y, v_z; // Look the body with X v_x = p_target - p_eye; v_x.normalize(); v_z = v_x.cross(Vector3(0, 1, 0)); v_z.normalize(); v_y = v_z.cross(v_x); v_y.normalize(); Basis base; base.set_columns(v_x, v_y, v_z); // Absorb current joint transform base = p_joint_transform.basis.inverse() * base; return base; } Basis JointGizmosDrawer::look_body_toward(Vector3::Axis p_axis, const Transform3D &joint_transform, const Transform3D &body_transform) { switch (p_axis) { case Vector3::AXIS_X: return look_body_toward_x(joint_transform, body_transform); case Vector3::AXIS_Y: return look_body_toward_y(joint_transform, body_transform); case Vector3::AXIS_Z: return look_body_toward_z(joint_transform, body_transform); default: return Basis(); } } Basis JointGizmosDrawer::look_body_toward_x(const Transform3D &p_joint_transform, const Transform3D &p_body_transform) { const Vector3 &p_eye(p_joint_transform.origin); const Vector3 &p_target(p_body_transform.origin); const Vector3 p_front(p_joint_transform.basis.get_column(0)); Vector3 v_x, v_y, v_z; // Look the body with X v_x = p_target - p_eye; v_x.normalize(); v_y = p_front.cross(v_x); v_y.normalize(); v_z = v_y.cross(p_front); v_z.normalize(); // Clamp X to FRONT axis v_x = p_front; v_x.normalize(); Basis base; base.set_columns(v_x, v_y, v_z); // Absorb current joint transform base = p_joint_transform.basis.inverse() * base; return base; } Basis JointGizmosDrawer::look_body_toward_y(const Transform3D &p_joint_transform, const Transform3D &p_body_transform) { const Vector3 &p_eye(p_joint_transform.origin); const Vector3 &p_target(p_body_transform.origin); const Vector3 p_up(p_joint_transform.basis.get_column(1)); Vector3 v_x, v_y, v_z; // Look the body with X v_x = p_target - p_eye; v_x.normalize(); v_z = v_x.cross(p_up); v_z.normalize(); v_x = p_up.cross(v_z); v_x.normalize(); // Clamp Y to UP axis v_y = p_up; v_y.normalize(); Basis base; base.set_columns(v_x, v_y, v_z); // Absorb current joint transform base = p_joint_transform.basis.inverse() * base; return base; } Basis JointGizmosDrawer::look_body_toward_z(const Transform3D &p_joint_transform, const Transform3D &p_body_transform) { const Vector3 &p_eye(p_joint_transform.origin); const Vector3 &p_target(p_body_transform.origin); const Vector3 p_lateral(p_joint_transform.basis.get_column(2)); Vector3 v_x, v_y, v_z; // Look the body with X v_x = p_target - p_eye; v_x.normalize(); v_z = p_lateral; v_z.normalize(); v_y = v_z.cross(v_x); v_y.normalize(); // Clamp X to Z axis v_x = v_y.cross(v_z); v_x.normalize(); Basis base; base.set_columns(v_x, v_y, v_z); // Absorb current joint transform base = p_joint_transform.basis.inverse() * base; return base; } void JointGizmosDrawer::draw_circle(Vector3::Axis p_axis, real_t p_radius, const Transform3D &p_offset, const Basis &p_base, real_t p_limit_lower, real_t p_limit_upper, Vector &r_points, bool p_inverse) { if (p_limit_lower == p_limit_upper) { r_points.push_back(p_offset.translated_local(Vector3()).origin); r_points.push_back(p_offset.translated_local(p_base.xform(Vector3(0.5, 0, 0))).origin); } else { if (p_limit_lower > p_limit_upper) { p_limit_lower = -Math_PI; p_limit_upper = Math_PI; } const int points = 32; for (int i = 0; i < points; i++) { real_t s = p_limit_lower + i * (p_limit_upper - p_limit_lower) / points; real_t n = p_limit_lower + (i + 1) * (p_limit_upper - p_limit_lower) / points; Vector3 from; Vector3 to; switch (p_axis) { case Vector3::AXIS_X: if (p_inverse) { from = p_base.xform(Vector3(0, Math::sin(s), Math::cos(s))) * p_radius; to = p_base.xform(Vector3(0, Math::sin(n), Math::cos(n))) * p_radius; } else { from = p_base.xform(Vector3(0, -Math::sin(s), Math::cos(s))) * p_radius; to = p_base.xform(Vector3(0, -Math::sin(n), Math::cos(n))) * p_radius; } break; case Vector3::AXIS_Y: if (p_inverse) { from = p_base.xform(Vector3(Math::cos(s), 0, -Math::sin(s))) * p_radius; to = p_base.xform(Vector3(Math::cos(n), 0, -Math::sin(n))) * p_radius; } else { from = p_base.xform(Vector3(Math::cos(s), 0, Math::sin(s))) * p_radius; to = p_base.xform(Vector3(Math::cos(n), 0, Math::sin(n))) * p_radius; } break; case Vector3::AXIS_Z: from = p_base.xform(Vector3(Math::cos(s), Math::sin(s), 0)) * p_radius; to = p_base.xform(Vector3(Math::cos(n), Math::sin(n), 0)) * p_radius; break; } if (i == points - 1) { r_points.push_back(p_offset.translated_local(to).origin); r_points.push_back(p_offset.translated_local(Vector3()).origin); } if (i == 0) { r_points.push_back(p_offset.translated_local(from).origin); r_points.push_back(p_offset.translated_local(Vector3()).origin); } r_points.push_back(p_offset.translated_local(from).origin); r_points.push_back(p_offset.translated_local(to).origin); } r_points.push_back(p_offset.translated_local(Vector3(0, p_radius * 1.5, 0)).origin); r_points.push_back(p_offset.translated_local(Vector3()).origin); } } void JointGizmosDrawer::draw_cone(const Transform3D &p_offset, const Basis &p_base, real_t p_swing, real_t p_twist, Vector &r_points) { float r = 1.0; float w = r * Math::sin(p_swing); float d = r * Math::cos(p_swing); //swing for (int i = 0; i < 360; i += 10) { float ra = Math::deg_to_rad((float)i); float rb = Math::deg_to_rad((float)i + 10); Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * w; Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * w; r_points.push_back(p_offset.translated_local(p_base.xform(Vector3(d, a.x, a.y))).origin); r_points.push_back(p_offset.translated_local(p_base.xform(Vector3(d, b.x, b.y))).origin); if (i % 90 == 0) { r_points.push_back(p_offset.translated_local(p_base.xform(Vector3(d, a.x, a.y))).origin); r_points.push_back(p_offset.translated_local(p_base.xform(Vector3())).origin); } } r_points.push_back(p_offset.translated_local(p_base.xform(Vector3())).origin); r_points.push_back(p_offset.translated_local(p_base.xform(Vector3(1, 0, 0))).origin); /// Twist float ts = Math::rad_to_deg(p_twist); ts = MIN(ts, 720); for (int i = 0; i < int(ts); i += 5) { float ra = Math::deg_to_rad((float)i); float rb = Math::deg_to_rad((float)i + 5); float c = i / 720.0; float cn = (i + 5) / 720.0; Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * w * c; Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * w * cn; r_points.push_back(p_offset.translated_local(p_base.xform(Vector3(c, a.x, a.y))).origin); r_points.push_back(p_offset.translated_local(p_base.xform(Vector3(cn, b.x, b.y))).origin); } } //// Joint3DGizmoPlugin::Joint3DGizmoPlugin() { create_material("joint_material", EDITOR_GET("editors/3d_gizmos/gizmo_colors/joint")); create_material("joint_body_a_material", EDITOR_DEF_RST("editors/3d_gizmos/gizmo_colors/joint_body_a", Color(0.6, 0.8, 1))); create_material("joint_body_b_material", EDITOR_DEF_RST("editors/3d_gizmos/gizmo_colors/joint_body_b", Color(0.6, 0.9, 1))); update_timer = memnew(Timer); update_timer->set_name("JointGizmoUpdateTimer"); update_timer->set_wait_time(1.0 / 120.0); update_timer->connect("timeout", callable_mp(this, &Joint3DGizmoPlugin::incremental_update_gizmos)); update_timer->set_autostart(true); EditorNode::get_singleton()->call_deferred(SNAME("add_child"), update_timer); } void Joint3DGizmoPlugin::incremental_update_gizmos() { if (!current_gizmos.is_empty()) { update_idx++; update_idx = update_idx % current_gizmos.size(); redraw(current_gizmos[update_idx]); } } bool Joint3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to(p_spatial) != nullptr; } String Joint3DGizmoPlugin::get_gizmo_name() const { return "Joint3D"; } int Joint3DGizmoPlugin::get_priority() const { return -1; } void Joint3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { Joint3D *joint = Object::cast_to(p_gizmo->get_node_3d()); p_gizmo->clear(); Node3D *node_body_a = nullptr; if (!joint->get_node_a().is_empty()) { node_body_a = Object::cast_to(joint->get_node(joint->get_node_a())); } Node3D *node_body_b = nullptr; if (!joint->get_node_b().is_empty()) { node_body_b = Object::cast_to(joint->get_node(joint->get_node_b())); } if (!node_body_a && !node_body_b) { return; } Ref common_material = get_material("joint_material", p_gizmo); Ref body_a_material = get_material("joint_body_a_material", p_gizmo); Ref body_b_material = get_material("joint_body_b_material", p_gizmo); Vector points; Vector body_a_points; Vector body_b_points; if (Object::cast_to(joint)) { CreatePinJointGizmo(Transform3D(), points); p_gizmo->add_collision_segments(points); p_gizmo->add_lines(points, common_material); } HingeJoint3D *hinge = Object::cast_to(joint); if (hinge) { CreateHingeJointGizmo( Transform3D(), hinge->get_global_transform(), node_body_a ? node_body_a->get_global_transform() : Transform3D(), node_body_b ? node_body_b->get_global_transform() : Transform3D(), hinge->get_param(HingeJoint3D::PARAM_LIMIT_LOWER), hinge->get_param(HingeJoint3D::PARAM_LIMIT_UPPER), hinge->get_flag(HingeJoint3D::FLAG_USE_LIMIT), points, node_body_a ? &body_a_points : nullptr, node_body_b ? &body_b_points : nullptr); p_gizmo->add_collision_segments(points); p_gizmo->add_collision_segments(body_a_points); p_gizmo->add_collision_segments(body_b_points); p_gizmo->add_lines(points, common_material); p_gizmo->add_lines(body_a_points, body_a_material); p_gizmo->add_lines(body_b_points, body_b_material); } SliderJoint3D *slider = Object::cast_to(joint); if (slider) { CreateSliderJointGizmo( Transform3D(), slider->get_global_transform(), node_body_a ? node_body_a->get_global_transform() : Transform3D(), node_body_b ? node_body_b->get_global_transform() : Transform3D(), slider->get_param(SliderJoint3D::PARAM_ANGULAR_LIMIT_LOWER), slider->get_param(SliderJoint3D::PARAM_ANGULAR_LIMIT_UPPER), slider->get_param(SliderJoint3D::PARAM_LINEAR_LIMIT_LOWER), slider->get_param(SliderJoint3D::PARAM_LINEAR_LIMIT_UPPER), points, node_body_a ? &body_a_points : nullptr, node_body_b ? &body_b_points : nullptr); p_gizmo->add_collision_segments(points); p_gizmo->add_collision_segments(body_a_points); p_gizmo->add_collision_segments(body_b_points); p_gizmo->add_lines(points, common_material); p_gizmo->add_lines(body_a_points, body_a_material); p_gizmo->add_lines(body_b_points, body_b_material); } ConeTwistJoint3D *cone = Object::cast_to(joint); if (cone) { CreateConeTwistJointGizmo( Transform3D(), cone->get_global_transform(), node_body_a ? node_body_a->get_global_transform() : Transform3D(), node_body_b ? node_body_b->get_global_transform() : Transform3D(), cone->get_param(ConeTwistJoint3D::PARAM_SWING_SPAN), cone->get_param(ConeTwistJoint3D::PARAM_TWIST_SPAN), node_body_a ? &body_a_points : nullptr, node_body_b ? &body_b_points : nullptr); p_gizmo->add_collision_segments(body_a_points); p_gizmo->add_collision_segments(body_b_points); p_gizmo->add_lines(body_a_points, body_a_material); p_gizmo->add_lines(body_b_points, body_b_material); } Generic6DOFJoint3D *gen = Object::cast_to(joint); if (gen) { CreateGeneric6DOFJointGizmo( Transform3D(), gen->get_global_transform(), node_body_a ? node_body_a->get_global_transform() : Transform3D(), node_body_b ? node_body_b->get_global_transform() : Transform3D(), gen->get_param_x(Generic6DOFJoint3D::PARAM_ANGULAR_LOWER_LIMIT), gen->get_param_x(Generic6DOFJoint3D::PARAM_ANGULAR_UPPER_LIMIT), gen->get_param_x(Generic6DOFJoint3D::PARAM_LINEAR_LOWER_LIMIT), gen->get_param_x(Generic6DOFJoint3D::PARAM_LINEAR_UPPER_LIMIT), gen->get_flag_x(Generic6DOFJoint3D::FLAG_ENABLE_ANGULAR_LIMIT), gen->get_flag_x(Generic6DOFJoint3D::FLAG_ENABLE_LINEAR_LIMIT), gen->get_param_y(Generic6DOFJoint3D::PARAM_ANGULAR_LOWER_LIMIT), gen->get_param_y(Generic6DOFJoint3D::PARAM_ANGULAR_UPPER_LIMIT), gen->get_param_y(Generic6DOFJoint3D::PARAM_LINEAR_LOWER_LIMIT), gen->get_param_y(Generic6DOFJoint3D::PARAM_LINEAR_UPPER_LIMIT), gen->get_flag_y(Generic6DOFJoint3D::FLAG_ENABLE_ANGULAR_LIMIT), gen->get_flag_y(Generic6DOFJoint3D::FLAG_ENABLE_LINEAR_LIMIT), gen->get_param_z(Generic6DOFJoint3D::PARAM_ANGULAR_LOWER_LIMIT), gen->get_param_z(Generic6DOFJoint3D::PARAM_ANGULAR_UPPER_LIMIT), gen->get_param_z(Generic6DOFJoint3D::PARAM_LINEAR_LOWER_LIMIT), gen->get_param_z(Generic6DOFJoint3D::PARAM_LINEAR_UPPER_LIMIT), gen->get_flag_z(Generic6DOFJoint3D::FLAG_ENABLE_ANGULAR_LIMIT), gen->get_flag_z(Generic6DOFJoint3D::FLAG_ENABLE_LINEAR_LIMIT), points, node_body_a ? &body_a_points : nullptr, node_body_a ? &body_b_points : nullptr); p_gizmo->add_collision_segments(points); p_gizmo->add_collision_segments(body_a_points); p_gizmo->add_collision_segments(body_b_points); p_gizmo->add_lines(points, common_material); p_gizmo->add_lines(body_a_points, body_a_material); p_gizmo->add_lines(body_b_points, body_b_material); } } void Joint3DGizmoPlugin::CreatePinJointGizmo(const Transform3D &p_offset, Vector &r_cursor_points) { float cs = 0.25; r_cursor_points.push_back(p_offset.translated_local(Vector3(+cs, 0, 0)).origin); r_cursor_points.push_back(p_offset.translated_local(Vector3(-cs, 0, 0)).origin); r_cursor_points.push_back(p_offset.translated_local(Vector3(0, +cs, 0)).origin); r_cursor_points.push_back(p_offset.translated_local(Vector3(0, -cs, 0)).origin); r_cursor_points.push_back(p_offset.translated_local(Vector3(0, 0, +cs)).origin); r_cursor_points.push_back(p_offset.translated_local(Vector3(0, 0, -cs)).origin); } void Joint3DGizmoPlugin::CreateHingeJointGizmo(const Transform3D &p_offset, const Transform3D &p_trs_joint, const Transform3D &p_trs_body_a, const Transform3D &p_trs_body_b, real_t p_limit_lower, real_t p_limit_upper, bool p_use_limit, Vector &r_common_points, Vector *r_body_a_points, Vector *r_body_b_points) { r_common_points.push_back(p_offset.translated_local(Vector3(0, 0, 0.5)).origin); r_common_points.push_back(p_offset.translated_local(Vector3(0, 0, -0.5)).origin); if (!p_use_limit) { p_limit_upper = -1; p_limit_lower = 0; } if (r_body_a_points) { JointGizmosDrawer::draw_circle(Vector3::AXIS_Z, BODY_A_RADIUS, p_offset, JointGizmosDrawer::look_body_toward_z(p_trs_joint, p_trs_body_a), p_limit_lower, p_limit_upper, *r_body_a_points); } if (r_body_b_points) { JointGizmosDrawer::draw_circle(Vector3::AXIS_Z, BODY_B_RADIUS, p_offset, JointGizmosDrawer::look_body_toward_z(p_trs_joint, p_trs_body_b), p_limit_lower, p_limit_upper, *r_body_b_points); } } void Joint3DGizmoPlugin::CreateSliderJointGizmo(const Transform3D &p_offset, const Transform3D &p_trs_joint, const Transform3D &p_trs_body_a, const Transform3D &p_trs_body_b, real_t p_angular_limit_lower, real_t p_angular_limit_upper, real_t p_linear_limit_lower, real_t p_linear_limit_upper, Vector &r_points, Vector *r_body_a_points, Vector *r_body_b_points) { p_linear_limit_lower = -p_linear_limit_lower; p_linear_limit_upper = -p_linear_limit_upper; float cs = 0.25; r_points.push_back(p_offset.translated_local(Vector3(0, 0, 0.5)).origin); r_points.push_back(p_offset.translated_local(Vector3(0, 0, -0.5)).origin); if (p_linear_limit_lower >= p_linear_limit_upper) { r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_upper, 0, 0)).origin); r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_lower, 0, 0)).origin); r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_upper, -cs, -cs)).origin); r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_upper, -cs, cs)).origin); r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_upper, -cs, cs)).origin); r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_upper, cs, cs)).origin); r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_upper, cs, cs)).origin); r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_upper, cs, -cs)).origin); r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_upper, cs, -cs)).origin); r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_upper, -cs, -cs)).origin); r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_lower, -cs, -cs)).origin); r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_lower, -cs, cs)).origin); r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_lower, -cs, cs)).origin); r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_lower, cs, cs)).origin); r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_lower, cs, cs)).origin); r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_lower, cs, -cs)).origin); r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_lower, cs, -cs)).origin); r_points.push_back(p_offset.translated_local(Vector3(p_linear_limit_lower, -cs, -cs)).origin); } else { r_points.push_back(p_offset.translated_local(Vector3(+cs * 2, 0, 0)).origin); r_points.push_back(p_offset.translated_local(Vector3(-cs * 2, 0, 0)).origin); } if (r_body_a_points) { JointGizmosDrawer::draw_circle( Vector3::AXIS_X, BODY_A_RADIUS, p_offset, JointGizmosDrawer::look_body_toward(Vector3::AXIS_X, p_trs_joint, p_trs_body_a), p_angular_limit_lower, p_angular_limit_upper, *r_body_a_points); } if (r_body_b_points) { JointGizmosDrawer::draw_circle( Vector3::AXIS_X, BODY_B_RADIUS, p_offset, JointGizmosDrawer::look_body_toward(Vector3::AXIS_X, p_trs_joint, p_trs_body_b), p_angular_limit_lower, p_angular_limit_upper, *r_body_b_points, true); } } void Joint3DGizmoPlugin::CreateConeTwistJointGizmo(const Transform3D &p_offset, const Transform3D &p_trs_joint, const Transform3D &p_trs_body_a, const Transform3D &p_trs_body_b, real_t p_swing, real_t p_twist, Vector *r_body_a_points, Vector *r_body_b_points) { if (r_body_a_points) { JointGizmosDrawer::draw_cone( p_offset, JointGizmosDrawer::look_body(p_trs_joint, p_trs_body_a), p_swing, p_twist, *r_body_a_points); } if (r_body_b_points) { JointGizmosDrawer::draw_cone( p_offset, JointGizmosDrawer::look_body(p_trs_joint, p_trs_body_b), p_swing, p_twist, *r_body_b_points); } } void Joint3DGizmoPlugin::CreateGeneric6DOFJointGizmo( const Transform3D &p_offset, const Transform3D &p_trs_joint, const Transform3D &p_trs_body_a, const Transform3D &p_trs_body_b, real_t p_angular_limit_lower_x, real_t p_angular_limit_upper_x, real_t p_linear_limit_lower_x, real_t p_linear_limit_upper_x, bool p_enable_angular_limit_x, bool p_enable_linear_limit_x, real_t p_angular_limit_lower_y, real_t p_angular_limit_upper_y, real_t p_linear_limit_lower_y, real_t p_linear_limit_upper_y, bool p_enable_angular_limit_y, bool p_enable_linear_limit_y, real_t p_angular_limit_lower_z, real_t p_angular_limit_upper_z, real_t p_linear_limit_lower_z, real_t p_linear_limit_upper_z, bool p_enable_angular_limit_z, bool p_enable_linear_limit_z, Vector &r_points, Vector *r_body_a_points, Vector *r_body_b_points) { float cs = 0.25; for (int ax = 0; ax < 3; ax++) { float ll = 0; float ul = 0; float lll = 0; float lul = 0; int a1 = 0; int a2 = 0; int a3 = 0; bool enable_ang = false; bool enable_lin = false; switch (ax) { case 0: ll = p_angular_limit_lower_x; ul = p_angular_limit_upper_x; lll = -p_linear_limit_lower_x; lul = -p_linear_limit_upper_x; enable_ang = p_enable_angular_limit_x; enable_lin = p_enable_linear_limit_x; a1 = 0; a2 = 1; a3 = 2; break; case 1: ll = p_angular_limit_lower_y; ul = p_angular_limit_upper_y; lll = -p_linear_limit_lower_y; lul = -p_linear_limit_upper_y; enable_ang = p_enable_angular_limit_y; enable_lin = p_enable_linear_limit_y; a1 = 1; a2 = 2; a3 = 0; break; case 2: ll = p_angular_limit_lower_z; ul = p_angular_limit_upper_z; lll = -p_linear_limit_lower_z; lul = -p_linear_limit_upper_z; enable_ang = p_enable_angular_limit_z; enable_lin = p_enable_linear_limit_z; a1 = 2; a2 = 0; a3 = 1; break; } #define ADD_VTX(x, y, z) \ { \ Vector3 v; \ v[a1] = (x); \ v[a2] = (y); \ v[a3] = (z); \ r_points.push_back(p_offset.translated_local(v).origin); \ } if (enable_lin && lll >= lul) { ADD_VTX(lul, 0, 0); ADD_VTX(lll, 0, 0); ADD_VTX(lul, -cs, -cs); ADD_VTX(lul, -cs, cs); ADD_VTX(lul, -cs, cs); ADD_VTX(lul, cs, cs); ADD_VTX(lul, cs, cs); ADD_VTX(lul, cs, -cs); ADD_VTX(lul, cs, -cs); ADD_VTX(lul, -cs, -cs); ADD_VTX(lll, -cs, -cs); ADD_VTX(lll, -cs, cs); ADD_VTX(lll, -cs, cs); ADD_VTX(lll, cs, cs); ADD_VTX(lll, cs, cs); ADD_VTX(lll, cs, -cs); ADD_VTX(lll, cs, -cs); ADD_VTX(lll, -cs, -cs); } else { ADD_VTX(+cs * 2, 0, 0); ADD_VTX(-cs * 2, 0, 0); } if (!enable_ang) { ll = 0; ul = -1; } if (r_body_a_points) { JointGizmosDrawer::draw_circle( static_cast(ax), BODY_A_RADIUS, p_offset, JointGizmosDrawer::look_body_toward(static_cast(ax), p_trs_joint, p_trs_body_a), ll, ul, *r_body_a_points, true); } if (r_body_b_points) { JointGizmosDrawer::draw_circle( static_cast(ax), BODY_B_RADIUS, p_offset, JointGizmosDrawer::look_body_toward(static_cast(ax), p_trs_joint, p_trs_body_b), ll, ul, *r_body_b_points); } } #undef ADD_VTX }