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- //
- // Copyright (c) 2008-2020 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.
- //
- #include <Urho3D/Core/CoreEvents.h>
- #include <Urho3D/Engine/Engine.h>
- #include <Urho3D/Graphics/AnimatedModel.h>
- #include <Urho3D/Graphics/AnimationController.h>
- #include <Urho3D/Graphics/Camera.h>
- #include <Urho3D/Graphics/Graphics.h>
- #include <Urho3D/Graphics/Material.h>
- #include <Urho3D/Graphics/Octree.h>
- #include <Urho3D/Graphics/DebugRenderer.h>
- #include <Urho3D/Graphics/RibbonTrail.h>
- #include <Urho3D/IK/IKEffector.h>
- #include <Urho3D/IK/IKSolver.h>
- #include <Urho3D/Input/Input.h>
- #include <Urho3D/Math/Matrix2.h>
- #include <Urho3D/Physics/PhysicsWorld.h>
- #include <Urho3D/Physics/CollisionShape.h>
- #include <Urho3D/Physics/RigidBody.h>
- #include <Urho3D/Resource/ResourceCache.h>
- #include <Urho3D/UI/Font.h>
- #include <Urho3D/UI/Text.h>
- #include <Urho3D/UI/UI.h>
- #include <Urho3D/UI/Text3D.h>
- #include "InverseKinematics.h"
- #include <Urho3D/DebugNew.h>
- URHO3D_DEFINE_APPLICATION_MAIN(InverseKinematics)
- InverseKinematics::InverseKinematics(Context* context) :
- Sample(context)
- {
- }
- void InverseKinematics::Start()
- {
- // Execute base class startup
- Sample::Start();
- // Create the scene content
- CreateScene();
- // Create the UI content
- CreateInstructions();
- // Setup the viewport for displaying the scene
- SetupViewport();
- // Hook up to the frame update events
- SubscribeToEvents();
- // Set the mouse mode to use in the sample
- Sample::InitMouseMode(MM_RELATIVE);
- GetSubsystem<Input>()->SetMouseVisible(true);
- }
- void InverseKinematics::CreateScene()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- scene_ = new Scene(context_);
- // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
- scene_->CreateComponent<Octree>();
- scene_->CreateComponent<DebugRenderer>();
- scene_->CreateComponent<PhysicsWorld>();
- // Create scene node & StaticModel component for showing a static plane
- floorNode_ = scene_->CreateChild("Plane");
- floorNode_->SetScale(Vector3(50.0f, 1.0f, 50.0f));
- auto* planeObject = floorNode_->CreateComponent<StaticModel>();
- planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
- planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
- // Set up collision, we need to raycast to determine foot height
- floorNode_->CreateComponent<RigidBody>();
- auto* col = floorNode_->CreateComponent<CollisionShape>();
- col->SetBox(Vector3(1, 0, 1));
- // Create a directional light to the world.
- Node* lightNode = scene_->CreateChild("DirectionalLight");
- lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
- auto* light = lightNode->CreateComponent<Light>();
- light->SetLightType(LIGHT_DIRECTIONAL);
- light->SetCastShadows(true);
- light->SetShadowBias(BiasParameters(0.00005f, 0.5f));
- // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
- light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
- // Load Jack model
- jackNode_ = scene_->CreateChild("Jack");
- jackNode_->SetRotation(Quaternion(0.0f, 270.0f, 0.0f));
- auto* jack = jackNode_->CreateComponent<AnimatedModel>();
- jack->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
- jack->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
- jack->SetCastShadows(true);
- // Create animation controller and play walk animation
- jackAnimCtrl_ = jackNode_->CreateComponent<AnimationController>();
- jackAnimCtrl_->PlayExclusive("Models/Jack_Walk.ani", 0, true, 0.0f);
- // We need to attach two inverse kinematic effectors to Jack's feet to
- // control the grounding.
- leftFoot_ = jackNode_->GetChild("Bip01_L_Foot", true);
- rightFoot_ = jackNode_->GetChild("Bip01_R_Foot", true);
- leftEffector_ = leftFoot_->CreateComponent<IKEffector>();
- rightEffector_ = rightFoot_->CreateComponent<IKEffector>();
- // Control 2 segments up to the hips
- leftEffector_->SetChainLength(2);
- rightEffector_->SetChainLength(2);
- // For the effectors to work, an IKSolver needs to be attached to one of
- // the parent nodes. Typically, you want to place the solver as close as
- // possible to the effectors for optimal performance. Since in this case
- // we're solving the legs only, we can place the solver at the spine.
- Node* spine = jackNode_->GetChild("Bip01_Spine", true);
- solver_ = spine->CreateComponent<IKSolver>();
- // Two-bone solver is more efficient and more stable than FABRIK (but only
- // works for two bones, obviously).
- solver_->SetAlgorithm(IKSolver::TWO_BONE);
- // Disable auto-solving, which means we need to call Solve() manually
- solver_->SetFeature(IKSolver::AUTO_SOLVE, false);
- // Only enable this so the debug draw shows us the pose before solving.
- // This should NOT be enabled for any other reason (it does nothing and is
- // a waste of performance).
- solver_->SetFeature(IKSolver::UPDATE_ORIGINAL_POSE, true);
- // Create the camera.
- cameraRotateNode_ = scene_->CreateChild("CameraRotate");
- cameraNode_ = cameraRotateNode_->CreateChild("Camera");
- cameraNode_->CreateComponent<Camera>();
- // Set an initial position for the camera scene node above the plane
- cameraNode_->SetPosition(Vector3(0, 0, -4));
- cameraRotateNode_->SetPosition(Vector3(0, 0.4, 0));
- pitch_ = 20;
- yaw_ = 50;
- }
- void InverseKinematics::CreateInstructions()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- auto* ui = GetSubsystem<UI>();
- // Construct new Text object, set string to display and font to use
- auto* instructionText = ui->GetRoot()->CreateChild<Text>();
- instructionText->SetText("Left-Click and drag to look around\nRight-Click and drag to change incline\nPress space to reset floor\nPress D to draw debug geometry");
- instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
- // Position the text relative to the screen center
- instructionText->SetHorizontalAlignment(HA_CENTER);
- instructionText->SetVerticalAlignment(VA_CENTER);
- instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
- }
- void InverseKinematics::SetupViewport()
- {
- auto* renderer = GetSubsystem<Renderer>();
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
- // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
- // use, but now we just use full screen and default render path configured in the engine command line options
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
- renderer->SetViewport(0, viewport);
- }
- void InverseKinematics::UpdateCameraAndFloor(float /*timeStep*/)
- {
- // Do not move if the UI has a focused element (the console)
- if (GetSubsystem<UI>()->GetFocusElement())
- return;
- auto* input = GetSubsystem<Input>();
- // Mouse sensitivity as degrees per pixel
- const float MOUSE_SENSITIVITY = 0.1f;
- // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
- if (input->GetMouseButtonDown(MOUSEB_LEFT))
- {
- IntVector2 mouseMove = input->GetMouseMove();
- yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
- pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
- pitch_ = Clamp(pitch_, -90.0f, 90.0f);
- }
- if (input->GetMouseButtonDown(MOUSEB_RIGHT))
- {
- IntVector2 mouseMoveInt = input->GetMouseMove();
- Vector2 mouseMove = Matrix2(
- -Cos(yaw_), Sin(yaw_),
- Sin(yaw_), Cos(yaw_)
- ) * Vector2(mouseMoveInt.y_, -mouseMoveInt.x_);
- floorPitch_ += MOUSE_SENSITIVITY * mouseMove.x_;
- floorPitch_ = Clamp(floorPitch_, -90.0f, 90.0f);
- floorRoll_ += MOUSE_SENSITIVITY * mouseMove.y_;
- }
- if (input->GetKeyPress(KEY_SPACE))
- {
- floorPitch_ = 0;
- floorRoll_ = 0;
- }
- if (input->GetKeyPress(KEY_D))
- {
- drawDebug_ = !drawDebug_;
- }
- // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraRotateNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
- floorNode_->SetRotation(Quaternion(floorPitch_, 0, floorRoll_));
- }
- void InverseKinematics::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(InverseKinematics, HandleUpdate));
- SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(InverseKinematics, HandlePostRenderUpdate));
- SubscribeToEvent(E_SCENEDRAWABLEUPDATEFINISHED, URHO3D_HANDLER(InverseKinematics, HandleSceneDrawableUpdateFinished));
- }
- void InverseKinematics::HandleUpdate(StringHash /*eventType*/, VariantMap& eventData)
- {
- using namespace Update;
- // Take the frame time step, which is stored as a float
- float timeStep = eventData[P_TIMESTEP].GetFloat();
- // Move the camera, scale movement with time step
- UpdateCameraAndFloor(timeStep);
- }
- void InverseKinematics::HandlePostRenderUpdate(StringHash /*eventType*/, VariantMap& eventData)
- {
- if (drawDebug_)
- solver_->DrawDebugGeometry(false);
- }
- void InverseKinematics::HandleSceneDrawableUpdateFinished(StringHash /*eventType*/, VariantMap& eventData)
- {
- auto* phyWorld = scene_->GetComponent<PhysicsWorld>();
- Vector3 leftFootPosition = leftFoot_->GetWorldPosition();
- Vector3 rightFootPosition = rightFoot_->GetWorldPosition();
- // Cast ray down to get the normal of the underlying surface
- PhysicsRaycastResult result;
- phyWorld->RaycastSingle(result, Ray(leftFootPosition + Vector3(0, 1, 0), Vector3(0, -1, 0)), 2);
- if (result.body_)
- {
- // Cast again, but this time along the normal. Set the target position
- // to the ray intersection
- phyWorld->RaycastSingle(result, Ray(leftFootPosition + result.normal_, -result.normal_), 2);
- // The foot node has an offset relative to the root node
- float footOffset = leftFoot_->GetWorldPosition().y_ - jackNode_->GetWorldPosition().y_;
- leftEffector_->SetTargetPosition(result.position_ + result.normal_ * footOffset);
- // Rotate foot according to normal
- leftFoot_->Rotate(Quaternion(Vector3(0, 1, 0), result.normal_), TS_WORLD);
- }
- // Same deal with the right foot
- phyWorld->RaycastSingle(result, Ray(rightFootPosition + Vector3(0, 1, 0), Vector3(0, -1, 0)), 2);
- if (result.body_)
- {
- phyWorld->RaycastSingle(result, Ray(rightFootPosition + result.normal_, -result.normal_), 2);
- float footOffset = rightFoot_->GetWorldPosition().y_ - jackNode_->GetWorldPosition().y_;
- rightEffector_->SetTargetPosition(result.position_ + result.normal_ * footOffset);
- rightFoot_->Rotate(Quaternion(Vector3(0, 1, 0), result.normal_), TS_WORLD);
- }
- solver_->Solve();
- }
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