// // 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 #include using namespace Atomic; /// Custom component that creates a ragdoll upon collision. class CreateRagdoll : public Component { ATOMIC_OBJECT(CreateRagdoll, Component) public: /// Construct. CreateRagdoll(Context* context); protected: /// Handle node being assigned. virtual void OnNodeSet(Node* node); private: /// Handle scene node's physics collision. void HandleNodeCollision(StringHash eventType, VariantMap& eventData); /// Make a bone physical by adding RigidBody and CollisionShape components. void CreateRagdollBone(const String& boneName, ShapeType type, const Vector3& size, const Vector3& position, const Quaternion& rotation); /// Join two bones with a Constraint component. void CreateRagdollConstraint(const String& boneName, const String& parentName, ConstraintType type, const Vector3& axis, const Vector3& parentAxis, const Vector2& highLimit, const Vector2& lowLimit, bool disableCollision = true); };