Urho3D/Source/Samples/45_InverseKinematics/InverseKinematics.h
2020-01-05 06:21:40 +00:00

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3.2 KiB
C++

//
// 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.
//
#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.
explicit InverseKinematics(Context* context);
/// Setup after engine initialization and before running the main loop.
void Start() override;
protected:
/// Animation controller of Jack.
SharedPtr<Urho3D::AnimationController> jackAnimCtrl_;
/// Inverse kinematic left effector.
SharedPtr<Urho3D::IKEffector> leftEffector_;
/// Inverse kinematic right effector.
SharedPtr<Urho3D::IKEffector> rightEffector_;
/// Inverse kinematic solver.
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);
/// Camera node.
SharedPtr<Node> cameraRotateNode_;
};