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- //
- // 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 <Atomic/Physics/CollisionShape.h>
- #include <Atomic/Physics/Constraint.h>
- 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);
- };
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