InverseKinematics.h 3.1 KB

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  1. //
  2. // Copyright (c) 2008-2017 the Urho3D project.
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  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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  22. #pragma once
  23. #include "Sample.h"
  24. namespace Urho3D
  25. {
  26. class AnimationController;
  27. class Node;
  28. class IKEffector;
  29. class IKSolver;
  30. class Scene;
  31. }
  32. /// Inverse Kinematics demo.
  33. /// This sample demonstrates how to adjust the position of animated feet so they match the ground's angle using IK
  34. class InverseKinematics : public Sample
  35. {
  36. URHO3D_OBJECT(InverseKinematics, Sample);
  37. public:
  38. /// Construct.
  39. InverseKinematics(Context* context);
  40. /// Setup after engine initialization and before running the main loop.
  41. virtual void Start();
  42. protected:
  43. /// Animation controller of Jack.
  44. SharedPtr<Urho3D::AnimationController> jackAnimCtrl_;
  45. /// Inverse kinematic effectors and solver
  46. SharedPtr<Urho3D::IKEffector> leftEffector_;
  47. SharedPtr<Urho3D::IKEffector> rightEffector_;
  48. SharedPtr<Urho3D::IKSolver> solver_;
  49. /// Need references to these nodes to calculate foot angles and offsets
  50. SharedPtr<Urho3D::Node> leftFoot_;
  51. SharedPtr<Urho3D::Node> rightFoot_;
  52. SharedPtr<Urho3D::Node> jackNode_;
  53. /// So we can rotate the floor
  54. SharedPtr<Urho3D::Node> floorNode_;
  55. float floorPitch_;
  56. float floorRoll_;
  57. /// Whether or not to draw debug geometry
  58. bool drawDebug_;
  59. private:
  60. /// Construct the scene content.
  61. void CreateScene();
  62. /// Construct an instruction text to the UI.
  63. void CreateInstructions();
  64. /// Set up a viewport for displaying the scene.
  65. void SetupViewport();
  66. /// Read input and moves the camera.
  67. void UpdateCameraAndFloor(float timeStep);
  68. /// Subscribe to application-wide logic update events.
  69. void SubscribeToEvents();
  70. /// Handle the logic update event.
  71. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  72. /// Draw debug geometry
  73. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
  74. /// Process IK logic
  75. void HandleSceneDrawableUpdateFinished(StringHash eventType, VariantMap& eventData);
  76. SharedPtr<Node> cameraRotateNode_;
  77. };