Josh Posted Saturday at 03:27 AM Share Posted Saturday at 03:27 AM I wanted to make a character's feet align to the ground when standing on a slope or on stairs. This was very easy to get a basic version set up. The code here only handles the feet, so the legs currently will get stretched out. Each model may require a little bit different final rotation. The next step is to adjust the knee bones. The hip, knee, and foot form a triangle. One of the constructors for the Plane class accepts three points in space, so those three bones can be used to find a plane. Then you transform their positions to a matrix facing in the direction of the plane normal, solve the triangle, transform back, and that's how IK works. void MyComponent::UpdateFeet() { auto entity = GetEntity(); auto world = entity->GetWorld(); if (not world) return; for (int n = 0; n < footbones.size(); ++n) { if (not footbones[n]) continue; auto pos = footbones[n]->GetPosition(true); pos.y = 0; pos = TransformPoint(pos, entity, NULL); auto pickmode = entity->GetPickMode(); entity->SetPickMode(PICK_NONE); auto pickinfo = world->Pick(pos + Vec3(0, footradius + 0.75, 0), pos - Vec3(0, footreach, 0), footradius, true); entity->SetPickMode(pickmode); if (pickinfo.entity) { pos = TransformPoint(pickinfo.position, NULL, entity); footbones[n]->SetPosition(pos, true); Vec3 normal = TransformNormal(pickinfo.normal, NULL, entity); footbones[n]->AlignToVector(-normal, 1); footbones[n]->Turn(0, 180, 0); } } } Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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