public static bool _LimitXY(
ref Vector3 dir, // dirZ
float limitXMinus, // X-
float limitXPlus, // X+
float limitYMinus, // Z-
float limitYPlus ) // Z+
{
bool isXPlus = (dir.x >= 0.0f);
bool isYPlus = (dir.y >= 0.0f);
float xLimit = isXPlus ? limitXPlus : limitXMinus;
float yLimit = isYPlus ? limitYPlus : limitYMinus;
bool isLimited = false;
if( xLimit <= IKEpsilon && yLimit <= IKEpsilon ) {
Vector3 limitedDir = new Vector3( 0.0f, 0.0f, 1.0f );
Vector3 temp = limitedDir - dir;
if( Mathf.Abs( temp.x ) > IKEpsilon || Mathf.Abs( temp.y ) > IKEpsilon || Mathf.Abs( temp.z ) > IKEpsilon ) {
dir = limitedDir;
isLimited = true;
}
} else {
float inv_xLimit = (xLimit >= IKEpsilon) ? (1.0f / xLimit) : 0.0f;
float inv_yLimit = (yLimit >= IKEpsilon) ? (1.0f / yLimit) : 0.0f;
float localX = dir.x * inv_xLimit;
float localY = dir.y * inv_yLimit;
float localLen = SAFBIKSqrt( localX * localX + localY * localY + dir.z * dir.z );
float inv_localLen = (localLen > IKEpsilon) ? (1.0f / localLen) : 0.0f;
float nrm_localX = localX * inv_localLen; // Counts as sinTheta
float nrm_localY = localY * inv_localLen; // Counts as cosTheta
if( localLen > 1.0f ) { // Outer circle.
if( !isLimited ) {
isLimited = true;
localX = nrm_localX;
localY = nrm_localY;
}
}
float worldX = isLimited ? (localX * xLimit) : dir.x;
float worldY = isLimited ? (localY * yLimit) : dir.y;
bool isInverse = (dir.z < 0.0f);
if( isLimited ) {
float limitSinSq = (worldX * worldX + worldY * worldY);
float limitSin = SAFBIKSqrt( limitSinSq );
float limitCos = SAFBIKSqrt( 1.0f - limitSin * limitSin );
dir.x = worldX;
dir.y = worldY;
dir.z = limitCos;
} else if( isInverse ) {
isLimited = true;
dir.z = -dir.z;
}
}
return isLimited;
}