| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798 |
- //
- // 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<Scene> hudScene; // the hud scene
- SharedPtr<Camera> hudCamera; // ortho cam for the (pixel perfect) hud
- Vector <Sprite2D*> filler; // for bargraph display
- // more fun features...
- PODVector <float> bulletMass; // how heavy the bullet is
- PODVector <float> bulletSpeed; // how fast the bullet is
- PODVector <float> bulletSize; // how big the bullet is
- int massCount, speedCount, sizeCount; // counters
- float bulletArc; // shooting inclination
- };
|