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author | smix8 <52464204+smix8@users.noreply.github.com> | 2023-04-20 06:34:38 +0200 |
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committer | smix8 <52464204+smix8@users.noreply.github.com> | 2023-04-20 20:12:47 +0200 |
commit | 808af8e8375fb0392523a87db550652fec5b8681 (patch) | |
tree | c0070dd403faf54a9b628091b0013487e39f7130 /editor/plugins/gizmos/joint_3d_gizmo_plugin.cpp | |
parent | 27253f3eb2c78a9ad5114c92eae2036b10e1d7e0 (diff) | |
download | redot-engine-808af8e8375fb0392523a87db550652fec5b8681.tar.gz |
Split Node3DGizmos into dedicated files
Splits Node3DGizmos into dedicated files.
Diffstat (limited to 'editor/plugins/gizmos/joint_3d_gizmo_plugin.cpp')
-rw-r--r-- | editor/plugins/gizmos/joint_3d_gizmo_plugin.cpp | 714 |
1 files changed, 714 insertions, 0 deletions
diff --git a/editor/plugins/gizmos/joint_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/joint_3d_gizmo_plugin.cpp new file mode 100644 index 0000000000..c4cb44c8fa --- /dev/null +++ b/editor/plugins/gizmos/joint_3d_gizmo_plugin.cpp @@ -0,0 +1,714 @@ +/**************************************************************************/ +/* 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<Vector3> &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<Vector3> &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("editors/3d_gizmos/gizmo_colors/joint_body_a", Color(0.6, 0.8, 1))); + create_material("joint_body_b_material", EDITOR_DEF("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<Joint3D>(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<Joint3D>(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<Node3D>(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<Node3D>(joint->get_node(joint->get_node_b())); + } + + if (!node_body_a && !node_body_b) { + return; + } + + Ref<Material> common_material = get_material("joint_material", p_gizmo); + Ref<Material> body_a_material = get_material("joint_body_a_material", p_gizmo); + Ref<Material> body_b_material = get_material("joint_body_b_material", p_gizmo); + + Vector<Vector3> points; + Vector<Vector3> body_a_points; + Vector<Vector3> body_b_points; + + if (Object::cast_to<PinJoint3D>(joint)) { + CreatePinJointGizmo(Transform3D(), points); + p_gizmo->add_collision_segments(points); + p_gizmo->add_lines(points, common_material); + } + + HingeJoint3D *hinge = Object::cast_to<HingeJoint3D>(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<SliderJoint3D>(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<ConeTwistJoint3D>(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<Generic6DOFJoint3D>(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<Vector3> &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<Vector3> &r_common_points, Vector<Vector3> *r_body_a_points, Vector<Vector3> *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<Vector3> &r_points, Vector<Vector3> *r_body_a_points, Vector<Vector3> *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<Vector3> *r_body_a_points, Vector<Vector3> *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<Vector3> &r_points, + Vector<Vector3> *r_body_a_points, + Vector<Vector3> *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<Vector3::Axis>(ax), + BODY_A_RADIUS, + p_offset, + JointGizmosDrawer::look_body_toward(static_cast<Vector3::Axis>(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<Vector3::Axis>(ax), + BODY_B_RADIUS, + p_offset, + JointGizmosDrawer::look_body_toward(static_cast<Vector3::Axis>(ax), p_trs_joint, p_trs_body_b), + ll, + ul, + *r_body_b_points); + } + } + +#undef ADD_VTX +} |