/* MIT License Copyright (c) 2014-2022 Eron Gjoni Copyright (c) 2019-2022 K. S. Ernest (iFire) Lee Copyright (c) 2021 Rafael Martinez Gordillo. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ int current_bone_index = 0; Vector bones_to_process = skeleton->get_parentless_bones(); for (int32_t child_i = 0; child_i < label_mesh_origin->get_child_count(); child_i++) { Label3D *label = cast_to(label_mesh_origin->get_child(child_i)); if (label) { label->queue_delete(); } } Vector3 current_bone; while (bones_to_process.size() > current_bone_index) { int current_bone_idx = bones_to_process[current_bone_index]; current_bone_index++; Vector child_bones_vector; child_bones_vector = skeleton->get_bone_children(current_bone_idx); int child_bones_size = child_bones_vector.size(); int child_bone_idx = -1; for (int i = 0; i < child_bones_size; i++) { if (child_bones_vector[i] < 0) { // Something wrong. continue; } child_bone_idx = child_bones_vector[i]; Label3D *label_mesh = memnew(Label3D); float snap = 0.1; float x_angle = 0.0f; { Vector3 current_bone = skeleton->get_bone_global_pose(current_bone_idx).basis[Vector3::AXIS_X]; Vector3 child_bone = skeleton->get_bone_global_pose(child_bone_idx).basis[Vector3::AXIS_X]; Quaternion rot = IKKusudama::quaternion_unnormalized(child_bone, current_bone); Vector3 x_axis = Vector3(1.0, 0.0, 0.0); Vector decomposed = IKKusudama::get_swing_twist(rot, x_axis); x_angle = decomposed[1].get_angle(); x_angle = Math::rad2deg(x_angle) + snap * 0.5; // else it won't reach +180 x_angle -= Math::fmod(x_angle, snap); } float z_angle = 0.0f; { Vector3 current_bone = skeleton->get_bone_global_pose(current_bone_idx).basis[Vector3::AXIS_Z]; Vector3 child_bone = skeleton->get_bone_global_pose(child_bone_idx).basis[Vector3::AXIS_Z]; Quaternion rot = IKKusudama::quaternion_unnormalized(child_bone, current_bone); Vector3 z_axis = Vector3(0.0, 0.0, 1.0); Vector decomposed = IKKusudama::get_swing_twist(rot, z_axis); z_angle = decomposed[1].get_angle(); z_angle = Math::rad2deg(z_angle) + snap * 0.5; // else it won't reach +180 z_angle -= Math::fmod(z_angle, snap); } float y_angle = 0.0f; { Vector3 current_bone = skeleton->get_bone_global_pose(current_bone_idx).basis[Vector3::AXIS_Y]; Vector3 child_bone = skeleton->get_bone_global_pose(child_bone_idx).basis[Vector3::AXIS_Y]; Quaternion rot = IKKusudama::quaternion_unnormalized(child_bone, current_bone); Vector3 y_axis = Vector3(0.0, 1.0, 0.0); Vector decomposed = IKKusudama::get_swing_twist(rot, y_axis); y_angle = decomposed[1].get_angle(); y_angle = Math::rad2deg(y_angle) + snap * 0.5; // else it won't reach +180 y_angle -= Math::fmod(y_angle, snap); } label_mesh->set_text( vformat(String("Rotating %s\nX %s degrees\nY %s degrees\nTwist %s degrees"), skeleton->get_bone_name(current_bone_idx), String::num(x_angle, Math::range_step_decimals(snap)), String::num(y_angle, Math::range_step_decimals(snap)), String::num(z_angle, Math::range_step_decimals(snap)))); label_mesh->set_font_size(8); label_mesh_origin->add_child(label_mesh); Transform3D xform = skeleton->get_bone_global_pose(current_bone_idx); xform.basis = Basis(); label_mesh_origin->set_transform(xform); // Add the bone's children to the list of bones to be processed. bones_to_process.push_back(child_bones_vector[i]); } }