Fix code style

This commit is contained in:
Wojtek Figat
2020-12-30 11:20:37 +01:00
parent 4ec3e6aed9
commit 4c205be617
56 changed files with 608 additions and 1139 deletions

View File

@@ -17,7 +17,7 @@ void InverseKinematics::SolveTwoBoneIK(Transform& rootNode, Transform& jointNode
Vector3 jointPos = jointNode.Translation;
Vector3 desiredDelta = target - rootNode.Translation;
float desiredLength = desiredDelta.Length();
float maxLimbLength = lowerLimbLength + upperLimbLength;
float limbLengthLimit = lowerLimbLength + upperLimbLength;
Vector3 desiredDir;
if (desiredLength < ZeroTolerance)
@@ -56,17 +56,17 @@ void InverseKinematics::SolveTwoBoneIK(Transform& rootNode, Transform& jointNode
if (allowStretching)
{
const float startStretchRatio = 1.0f;
const float scaleRange = maxStretchScale - startStretchRatio;
if (scaleRange > ZeroTolerance && maxLimbLength > ZeroTolerance)
const float initialStretchRatio = 1.0f;
const float range = maxStretchScale - initialStretchRatio;
if (range > ZeroTolerance && limbLengthLimit > ZeroTolerance)
{
const float reachRatio = desiredLength / maxLimbLength;
const float scalingFactor = (maxStretchScale - 1.0f) * Math::Saturate((reachRatio - startStretchRatio) / scaleRange);
const float reachRatio = desiredLength / limbLengthLimit;
const float scalingFactor = (maxStretchScale - 1.0f) * Math::Saturate((reachRatio - initialStretchRatio) / range);
if (scalingFactor > ZeroTolerance)
{
lowerLimbLength *= 1.0f + scalingFactor;
upperLimbLength *= 1.0f + scalingFactor;
maxLimbLength *= 1.0f + scalingFactor;
limbLengthLimit *= 1.0f + scalingFactor;
}
}
}
@@ -74,9 +74,9 @@ void InverseKinematics::SolveTwoBoneIK(Transform& rootNode, Transform& jointNode
Vector3 resultEndPos = target;
Vector3 resultJointPos = jointPos;
if (desiredLength >= maxLimbLength)
if (desiredLength >= limbLengthLimit)
{
resultEndPos = rootNode.Translation + maxLimbLength * desiredDir;
resultEndPos = rootNode.Translation + limbLengthLimit * desiredDir;
resultJointPos = rootNode.Translation + upperLimbLength * desiredDir;
}
else