Ragdolls.h 3.3 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 "Sample.h"
  25. namespace Atomic
  26. {
  27. class Node;
  28. class Scene;
  29. class Sprite2D;
  30. }
  31. /// Ragdoll example.
  32. /// This sample demonstrates:
  33. /// - Detecting physics collisions
  34. /// - Moving an AnimatedModel's bones with physics and connecting them with constraints
  35. /// - Using rolling friction to stop rolling objects from moving infinitely
  36. class Ragdolls : public Sample
  37. {
  38. ATOMIC_OBJECT(Ragdolls, Sample)
  39. public:
  40. /// Construct.
  41. Ragdolls(Context* context);
  42. /// Setup after engine initialization and before running the main loop.
  43. virtual void Start();
  44. protected:
  45. private:
  46. /// Construct the scene content.
  47. void CreateScene();
  48. /// Construct an instruction text to the UI.
  49. void CreateInstructions();
  50. /// Set up a viewport for displaying the scene.
  51. void SetupViewport();
  52. /// Subscribe to application-wide logic update and post-render update events.
  53. void SubscribeToEvents();
  54. /// Read input and moves the camera.
  55. void MoveCamera(float timeStep);
  56. /// Spawn a physics object from the camera position.
  57. void SpawnObject();
  58. /// Handle the logic update event.
  59. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  60. /// Handle the post-render update event.
  61. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
  62. /// Flag for drawing debug geometry.
  63. bool drawDebug_;
  64. // support for 2D hud and new features
  65. void CreateHUD();
  66. void RestartJacks();
  67. void CleanUpSome();
  68. void UpdateFps ();
  69. void UpdateMassHud ( int value );
  70. void UpdateSpeedHud ( int value );
  71. void UpdateSizeHud ( int value );
  72. // the 2nd scene for the hud "overlay"
  73. SharedPtr<Scene> hudScene; // the hud scene
  74. SharedPtr<Camera> hudCamera; // ortho cam for the (pixel perfect) hud
  75. Vector <Sprite2D*> filler; // for bargraph display
  76. // more fun features...
  77. PODVector <float> bulletMass; // how heavy the bullet is
  78. PODVector <float> bulletSpeed; // how fast the bullet is
  79. PODVector <float> bulletSize; // how big the bullet is
  80. int massCount, speedCount, sizeCount; // counters
  81. float bulletArc; // shooting inclination
  82. };