// // 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 Sprite2D; } /// Ragdoll example. /// This sample demonstrates: /// - Detecting physics collisions /// - Moving an AnimatedModel's bones with physics and connecting them with constraints /// - Using rolling friction to stop rolling objects from moving infinitely class Ragdolls : public Sample { ATOMIC_OBJECT(Ragdolls, Sample) public: /// Construct. Ragdolls(Context* context); /// Setup after engine initialization and before running the main loop. virtual void Start(); protected: 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(); /// Subscribe to application-wide logic update and post-render update events. void SubscribeToEvents(); /// Read input and moves the camera. void MoveCamera(float timeStep); /// Spawn a physics object from the camera position. void SpawnObject(); /// Handle the logic update event. void HandleUpdate(StringHash eventType, VariantMap& eventData); /// Handle the post-render update event. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData); /// Flag for drawing debug geometry. bool drawDebug_; // support for 2D hud and new features void CreateHUD(); void RestartJacks(); void CleanUpSome(); void UpdateFps (); void UpdateMassHud ( int value ); void UpdateSpeedHud ( int value ); void UpdateSizeHud ( int value ); // the 2nd scene for the hud "overlay" SharedPtr hudScene; // the hud scene SharedPtr hudCamera; // ortho cam for the (pixel perfect) hud Vector filler; // for bargraph display // more fun features... PODVector bulletMass; // how heavy the bullet is PODVector bulletSpeed; // how fast the bullet is PODVector bulletSize; // how big the bullet is int massCount, speedCount, sizeCount; // counters float bulletArc; // shooting inclination };