Files
UnrealEngineUWP/Engine/Source/Runtime/AnimationCore/Private/AngularLimit.cpp
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00

25 lines
980 B
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AngularLimit.h"
namespace AnimationCore
{
bool ConstrainAngularRangeUsingEuler(FQuat& InOutQuatRotation, const FQuat& InRefRotation, const FVector& InLimitMinDegrees, const FVector& InLimitMaxDegrees)
{
// Simple clamping of euler angles. This might be better off refactored to use switch/twist decomposition and maybe an ellipsoid clamp
FQuat DeltaQuat = InRefRotation * InOutQuatRotation.Inverse();
FRotator DeltaRotator = DeltaQuat.Rotator();
FRotator NewRotator;
NewRotator.Pitch = FMath::Clamp(DeltaRotator.Pitch, InLimitMinDegrees.Y, InLimitMaxDegrees.Y);
NewRotator.Yaw = FMath::Clamp(DeltaRotator.Yaw, InLimitMinDegrees.X, InLimitMaxDegrees.X);
NewRotator.Roll = FMath::Clamp(DeltaRotator.Roll, InLimitMinDegrees.Z, InLimitMaxDegrees.Z);
DeltaQuat = FQuat(NewRotator);
InOutQuatRotation = DeltaQuat.Inverse() * InRefRotation;
return !NewRotator.Equals(DeltaRotator);
}
}