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- //
- // Copyright (c) 2008-2017 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 "Sample.h"
- namespace Urho3D
- {
- class AnimationController;
- class Node;
- class IKEffector;
- class IKSolver;
- class Scene;
- }
- /// Inverse Kinematics demo.
- /// This sample demonstrates how to adjust the position of animated feet so they match the ground's angle using IK
- class InverseKinematics : public Sample
- {
- URHO3D_OBJECT(InverseKinematics, Sample);
- public:
- /// Construct.
- InverseKinematics(Context* context);
- /// Setup after engine initialization and before running the main loop.
- virtual void Start();
- protected:
- /// Animation controller of Jack.
- SharedPtr<Urho3D::AnimationController> jackAnimCtrl_;
- /// Inverse kinematic effectors and solver
- SharedPtr<Urho3D::IKEffector> leftEffector_;
- SharedPtr<Urho3D::IKEffector> rightEffector_;
- SharedPtr<Urho3D::IKSolver> solver_;
- /// Need references to these nodes to calculate foot angles and offsets
- SharedPtr<Urho3D::Node> leftFoot_;
- SharedPtr<Urho3D::Node> rightFoot_;
- SharedPtr<Urho3D::Node> jackNode_;
- /// So we can rotate the floor
- SharedPtr<Urho3D::Node> floorNode_;
- float floorPitch_;
- float floorRoll_;
- /// Whether or not to draw debug geometry
- bool drawDebug_;
- private:
- /// Construct the scene content.
- void CreateScene();
- /// Construct an instruction text to the UI.
- void CreateInstructions();
- /// Set up a viewport for displaying the scene.
- void SetupViewport();
- /// Read input and moves the camera.
- void UpdateCameraAndFloor(float timeStep);
- /// Subscribe to application-wide logic update events.
- void SubscribeToEvents();
- /// Handle the logic update event.
- void HandleUpdate(StringHash eventType, VariantMap& eventData);
- /// Draw debug geometry
- void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
- /// Process IK logic
- void HandleSceneDrawableUpdateFinished(StringHash eventType, VariantMap& eventData);
- SharedPtr<Node> cameraRotateNode_;
- };
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