102 lines
1.8 KiB
C++
102 lines
1.8 KiB
C++
#pragma once
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#include <cstdint>
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#include <vector>
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#include <unordered_map>
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#include "math_types.h"
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#include "Globals.h"
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#include "imgui_protot_ext.h"
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#include "rbdl/rbdl.h"
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#include "rbdl/addons/luamodel/luamodel.h"
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namespace RigidBodyDynamics {
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struct Model;
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}
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struct CharacterController {
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enum ControllerState {
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ControlStateJump,
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ControlStateLast
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};
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bool mState[ControlStateLast];
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Vector3f mDirection = Vector3f::Zero();
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void reset() {
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for (int i = 0; i < ControlStateLast; i++) {
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mState[i] = false;
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}
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mDirection.setZero();
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}
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CharacterController() {
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reset();
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};
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};
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struct Animation {
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bool Load(const char* filename);
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void Sample (float cur_time, VectorNf& state);
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bool mIsLooped = true;
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float mDuration;
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std::vector<VectorNf> mFrames;
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std::vector<float> mFrameTimes;
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};
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struct IKConstraint {
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bool mKeepRootFixed = true;
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int mEffectorBodyId = 0;
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Vector3f mEffectorLocalOffset = Vector3f::Zero();
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Vector3f mEffectorWorldTarget = Vector3f::Zero();
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};
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struct CharacterEntity {
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/// Render entity
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Entity *mEntity = nullptr;
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Vector3f mPosition;
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Vector3f mVelocity;
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CharacterController mController;
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RigidBodyDynamics::Model* mRigModel = nullptr;
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struct RigState {
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VectorNf q;
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};
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std::vector<int> mBoneFrameIndices;
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RigState mRigState;
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std::vector<IKConstraint> mIKConstraints;
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RigidBodyDynamics::InverseKinematicsConstraintSet mIKConstraintSet;
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Animation mAnimation;
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float mAnimTime;
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CharacterEntity ();
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~CharacterEntity ();
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void Reset() {
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mPosition.setZero();
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mVelocity.setZero();
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mController.reset();
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}
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bool LoadRig (const char* filename);
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void ApplyCharacterController(float dt);
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void UpdateIKGizmos();
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void UpdateIKConstraintSet();
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void ApplyIKConstraints();
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void UpdateBoneMatrices();
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void Update(float dt);
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};
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void ShowCharacterPropertiesWindow (CharacterEntity* character);
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