CreateRagdoll.h 2.4 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
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  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,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  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 <Atomic/Physics/CollisionShape.h>
  25. #include <Atomic/Physics/Constraint.h>
  26. using namespace Atomic;
  27. /// Custom component that creates a ragdoll upon collision.
  28. class CreateRagdoll : public Component
  29. {
  30. ATOMIC_OBJECT(CreateRagdoll, Component)
  31. public:
  32. /// Construct.
  33. CreateRagdoll(Context* context);
  34. protected:
  35. /// Handle node being assigned.
  36. virtual void OnNodeSet(Node* node);
  37. void HitEffect ( Node* parent ); // ragdoll gets the donuts blown out of him
  38. private:
  39. /// Handle scene node's physics collision.
  40. void HandleNodeCollision(StringHash eventType, VariantMap& eventData);
  41. /// Make a bone physical by adding RigidBody and CollisionShape components.
  42. void CreateRagdollBone(const String& boneName, ShapeType type, const Vector3& size, const Vector3& position, const Quaternion& rotation);
  43. /// Join two bones with a Constraint component.
  44. 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);
  45. };