CharacterDemo.h 2.9 KB

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  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  3. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
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  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #pragma once
  24. #include "Sample.h"
  25. namespace Atomic
  26. {
  27. class Node;
  28. class Scene;
  29. }
  30. class Character;
  31. class Touch;
  32. /// Moving character example.
  33. /// This sample demonstrates:
  34. /// - Controlling a humanoid character through physics
  35. /// - Driving animations using the AnimationController component
  36. /// - Manual control of a bone scene node
  37. /// - Implementing 1st and 3rd person cameras, using raycasts to avoid the 3rd person camera clipping into scenery
  38. /// - Defining attributes of a custom component so that it can be saved and loaded
  39. /// - Using touch inputs/gyroscope for iOS/Android (implemented through an external file)
  40. class CharacterDemo : public Sample
  41. {
  42. ATOMIC_OBJECT(CharacterDemo, Sample)
  43. public:
  44. /// Construct.
  45. CharacterDemo(Context* context);
  46. /// Destruct.
  47. ~CharacterDemo();
  48. /// Setup after engine initialization and before running the main loop.
  49. virtual void Start();
  50. protected:
  51. private:
  52. /// Create static scene content.
  53. void CreateScene();
  54. /// Create controllable character.
  55. void CreateCharacter();
  56. /// Construct an instruction text to the UI.
  57. void CreateInstructions();
  58. /// Subscribe to necessary events.
  59. void SubscribeToEvents();
  60. /// Handle application update. Set controls to character.
  61. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  62. /// Handle application post-update. Update camera position after character has moved.
  63. void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
  64. /// Touch utility object.
  65. SharedPtr<Touch> touch_;
  66. /// The controllable character component.
  67. WeakPtr<Character> character_;
  68. /// First person camera flag.
  69. bool firstPerson_;
  70. };