Merge pull request #101571 from TokageItLab/validate-rotation-axis-spring-bone

Add validation for rotation axis to SpringBoneSimulator3D
This commit is contained in:
Thaddeus Crews
2025-01-16 17:17:50 -06:00
4 changed files with 43 additions and 0 deletions

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@ -926,6 +926,10 @@ void SpringBoneSimulator3D::set_joint_rotation_axis(int p_index, int p_joint, Ro
Vector<SpringBone3DJointSetting *> &joints = settings[p_index]->joints;
ERR_FAIL_INDEX(p_joint, joints.size());
joints[p_joint]->rotation_axis = p_axis;
Skeleton3D *sk = get_skeleton();
if (sk) {
_validate_rotation_axis(sk, p_index, p_joint);
}
}
SpringBoneSimulator3D::RotationAxis SpringBoneSimulator3D::get_joint_rotation_axis(int p_index, int p_joint) const {
@ -1237,6 +1241,35 @@ void SpringBoneSimulator3D::remove_child_notify(Node *p_child) {
}
}
void SpringBoneSimulator3D::_validate_rotation_axes(Skeleton3D *p_skeleton) const {
for (int i = 0; i < settings.size(); i++) {
for (int j = 0; j < settings[i]->joints.size(); j++) {
_validate_rotation_axis(p_skeleton, i, j);
}
}
}
void SpringBoneSimulator3D::_validate_rotation_axis(Skeleton3D *p_skeleton, int p_index, int p_joint) const {
RotationAxis axis = settings[p_index]->joints[p_joint]->rotation_axis;
if (axis == ROTATION_AXIS_ALL) {
return;
}
Vector3 rot = get_vector_from_axis(static_cast<Vector3::Axis>((int)axis));
Vector3 fwd;
if (p_joint < settings[p_index]->joints.size() - 1) {
fwd = p_skeleton->get_bone_rest(settings[p_index]->joints[p_joint + 1]->bone).origin;
} else if (settings[p_index]->extend_end_bone) {
fwd = get_end_bone_axis(settings[p_index]->end_bone, settings[p_index]->end_bone_direction);
if (fwd.is_zero_approx()) {
return;
}
}
fwd.normalize();
if (Math::is_equal_approx(Math::absf(rot.dot(fwd)), 1.0f)) {
WARN_PRINT_ED("Setting: " + itos(p_index) + " Joint: " + itos(p_joint) + ": Rotation axis and forward vectors are colinear. This is not advised as it may cause unwanted rotation.");
}
}
void SpringBoneSimulator3D::_find_collisions() {
if (!collisions_dirty) {
return;
@ -1407,6 +1440,10 @@ void SpringBoneSimulator3D::_update_joints() {
settings[i]->joints_dirty = false;
}
joints_dirty = false;
Skeleton3D *sk = get_skeleton();
if (sk) {
_validate_rotation_axes(sk);
}
#ifdef TOOLS_ENABLED
update_gizmos();
#endif // TOOLS_ENABLED