Files
UnrealEngine/Engine/Source/Runtime/AnimationCore/Private/AngularLimit.cpp
2025-05-18 13:04:45 +08:00

23 lines
968 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);
}
}