// // Copyright (c) 2008-2016 the Urho3D project. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved // // 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 Atomic { class Node; class Scene; } class Character; class Touch; /// Moving character example. /// This sample demonstrates: /// - Controlling a humanoid character through physics /// - Driving animations using the AnimationController component /// - Manual control of a bone scene node /// - Implementing 1st and 3rd person cameras, using raycasts to avoid the 3rd person camera clipping into scenery /// - Defining attributes of a custom component so that it can be saved and loaded /// - Using touch inputs/gyroscope for iOS/Android (implemented through an external file) class CharacterDemo : public Sample { ATOMIC_OBJECT(CharacterDemo, Sample) public: /// Construct. CharacterDemo(Context* context); /// Destruct. ~CharacterDemo(); /// Setup after engine initialization and before running the main loop. virtual void Start(); protected: private: /// Create static scene content. void CreateScene(); /// Create controllable character. void CreateCharacter(); /// Construct an instruction text to the UI. void CreateInstructions(); /// Subscribe to necessary events. void SubscribeToEvents(); /// Handle application update. Set controls to character. void HandleUpdate(StringHash eventType, VariantMap& eventData); /// Handle application post-update. Update camera position after character has moved. void HandlePostUpdate(StringHash eventType, VariantMap& eventData); /// Touch utility object. SharedPtr touch_; /// The controllable character component. WeakPtr character_; /// First person camera flag. bool firstPerson_; };