public static bool _LimitXZ(
ref Vector3 dir, // dirY
float limiXMinus, // X-
float limiXPlus, // X+
float limiZMinus, // Z-
float limiZPlus ) // Z+
{
bool isXPlus = (dir.x >= 0.0f);
bool isZPlus = (dir.z >= 0.0f);
float xLimit = isXPlus ? limiXPlus : limiXMinus;
float zLimit = isZPlus ? limiZPlus : limiZMinus;
bool isLimited = false;
if( xLimit <= IKEpsilon && zLimit <= IKEpsilon ) {
Vector3 limitedDir = new Vector3( 0.0f, 1.0f, 0.0f );
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_zLimit = (zLimit >= IKEpsilon) ? (1.0f / zLimit) : 0.0f;
float localX = dir.x * inv_xLimit;
float localZ = dir.z * inv_zLimit;
float localLen = SAFBIKSqrt( localX * localX + localZ * localZ + dir.y * dir.y );
float inv_localLen = (localLen > IKEpsilon) ? (1.0f / localLen) : 0.0f;
float nrm_localX = localX * inv_localLen; // Counts as sinTheta
float nrm_localZ = localZ * inv_localLen; // Counts as cosTheta
if( localLen > 1.0f ) { // Outer circle.
if( !isLimited ) {
isLimited = true;
localX = nrm_localX;
localZ = nrm_localZ;
}
}
float worldX = isLimited ? (localX * xLimit) : dir.x;
float worldZ = isLimited ? (localZ * zLimit) : dir.z;
bool isInverse = (dir.y < 0.0f);
if( isLimited ) {
float limitSinSq = (worldX * worldX + worldZ * worldZ);
float limitSin = SAFBIKSqrt( limitSinSq );
float limitCos = SAFBIKSqrt( 1.0f - limitSin * limitSin );
dir.x = worldX;
dir.y = limitCos;
dir.z = worldZ;
} else if( isInverse ) {
isLimited = true;
dir.y = -dir.y;
}
}
return isLimited;
}