Files
UnrealEngineUWP/Engine/Source/Runtime/AnimationCore/Private/AngularLimit.cpp
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
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#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
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[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

25 lines
970 B
C++

// Copyright 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);
}
}