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- //
- // Copyright (c) 2008-2016 the Urho3D project.
- //
- // 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.
- //
- #pragma once
- #include "../Scene/Component.h"
- #include "../Scene/Scene.h"
- typedef struct ik_node_t ik_node_t;
- namespace Atomic
- {
- class Context;
- class IKSolver;
- class ATOMIC_API IKEffector : public Component
- {
- ATOMIC_OBJECT(IKEffector, Component)
- public:
- enum Feature
- {
- /*!
- * If you set the effector weight (see SetWeight()) to a value in
- * between 0 and 1, the default behaviour is to linearly interpolate
- * the effector's target position. If the solved tree and the initial
- * tree are far apart, this can look very strange, especially if you
- * are controlling limbs on a character that are designed to rotation.
- * Enabling this causes a rotational based interpolation (nlerp) around
- * the chain's base node and makes transitions look much more natural.
- */
- WEIGHT_NLERP = 0x01,
- /*!
- * By default the end effector node will retain its global orientation,
- * even after solving. By enabling this feature, the node will instead
- * "rotate with" its parent node.
- */
- INHERIT_PARENT_ROTATION = 0x02
- };
- /// Constructs a new IK effector.
- IKEffector(Context* context);
- /// Destructs he IK effector.
- virtual ~IKEffector();
- /// Registers this class as an object factory.
- static void RegisterObject(Context* context);
- /// Test if a certain feature is enabled (see IKEffector::Feature)
- bool GetFeature(Feature feature) const;
- /// Enable or disable a certain feature (see IKEffector::Feature)
- void SetFeature(Feature feature, bool enable);
- /// Retrieves the node that is being used as a target. Can be NULL.
- Node* GetTargetNode() const;
- /*!
- * @brief The position of the target node provides the target position of
- * the effector node.
- *
- * The IK chain is solved such that the node to which this component is
- * attached to will try to move to the position of the target node.
- * @param targetNode A scene node that acts as a target. Specifying NULL
- * will erase the target and cause the solver to ignore this chain.
- * @note You will get very strange behaviour if you specify a target node
- * that is part the IK chain being solved for (circular dependency). Don't
- * do that.
- */
- void SetTargetNode(Node* targetNode);
- /*!
- * @brief Retrieves the name of the target node. The node doesn't
- * necessarily have to exist in the scene graph.
- */
- const String& GetTargetName() const;
- /*!
- * @brief Sets the name of the target node. The node doesn't necessarily
- * have to exist in the scene graph. When a node is created that matches
- * this name, it is selected as the target.
- * @note This clears the existing target node.
- */
- void SetTargetName(const String& nodeName);
- /// Returns the current target position in world space.
- const Vector3& GetTargetPosition() const;
- /// Sets the current target position. If the effector has a target node then this will have no effect.
- void SetTargetPosition(const Vector3& targetPosition);
- /// Gets the current target rotation in world space.
- const Quaternion& GetTargetRotation() const;
- /// Sets the current target rotation. If the effector has a target node then this will have no effect.
- void SetTargetRotation(const Quaternion& targetRotation);
- /// Required for the editor, get the target rotation in euler angles
- Vector3 GetTargetRotationEuler() const;
- /// Required for the editor, sets the target rotation in euler angles
- void SetTargetRotationEuler(const Vector3& targetRotation);
- /// Returns the number of segments that will be affected by this effector. 0 Means all nodes between this effector and the next IKSolver.
- unsigned GetChainLength() const;
- /// Sets the number of segments that will be affected. 0 Means all nodes between this effector and the next IKSolver.
- void SetChainLength(unsigned chainLength);
- /// How strongly the effector affects the solution.
- float GetWeight() const;
- /*!
- * @brief Sets how much influence the effector has on the solution.
- *
- * You can use this value to smoothly transition between a solved pose and
- * an initial pose For instance, lifting a foot off of the ground or
- * letting go of an object.
- */
- void SetWeight(float weight);
- /// How strongly the target node's rotation influences the solution
- float GetRotationWeight() const;
- /*!
- * @brief Sets how much influence the target rotation should have on the
- * solution. A value of 1 means to match the target rotation exactly, if
- * possible. A value of 0 means to not match it at all.
- * @note The solver must have target rotation enabled for this to have
- * any effect. See IKSolver::Feature::TARGET_ROTATIONS.
- */
- void SetRotationWeight(float weight);
- /// Retrieves the rotation decay factor. See SetRotationDecay() for info.
- float GetRotationDecay() const;
- /*!
- * @brief A factor with which to control the target rotation influence of
- * the next segments down the chain.
- *
- * For example, if this is set to 0.5 and the rotation weight is set to
- * 1.0, then the first segment will match the target rotation exactly, the
- * next segment will match it only 50%, the next segment 25%, the next
- * 12.5%, etc. This parameter makes long chains look more natural when
- * matching a target rotation.
- */
- void SetRotationDecay(float decay);
- void DrawDebugGeometry(bool depthTest);
- virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
- private:
- friend class IKSolver;
- /// Intended to be used only by IKSolver
- void SetIKSolver(IKSolver* solver);
- /// Intended to be used only by IKSolver
- void SetIKEffectorNode(ik_node_t* effector);
- /// Intended to be used by IKSolver. Copies the positions/rotations of the target node into the effector
- void UpdateTargetNodePosition();
- public:
- /// Need these wrapper functions flags of GetFeature/SetFeature can be correctly exposed to the editor and to AngelScript and lua
- bool GetWEIGHT_NLERP() const;
- bool GetINHERIT_PARENT_ROTATION() const;
- void SetWEIGHT_NLERP(bool enable);
- void SetINHERIT_PARENT_ROTATION(bool enable);
- private:
- WeakPtr<Node> targetNode_;
- WeakPtr<IKSolver> solver_;
- ik_node_t* ikEffectorNode_;
- String targetName_;
- Vector3 targetPosition_;
- Quaternion targetRotation_;
- unsigned chainLength_;
- float weight_;
- float rotationWeight_;
- float rotationDecay_;
- unsigned features_;
- };
- } // namespace Atomic
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