299 lines
12 KiB
C++
299 lines
12 KiB
C++
//
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// Copyright (c) 2008-2021 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include <Urho3D/Core/CoreEvents.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Graphics/AnimatedModel.h>
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#include <Urho3D/Graphics/AnimationController.h>
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#include <Urho3D/Graphics/Camera.h>
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#include <Urho3D/Graphics/Graphics.h>
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#include <Urho3D/Graphics/Material.h>
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#include <Urho3D/Graphics/Octree.h>
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#include <Urho3D/Graphics/DebugRenderer.h>
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#include <Urho3D/Graphics/RibbonTrail.h>
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#include <Urho3D/IK/IKEffector.h>
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#include <Urho3D/IK/IKSolver.h>
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#include <Urho3D/Input/Input.h>
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#include <Urho3D/Math/Matrix2.h>
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#include <Urho3D/Physics/PhysicsWorld.h>
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#include <Urho3D/Physics/CollisionShape.h>
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#include <Urho3D/Physics/RigidBody.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#include <Urho3D/UI/Font.h>
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#include <Urho3D/UI/Text.h>
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#include <Urho3D/UI/UI.h>
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#include <Urho3D/UI/Text3D.h>
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#include "InverseKinematics.h"
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#include <Urho3D/DebugNew.h>
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URHO3D_DEFINE_APPLICATION_MAIN(InverseKinematics)
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InverseKinematics::InverseKinematics(Context* context) :
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Sample(context)
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{
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}
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void InverseKinematics::Start()
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{
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// Execute base class startup
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Sample::Start();
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// Create the scene content
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CreateScene();
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// Create the UI content
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CreateInstructions();
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// Setup the viewport for displaying the scene
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SetupViewport();
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// Hook up to the frame update events
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SubscribeToEvents();
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// Set the mouse mode to use in the sample
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Sample::InitMouseMode(MM_RELATIVE);
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GetSubsystem<Input>()->SetMouseVisible(true);
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}
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void InverseKinematics::CreateScene()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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scene_ = new Scene(context_);
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// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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scene_->CreateComponent<Octree>();
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scene_->CreateComponent<DebugRenderer>();
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scene_->CreateComponent<PhysicsWorld>();
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// Create scene node & StaticModel component for showing a static plane
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floorNode_ = scene_->CreateChild("Plane");
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floorNode_->SetScale(Vector3(50.0f, 1.0f, 50.0f));
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auto* planeObject = floorNode_->CreateComponent<StaticModel>();
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planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
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planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
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// Set up collision, we need to raycast to determine foot height
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floorNode_->CreateComponent<RigidBody>();
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auto* col = floorNode_->CreateComponent<CollisionShape>();
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col->SetBox(Vector3(1, 0, 1));
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// Create a directional light to the world.
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Node* lightNode = scene_->CreateChild("DirectionalLight");
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lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
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auto* light = lightNode->CreateComponent<Light>();
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light->SetLightType(LIGHT_DIRECTIONAL);
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light->SetCastShadows(true);
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light->SetShadowBias(BiasParameters(0.00005f, 0.5f));
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// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
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light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
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// Load Jack model
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jackNode_ = scene_->CreateChild("Jack");
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jackNode_->SetRotation(Quaternion(0.0f, 270.0f, 0.0f));
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auto* jack = jackNode_->CreateComponent<AnimatedModel>();
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jack->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
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jack->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
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jack->SetCastShadows(true);
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// Create animation controller and play walk animation
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jackAnimCtrl_ = jackNode_->CreateComponent<AnimationController>();
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jackAnimCtrl_->PlayExclusive("Models/Jack_Walk.ani", 0, true, 0.0f);
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// We need to attach two inverse kinematic effectors to Jack's feet to
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// control the grounding.
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leftFoot_ = jackNode_->GetChild("Bip01_L_Foot", true);
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rightFoot_ = jackNode_->GetChild("Bip01_R_Foot", true);
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leftEffector_ = leftFoot_->CreateComponent<IKEffector>();
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rightEffector_ = rightFoot_->CreateComponent<IKEffector>();
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// Control 2 segments up to the hips
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leftEffector_->SetChainLength(2);
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rightEffector_->SetChainLength(2);
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// For the effectors to work, an IKSolver needs to be attached to one of
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// the parent nodes. Typically, you want to place the solver as close as
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// possible to the effectors for optimal performance. Since in this case
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// we're solving the legs only, we can place the solver at the spine.
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Node* spine = jackNode_->GetChild("Bip01_Spine", true);
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solver_ = spine->CreateComponent<IKSolver>();
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// Two-bone solver is more efficient and more stable than FABRIK (but only
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// works for two bones, obviously).
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solver_->SetAlgorithm(IKSolver::TWO_BONE);
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// Disable auto-solving, which means we need to call Solve() manually
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solver_->SetFeature(IKSolver::AUTO_SOLVE, false);
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// Only enable this so the debug draw shows us the pose before solving.
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// This should NOT be enabled for any other reason (it does nothing and is
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// a waste of performance).
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solver_->SetFeature(IKSolver::UPDATE_ORIGINAL_POSE, true);
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// Create the camera.
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cameraRotateNode_ = scene_->CreateChild("CameraRotate");
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cameraNode_ = cameraRotateNode_->CreateChild("Camera");
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cameraNode_->CreateComponent<Camera>();
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// Set an initial position for the camera scene node above the plane
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cameraNode_->SetPosition(Vector3(0, 0, -4));
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cameraRotateNode_->SetPosition(Vector3(0, 0.4, 0));
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pitch_ = 20;
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yaw_ = 50;
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}
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void InverseKinematics::CreateInstructions()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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auto* ui = GetSubsystem<UI>();
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// Construct new Text object, set string to display and font to use
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auto* instructionText = ui->GetRoot()->CreateChild<Text>();
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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");
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instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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// Position the text relative to the screen center
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instructionText->SetHorizontalAlignment(HA_CENTER);
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instructionText->SetVerticalAlignment(VA_CENTER);
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instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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}
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void InverseKinematics::SetupViewport()
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{
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auto* renderer = GetSubsystem<Renderer>();
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// 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
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// at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
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// use, but now we just use full screen and default render path configured in the engine command line options
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SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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renderer->SetViewport(0, viewport);
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}
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void InverseKinematics::UpdateCameraAndFloor(float /*timeStep*/)
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{
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// Do not move if the UI has a focused element (the console)
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if (GetSubsystem<UI>()->GetFocusElement())
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return;
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auto* input = GetSubsystem<Input>();
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// Mouse sensitivity as degrees per pixel
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const float MOUSE_SENSITIVITY = 0.1f;
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// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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if (input->GetMouseButtonDown(MOUSEB_LEFT))
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{
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IntVector2 mouseMove = input->GetMouseMove();
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yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
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pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
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pitch_ = Clamp(pitch_, -90.0f, 90.0f);
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}
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if (input->GetMouseButtonDown(MOUSEB_RIGHT))
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{
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IntVector2 mouseMoveInt = input->GetMouseMove();
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Vector2 mouseMove = Matrix2(
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-Cos(yaw_), Sin(yaw_),
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Sin(yaw_), Cos(yaw_)
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) * Vector2(mouseMoveInt.y_, -mouseMoveInt.x_);
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floorPitch_ += MOUSE_SENSITIVITY * mouseMove.x_;
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floorPitch_ = Clamp(floorPitch_, -90.0f, 90.0f);
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floorRoll_ += MOUSE_SENSITIVITY * mouseMove.y_;
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}
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if (input->GetKeyPress(KEY_SPACE))
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{
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floorPitch_ = 0;
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floorRoll_ = 0;
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}
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if (input->GetKeyPress(KEY_D))
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{
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drawDebug_ = !drawDebug_;
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}
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// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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cameraRotateNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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floorNode_->SetRotation(Quaternion(floorPitch_, 0, floorRoll_));
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}
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void InverseKinematics::SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(InverseKinematics, HandleUpdate));
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SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(InverseKinematics, HandlePostRenderUpdate));
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SubscribeToEvent(E_SCENEDRAWABLEUPDATEFINISHED, URHO3D_HANDLER(InverseKinematics, HandleSceneDrawableUpdateFinished));
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}
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void InverseKinematics::HandleUpdate(StringHash /*eventType*/, VariantMap& eventData)
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{
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using namespace Update;
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// Take the frame time step, which is stored as a float
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float timeStep = eventData[P_TIMESTEP].GetFloat();
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// Move the camera, scale movement with time step
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UpdateCameraAndFloor(timeStep);
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}
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void InverseKinematics::HandlePostRenderUpdate(StringHash /*eventType*/, VariantMap& eventData)
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{
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if (drawDebug_)
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solver_->DrawDebugGeometry(false);
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}
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void InverseKinematics::HandleSceneDrawableUpdateFinished(StringHash /*eventType*/, VariantMap& eventData)
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{
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auto* phyWorld = scene_->GetComponent<PhysicsWorld>();
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Vector3 leftFootPosition = leftFoot_->GetWorldPosition();
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Vector3 rightFootPosition = rightFoot_->GetWorldPosition();
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// Cast ray down to get the normal of the underlying surface
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PhysicsRaycastResult result;
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phyWorld->RaycastSingle(result, Ray(leftFootPosition + Vector3(0, 1, 0), Vector3(0, -1, 0)), 2);
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if (result.body_)
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{
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// Cast again, but this time along the normal. Set the target position
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// to the ray intersection
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phyWorld->RaycastSingle(result, Ray(leftFootPosition + result.normal_, -result.normal_), 2);
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// The foot node has an offset relative to the root node
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float footOffset = leftFoot_->GetWorldPosition().y_ - jackNode_->GetWorldPosition().y_;
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leftEffector_->SetTargetPosition(result.position_ + result.normal_ * footOffset);
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// Rotate foot according to normal
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leftFoot_->Rotate(Quaternion(Vector3(0, 1, 0), result.normal_), TS_WORLD);
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}
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// Same deal with the right foot
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phyWorld->RaycastSingle(result, Ray(rightFootPosition + Vector3(0, 1, 0), Vector3(0, -1, 0)), 2);
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if (result.body_)
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{
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phyWorld->RaycastSingle(result, Ray(rightFootPosition + result.normal_, -result.normal_), 2);
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float footOffset = rightFoot_->GetWorldPosition().y_ - jackNode_->GetWorldPosition().y_;
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rightEffector_->SetTargetPosition(result.position_ + result.normal_ * footOffset);
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rightFoot_->Rotate(Quaternion(Vector3(0, 1, 0), result.normal_), TS_WORLD);
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}
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solver_->Solve();
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}
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