Browse Source

Added Ragdolls sample.
Added template version of RemoveComponent to Node.

Lasse Öörni 12 years ago
parent
commit
2271d6ba83
30 changed files with 687 additions and 32 deletions
  1. 3 2
      Source/Engine/Graphics/DecalSet.cpp
  2. 3 0
      Source/Engine/Scene/Node.h
  3. 1 2
      Source/Samples/01_HelloWorld/HelloWorld.h
  4. 1 1
      Source/Samples/02_HelloGUI/HelloGUI.h
  5. 2 2
      Source/Samples/03_Sprites/Sprites.h
  6. 1 2
      Source/Samples/04_StaticScene/StaticScene.h
  7. 1 2
      Source/Samples/05_AnimatingScene/AnimatingScene.h
  8. 3 1
      Source/Samples/05_AnimatingScene/Rotator.h
  9. 3 1
      Source/Samples/06_SkeletalAnimation/Mover.h
  10. 2 0
      Source/Samples/06_SkeletalAnimation/SkeletalAnimation.cpp
  11. 1 2
      Source/Samples/06_SkeletalAnimation/SkeletalAnimation.h
  12. 2 0
      Source/Samples/07_Billboards/Billboards.cpp
  13. 1 2
      Source/Samples/07_Billboards/Billboards.h
  14. 3 1
      Source/Samples/08_Decals/Decals.cpp
  15. 1 2
      Source/Samples/08_Decals/Decals.h
  16. 2 0
      Source/Samples/09_MultipleViewports/MultipleViewports.cpp
  17. 1 2
      Source/Samples/09_MultipleViewports/MultipleViewports.h
  18. 1 2
      Source/Samples/10_RenderToTexture/RenderToTexture.h
  19. 3 1
      Source/Samples/10_RenderToTexture/Rotator.h
  20. 2 0
      Source/Samples/11_Physics/Physics.cpp
  21. 1 2
      Source/Samples/11_Physics/Physics.h
  22. 2 0
      Source/Samples/12_PhysicsStressTest/PhysicsStressTest.cpp
  23. 1 2
      Source/Samples/12_PhysicsStressTest/PhysicsStressTest.h
  24. 32 0
      Source/Samples/13_Ragdolls/CMakeLists.txt
  25. 172 0
      Source/Samples/13_Ragdolls/CreateRagdoll.cpp
  26. 51 0
      Source/Samples/13_Ragdolls/CreateRagdoll.h
  27. 313 0
      Source/Samples/13_Ragdolls/Ragdolls.cpp
  28. 74 0
      Source/Samples/13_Ragdolls/Ragdolls.h
  29. 2 1
      Source/Samples/CMakeLists.txt
  30. 2 2
      Source/Samples/Sample.h

+ 3 - 2
Source/Engine/Graphics/DecalSet.cpp

@@ -923,9 +923,8 @@ bool DecalSet::GetBones(Drawable* target, unsigned batchIndex, const float* blen
                     skinMatrices_.Resize(skinMatrices_.Size() + 1);
                     skinMatrices_.Resize(skinMatrices_.Size() + 1);
                     skinningDirty_ = true;
                     skinningDirty_ = true;
                     
                     
-                    // Start listening to bone transform changes to update skinning, update amount of shader data in the batch
+                    // Start listening to bone transform changes to update skinning
                     bone->node_->AddListener(this);
                     bone->node_->AddListener(this);
-                    UpdateBatch();
                 }
                 }
             }
             }
             
             
@@ -935,6 +934,8 @@ bool DecalSet::GetBones(Drawable* target, unsigned batchIndex, const float* blen
             newBlendIndices[i] = 0;
             newBlendIndices[i] = 0;
     }
     }
     
     
+    // Update amount of shader data in the decal batch
+    UpdateBatch();
     return true;
     return true;
 }
 }
 
 

+ 3 - 0
Source/Engine/Scene/Node.h

@@ -171,6 +171,8 @@ public:
     template <class T> T* CreateComponent(CreateMode mode = REPLICATED, unsigned id = 0);
     template <class T> T* CreateComponent(CreateMode mode = REPLICATED, unsigned id = 0);
     /// Template version of getting or creating a component.
     /// Template version of getting or creating a component.
     template <class T> T* GetOrCreateComponent(CreateMode mode = REPLICATED, unsigned id = 0);
     template <class T> T* GetOrCreateComponent(CreateMode mode = REPLICATED, unsigned id = 0);
+    /// Template version of removing a component.
+    template <class T> void RemoveComponent();
 
 
     /// Return ID.
     /// Return ID.
     unsigned GetID() const { return id_; }
     unsigned GetID() const { return id_; }
@@ -402,6 +404,7 @@ private:
 
 
 template <class T> T* Node::CreateComponent(CreateMode mode, unsigned id) { return static_cast<T*>(CreateComponent(T::GetTypeStatic(), mode, id)); }
 template <class T> T* Node::CreateComponent(CreateMode mode, unsigned id) { return static_cast<T*>(CreateComponent(T::GetTypeStatic(), mode, id)); }
 template <class T> T* Node::GetOrCreateComponent(CreateMode mode, unsigned id) { return static_cast<T*>(GetOrCreateComponent(T::GetTypeStatic(), mode, id)); }
 template <class T> T* Node::GetOrCreateComponent(CreateMode mode, unsigned id) { return static_cast<T*>(GetOrCreateComponent(T::GetTypeStatic(), mode, id)); }
+template <class T> void Node::RemoveComponent() { RemoveComponent(T::GetTypeStatic()); }
 template <class T> void Node::GetChildrenWithComponent(PODVector<Node*>& dest, bool recursive) const { GetChildrenWithComponent(dest, T::GetTypeStatic(), recursive); }
 template <class T> void Node::GetChildrenWithComponent(PODVector<Node*>& dest, bool recursive) const { GetChildrenWithComponent(dest, T::GetTypeStatic(), recursive); }
 template <class T> T* Node::GetComponent() const { return static_cast<T*>(GetComponent(T::GetTypeStatic())); }
 template <class T> T* Node::GetComponent() const { return static_cast<T*>(GetComponent(T::GetTypeStatic())); }
 template <class T> void Node::GetComponents(PODVector<T*>& dest, bool recursive) const { GetComponents(reinterpret_cast<PODVector<Component*>&>(dest), T::GetTypeStatic(), recursive); }
 template <class T> void Node::GetComponents(PODVector<T*>& dest, bool recursive) const { GetComponents(reinterpret_cast<PODVector<Component*>&>(dest), T::GetTypeStatic(), recursive); }

+ 1 - 2
Source/Samples/01_HelloWorld/HelloWorld.h

@@ -34,8 +34,7 @@ using namespace Urho3D;
 ///     - Subscribing to and handling of update events;
 ///     - Subscribing to and handling of update events;
 class HelloWorld : public Sample
 class HelloWorld : public Sample
 {
 {
-    // Mandatory when deriving from Object, enables type information
-    OBJECT(HelloWorld)
+    OBJECT(HelloWorld);
 
 
 public:
 public:
     /// Construct.
     /// Construct.

+ 1 - 1
Source/Samples/02_HelloGUI/HelloGUI.h

@@ -34,7 +34,7 @@ using namespace Urho3D;
 ///     - Handling of global and per-control events;
 ///     - Handling of global and per-control events;
 class HelloGUI : public Sample
 class HelloGUI : public Sample
 {
 {
-    OBJECT(HelloGUI)
+    OBJECT(HelloGUI);
 
 
 public:
 public:
     /// Construct.
     /// Construct.

+ 2 - 2
Source/Samples/03_Sprites/Sprites.h

@@ -35,8 +35,8 @@ using namespace Urho3D;
 ///     - Handling frame update events in which the sprites are moved;
 ///     - Handling frame update events in which the sprites are moved;
 class Sprites : public Sample
 class Sprites : public Sample
 {
 {
-    // Mandatory when deriving from Object, enables type information
-    OBJECT(Sprites)
+    // Enable type information.
+    OBJECT(Sprites);
 
 
 public:
 public:
     /// Construct.
     /// Construct.

+ 1 - 2
Source/Samples/04_StaticScene/StaticScene.h

@@ -35,8 +35,7 @@ using namespace Urho3D;
 ///     - Handling keyboard and mouse input to move a freelook camera;
 ///     - Handling keyboard and mouse input to move a freelook camera;
 class StaticScene : public Sample
 class StaticScene : public Sample
 {
 {
-    // Mandatory when deriving from Object, enables type information
-    OBJECT(StaticScene)
+    OBJECT(StaticScene);
 
 
 public:
 public:
     /// Construct.
     /// Construct.

+ 1 - 2
Source/Samples/05_AnimatingScene/AnimatingScene.h

@@ -35,8 +35,7 @@ using namespace Urho3D;
 ///     - Attaching a light to an object (the camera);
 ///     - Attaching a light to an object (the camera);
 class AnimatingScene : public Sample
 class AnimatingScene : public Sample
 {
 {
-    // Mandatory when deriving from Object, enables type information
-    OBJECT(AnimatingScene)
+    OBJECT(AnimatingScene);
 
 
 public:
 public:
     /// Construct.
     /// Construct.

+ 3 - 1
Source/Samples/05_AnimatingScene/Rotator.h

@@ -29,7 +29,9 @@ using namespace Urho3D;
 
 
 /// Custom component for rotating a scene node.
 /// Custom component for rotating a scene node.
 class Rotator : public Component
 class Rotator : public Component
-{
+{
+    OBJECT(Rotator);
+    
 public:
 public:
     /// Construct.
     /// Construct.
     Rotator(Context* context);
     Rotator(Context* context);

+ 3 - 1
Source/Samples/06_SkeletalAnimation/Mover.h

@@ -29,7 +29,9 @@ using namespace Urho3D;
 
 
 /// Custom component for moving the animated model and rotating at area edges.
 /// Custom component for moving the animated model and rotating at area edges.
 class Mover : public Component
 class Mover : public Component
-{
+{
+    OBJECT(Mover);
+    
 public:
 public:
     /// Construct.
     /// Construct.
     Mover(Context* context);
     Mover(Context* context);

+ 2 - 0
Source/Samples/06_SkeletalAnimation/SkeletalAnimation.cpp

@@ -164,6 +164,8 @@ void SkeletalAnimation::CreateInstructions()
         "Space to toggle debug geometry"
         "Space to toggle debug geometry"
     );
     );
     instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
     instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
+    // The text has multiple rows. Center them in relation to each other
+    instructionText->SetTextAlignment(HA_CENTER);
     
     
     // Position the text relative to the screen center
     // Position the text relative to the screen center
     instructionText->SetHorizontalAlignment(HA_CENTER);
     instructionText->SetHorizontalAlignment(HA_CENTER);

+ 1 - 2
Source/Samples/06_SkeletalAnimation/SkeletalAnimation.h

@@ -37,8 +37,7 @@ using namespace Urho3D;
 ///     - Displaying renderer debug geometry;
 ///     - Displaying renderer debug geometry;
 class SkeletalAnimation : public Sample
 class SkeletalAnimation : public Sample
 {
 {
-    // Mandatory when deriving from Object, enables type information
-    OBJECT(SkeletalAnimation)
+    OBJECT(SkeletalAnimation);
 
 
 public:
 public:
     /// Construct.
     /// Construct.

+ 2 - 0
Source/Samples/07_Billboards/Billboards.cpp

@@ -220,6 +220,8 @@ void Billboards::CreateInstructions()
         "Space to toggle debug geometry"
         "Space to toggle debug geometry"
     );
     );
     instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
     instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
+    // The text has multiple rows. Center them in relation to each other
+    instructionText->SetTextAlignment(HA_CENTER);
     
     
     // Position the text relative to the screen center
     // Position the text relative to the screen center
     instructionText->SetHorizontalAlignment(HA_CENTER);
     instructionText->SetHorizontalAlignment(HA_CENTER);

+ 1 - 2
Source/Samples/07_Billboards/Billboards.h

@@ -35,8 +35,7 @@ using namespace Urho3D;
 ///     - Examining rendering performance with a somewhat large object and light count;
 ///     - Examining rendering performance with a somewhat large object and light count;
 class Billboards : public Sample
 class Billboards : public Sample
 {
 {
-    // Mandatory when deriving from Object, enables type information
-    OBJECT(Billboards)
+    OBJECT(Billboards);
 
 
 public:
 public:
     /// Construct.
     /// Construct.

+ 3 - 1
Source/Samples/08_Decals/Decals.cpp

@@ -176,7 +176,9 @@ void Decals::CreateUI()
         "7 to toggle occlusion culling"
         "7 to toggle occlusion culling"
     );
     );
     instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
     instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
-
+    // The text has multiple rows. Center them in relation to each other
+    instructionText->SetTextAlignment(HA_CENTER);
+    
     // Position the text relative to the screen center
     // Position the text relative to the screen center
     instructionText->SetHorizontalAlignment(HA_CENTER);
     instructionText->SetHorizontalAlignment(HA_CENTER);
     instructionText->SetVerticalAlignment(VA_CENTER);
     instructionText->SetVerticalAlignment(VA_CENTER);

+ 1 - 2
Source/Samples/08_Decals/Decals.h

@@ -36,8 +36,7 @@ using namespace Urho3D;
 ///     - Displaying renderer debug geometry to see the effect of occlusion;
 ///     - Displaying renderer debug geometry to see the effect of occlusion;
 class Decals : public Sample
 class Decals : public Sample
 {
 {
-    // Mandatory when deriving from Object, enables type information
-    OBJECT(Decals)
+    OBJECT(Decals);
 
 
 public:
 public:
     /// Construct.
     /// Construct.

+ 2 - 0
Source/Samples/09_MultipleViewports/MultipleViewports.cpp

@@ -172,6 +172,8 @@ void MultipleViewports::CreateInstructions()
         "Space to toggle debug geometry\n"
         "Space to toggle debug geometry\n"
     );
     );
     instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
     instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
+    // The text has multiple rows. Center them in relation to each other
+    instructionText->SetTextAlignment(HA_CENTER);
     
     
     // Position the text relative to the screen center
     // Position the text relative to the screen center
     instructionText->SetHorizontalAlignment(HA_CENTER);
     instructionText->SetHorizontalAlignment(HA_CENTER);

+ 1 - 2
Source/Samples/09_MultipleViewports/MultipleViewports.h

@@ -34,8 +34,7 @@ using namespace Urho3D;
 ///     - Adding post processing effects to a viewport's render path and toggling them;
 ///     - Adding post processing effects to a viewport's render path and toggling them;
 class MultipleViewports : public Sample
 class MultipleViewports : public Sample
 {
 {
-    // Mandatory when deriving from Object, enables type information
-    OBJECT(MultipleViewports)
+    OBJECT(MultipleViewports);
 
 
 public:
 public:
     /// Construct.
     /// Construct.

+ 1 - 2
Source/Samples/10_RenderToTexture/RenderToTexture.h

@@ -34,8 +34,7 @@ using namespace Urho3D;
 ///     - Creating rendertarget textures and materials programmatically;
 ///     - Creating rendertarget textures and materials programmatically;
 class RenderToTexture : public Sample
 class RenderToTexture : public Sample
 {
 {
-    // Mandatory when deriving from Object, enables type information
-    OBJECT(RenderToTexture)
+    OBJECT(RenderToTexture);
 
 
 public:
 public:
     /// Construct.
     /// Construct.

+ 3 - 1
Source/Samples/10_RenderToTexture/Rotator.h

@@ -29,7 +29,9 @@ using namespace Urho3D;
 
 
 /// Custom component for rotating a scene node.
 /// Custom component for rotating a scene node.
 class Rotator : public Component
 class Rotator : public Component
-{
+{
+    OBJECT(Rotator);
+    
 public:
 public:
     /// Construct.
     /// Construct.
     Rotator(Context* context);
     Rotator(Context* context);

+ 2 - 0
Source/Samples/11_Physics/Physics.cpp

@@ -177,6 +177,8 @@ void Physics::CreateInstructions()
         "Space to toggle physics debug geometry"
         "Space to toggle physics debug geometry"
     );
     );
     instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
     instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
+    // The text has multiple rows. Center them in relation to each other
+    instructionText->SetTextAlignment(HA_CENTER);
     
     
     // Position the text relative to the screen center
     // Position the text relative to the screen center
     instructionText->SetHorizontalAlignment(HA_CENTER);
     instructionText->SetHorizontalAlignment(HA_CENTER);

+ 1 - 2
Source/Samples/11_Physics/Physics.h

@@ -35,8 +35,7 @@ using namespace Urho3D;
 ///     - Saving a scene to a file and loading it to restore a previous state;
 ///     - Saving a scene to a file and loading it to restore a previous state;
 class Physics : public Sample
 class Physics : public Sample
 {
 {
-    // Mandatory when deriving from Object, enables type information
-    OBJECT(Physics)
+    OBJECT(Physics);
 
 
 public:
 public:
     /// Construct.
     /// Construct.

+ 2 - 0
Source/Samples/12_PhysicsStressTest/PhysicsStressTest.cpp

@@ -192,6 +192,8 @@ void PhysicsStressTest::CreateInstructions()
         "Space to toggle physics debug geometry"
         "Space to toggle physics debug geometry"
     );
     );
     instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
     instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
+    // The text has multiple rows. Center them in relation to each other
+    instructionText->SetTextAlignment(HA_CENTER);
     
     
     // Position the text relative to the screen center
     // Position the text relative to the screen center
     instructionText->SetHorizontalAlignment(HA_CENTER);
     instructionText->SetHorizontalAlignment(HA_CENTER);

+ 1 - 2
Source/Samples/12_PhysicsStressTest/PhysicsStressTest.h

@@ -35,8 +35,7 @@ using namespace Urho3D;
 ///     - Optimizing physics simulation by leaving out collision event signaling;
 ///     - Optimizing physics simulation by leaving out collision event signaling;
 class PhysicsStressTest : public Sample
 class PhysicsStressTest : public Sample
 {
 {
-    // Mandatory when deriving from Object, enables type information
-    OBJECT(PhysicsStressTest)
+    OBJECT(PhysicsStressTest);
 
 
 public:
 public:
     /// Construct.
     /// Construct.

+ 32 - 0
Source/Samples/13_Ragdolls/CMakeLists.txt

@@ -0,0 +1,32 @@
+#
+# Copyright (c) 2008-2013 the Urho3D project.
+#
+# 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.
+#
+
+# Define target name
+set (TARGET_NAME 13_Ragdolls)
+
+# Define source files
+file (GLOB CPP_FILES *.cpp)
+file (GLOB H_FILES *.h)
+set (SOURCE_FILES ${CPP_FILES} ${H_FILES} ${COMMON_SAMPLE_H_FILES})
+
+# Setup target with resource copying
+setup_main_executable ()

+ 172 - 0
Source/Samples/13_Ragdolls/CreateRagdoll.cpp

@@ -0,0 +1,172 @@
+//
+// Copyright (c) 2008-2013 the Urho3D project.
+//
+// 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.
+//
+
+#include "AnimatedModel.h"
+#include "CreateRagdoll.h"
+#include "Log.h"
+#include "Node.h"
+#include "RigidBody.h"
+#include "PhysicsEvents.h"
+
+CreateRagdoll::CreateRagdoll(Context* context) :
+    Component(context)
+{
+}
+
+void CreateRagdoll::OnNodeSet(Node* node)
+{
+    // If the node pointer is nonzero, this component has been created into a scene node. Subscribe physics collisions that
+    // concern this scene node
+    if (node)
+        SubscribeToEvent(node, E_NODECOLLISION, HANDLER(CreateRagdoll, HandleNodeCollision));
+}
+
+void CreateRagdoll::HandleNodeCollision(StringHash eventType, VariantMap& eventData)
+{
+    using namespace NodeCollision;
+
+    // Get the other colliding body, make sure it is moving (has nonzero mass)
+    RigidBody* otherBody = (RigidBody*)eventData[P_OTHERBODY].GetPtr();
+
+    if (otherBody->GetMass() > 0.0f)
+    {
+        // We do not need the physics components in the AnimatedModel's root scene node anymore
+        node_->RemoveComponent<RigidBody>();
+        node_->RemoveComponent<CollisionShape>();
+        
+        // Create RigidBody & CollisionShape components to bones
+        CreateRagdollBone("Bip01_Pelvis", SHAPE_BOX, Vector3(0.3f, 0.2f, 0.25f), Vector3(0.0f, 0.0f, 0.0f),
+            Quaternion(0.0f, 0.0f, 0.0f));
+        CreateRagdollBone("Bip01_Spine1", SHAPE_BOX, Vector3(0.35f, 0.2f, 0.3f), Vector3(0.15f, 0.0f, 0.0f),
+            Quaternion(0.0f, 0.0f, 0.0f));
+        CreateRagdollBone("Bip01_L_Thigh", SHAPE_CAPSULE, Vector3(0.175f, 0.45f, 0.175f), Vector3(0.25f, 0.0f, 0.0f),
+            Quaternion(0.0f, 0.0f, 90.0f));
+        CreateRagdollBone("Bip01_R_Thigh", SHAPE_CAPSULE, Vector3(0.175f, 0.45f, 0.175f), Vector3(0.25f, 0.0f, 0.0f),
+            Quaternion(0.0f, 0.0f, 90.0f));
+        CreateRagdollBone("Bip01_L_Calf", SHAPE_CAPSULE, Vector3(0.15f, 0.55f, 0.15f), Vector3(0.25f, 0.0f, 0.0f),
+            Quaternion(0.0f, 0.0f, 90.0f));
+        CreateRagdollBone("Bip01_R_Calf", SHAPE_CAPSULE, Vector3(0.15f, 0.55f, 0.15f), Vector3(0.25f, 0.0f, 0.0f),
+            Quaternion(0.0f, 0.0f, 90.0f));
+        CreateRagdollBone("Bip01_Head", SHAPE_BOX, Vector3(0.2f, 0.2f, 0.2f), Vector3(0.1f, 0.0f, 0.0f),
+            Quaternion(0.0f, 0.0f, 0.0f));
+        CreateRagdollBone("Bip01_L_UpperArm", SHAPE_CAPSULE, Vector3(0.15f, 0.35f, 0.15f), Vector3(0.1f, 0.0f, 0.0f),
+            Quaternion(0.0f, 0.0f, 90.0f));
+        CreateRagdollBone("Bip01_R_UpperArm", SHAPE_CAPSULE, Vector3(0.15f, 0.35f, 0.15f), Vector3(0.1f, 0.0f, 0.0f),
+            Quaternion(0.0f, 0.0f, 90.0f));
+        CreateRagdollBone("Bip01_L_Forearm", SHAPE_CAPSULE, Vector3(0.125f, 0.4f, 0.125f), Vector3(0.2f, 0.0f, 0.0f),
+            Quaternion(0.0f, 0.0f, 90.0f));
+        CreateRagdollBone("Bip01_R_Forearm", SHAPE_CAPSULE, Vector3(0.125f, 0.4f, 0.125f), Vector3(0.2f, 0.0f, 0.0f),
+            Quaternion(0.0f, 0.0f, 90.0f));
+        
+        // Create Constraints between bones
+        CreateRagdollConstraint("Bip01_L_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3::BACK, Vector3::FORWARD,
+            Vector2(45.0f, 45.0f), Vector2::ZERO);
+        CreateRagdollConstraint("Bip01_R_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3::BACK, Vector3::FORWARD,
+            Vector2(45.0f, 45.0f), Vector2::ZERO);
+        CreateRagdollConstraint("Bip01_L_Calf", "Bip01_L_Thigh", CONSTRAINT_HINGE, Vector3::BACK, Vector3::BACK,
+            Vector2(90.0f, 0.0f), Vector2::ZERO);
+        CreateRagdollConstraint("Bip01_R_Calf", "Bip01_R_Thigh", CONSTRAINT_HINGE, Vector3::BACK, Vector3::BACK,
+            Vector2(90.0f, 0.0f), Vector2::ZERO);
+        CreateRagdollConstraint("Bip01_Spine1", "Bip01_Pelvis", CONSTRAINT_HINGE, Vector3::FORWARD, Vector3::FORWARD,
+            Vector2(45.0f, 0.0f), Vector2(-10.0f, 0.0f));
+        CreateRagdollConstraint("Bip01_Head", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3::LEFT, Vector3::LEFT,
+            Vector2(0.0f, 30.0f), Vector2::ZERO);
+        CreateRagdollConstraint("Bip01_L_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3::DOWN, Vector3::UP,
+            Vector2(45.0f, 45.0f), Vector2::ZERO, false);
+        CreateRagdollConstraint("Bip01_R_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3::DOWN, Vector3::UP,
+            Vector2(45.0f, 45.0f), Vector2::ZERO, false);
+        CreateRagdollConstraint("Bip01_L_Forearm", "Bip01_L_UpperArm", CONSTRAINT_HINGE, Vector3::BACK, Vector3::BACK,
+            Vector2(90.0f, 0.0f), Vector2::ZERO);
+        CreateRagdollConstraint("Bip01_R_Forearm", "Bip01_R_UpperArm", CONSTRAINT_HINGE, Vector3::BACK, Vector3::BACK,
+            Vector2(90.0f, 0.0f), Vector2::ZERO);
+        
+        // Disable keyframe animation from all bones so that they will not interfere with the ragdoll
+        AnimatedModel* model = GetComponent<AnimatedModel>();
+        Skeleton& skeleton = model->GetSkeleton();
+        for (unsigned i = 0; i < skeleton.GetNumBones(); ++i)
+            skeleton.GetBone(i)->animated_ = false;
+        
+        // Finally remove self from the scene node. Note that this must be the last operation performed in the function
+        Remove();
+    }
+}
+
+void CreateRagdoll::CreateRagdollBone(const String& boneName, ShapeType type, const Vector3& size, const Vector3& position,
+    const Quaternion& rotation)
+{
+    // Find the correct child scene node recursively
+    Node* boneNode = node_->GetChild(boneName, true);
+    if (!boneNode)
+    {
+        LOGWARNING("Could not find bone " + boneName + " for creating ragdoll physics components");
+        return;
+    }
+    
+    RigidBody* body = boneNode->CreateComponent<RigidBody>();
+    // Set mass to make movable
+    body->SetMass(1.0f);
+    // Set damping parameters to smooth out the motion
+    body->SetLinearDamping(0.05f);
+    body->SetAngularDamping(0.85f);
+    // Set rest thresholds to ensure the ragdoll rigid bodies come to rest to not consume CPU endlessly
+    body->SetLinearRestThreshold(1.5f);
+    body->SetAngularRestThreshold(2.5f);
+
+    CollisionShape* shape = boneNode->CreateComponent<CollisionShape>();
+    // We use either a box or a capsule shape for all of the bones
+    if (type == SHAPE_BOX)
+        shape->SetBox(size, position, rotation);
+    else
+        shape->SetCapsule(size.x_, size.y_, position, rotation);
+}
+
+void CreateRagdoll::CreateRagdollConstraint(const String& boneName, const String& parentName, ConstraintType type,
+    const Vector3& axis, const Vector3& parentAxis, const Vector2& highLimit, const Vector2& lowLimit,
+    bool disableCollision)
+{
+    Node* boneNode = node_->GetChild(boneName, true);
+    Node* parentNode = node_->GetChild(parentName, true);
+    if (!boneNode)
+    {
+        LOGWARNING("Could not find bone " + boneName + " for creating ragdoll constraint");
+        return;
+    }
+    if (!parentNode)
+    {
+        LOGWARNING("Could not find bone " + parentName + " for creating ragdoll constraint");
+        return;
+    }
+    
+    Constraint* constraint = boneNode->CreateComponent<Constraint>();
+    constraint->SetConstraintType(type);
+    // Most of the constraints in the ragdoll will work better when the connected bodies don't collide against each other
+    constraint->SetDisableCollision(disableCollision);
+    // The connected body must be specified before setting the world position
+    constraint->SetOtherBody(parentNode->GetComponent<RigidBody>());
+    // Position the constraint at the child bone we are connecting
+    constraint->SetWorldPosition(boneNode->GetWorldPosition());
+    // Configure axes and limits
+    constraint->SetAxis(axis);
+    constraint->SetOtherAxis(parentAxis);
+    constraint->SetHighLimit(highLimit);
+    constraint->SetLowLimit(lowLimit);
+}

+ 51 - 0
Source/Samples/13_Ragdolls/CreateRagdoll.h

@@ -0,0 +1,51 @@
+//
+// Copyright (c) 2008-2013 the Urho3D project.
+//
+// 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 "CollisionShape.h"
+#include "Constraint.h"
+
+// All Urho3D classes reside in namespace Urho3D
+using namespace Urho3D;
+
+/// Custom component that creates a ragdoll upon collision.
+class CreateRagdoll : public Component
+{
+    OBJECT(CreateRagdoll);
+    
+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);
+};

+ 313 - 0
Source/Samples/13_Ragdolls/Ragdolls.cpp

@@ -0,0 +1,313 @@
+//
+// Copyright (c) 2008-2013 the Urho3D project.
+//
+// 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.
+//
+
+#include "AnimatedModel.h"
+#include "Camera.h"
+#include "CollisionShape.h"
+#include "CoreEvents.h"
+#include "CreateRagdoll.h"
+#include "DebugRenderer.h"
+#include "Engine.h"
+#include "File.h"
+#include "FileSystem.h"
+#include "Font.h"
+#include "Graphics.h"
+#include "Input.h"
+#include "Light.h"
+#include "Material.h"
+#include "Model.h"
+#include "Octree.h"
+#include "PhysicsWorld.h"
+#include "Renderer.h"
+#include "ResourceCache.h"
+#include "RigidBody.h"
+#include "Text.h"
+#include "UI.h"
+#include "Zone.h"
+
+#include "Ragdolls.h"
+
+#include "DebugNew.h"
+
+// Expands to this example's entry-point
+DEFINE_APPLICATION_MAIN(Ragdolls)
+
+Ragdolls::Ragdolls(Context* context) :
+    Sample(context),
+    yaw_(0.0f),
+    pitch_(0.0f),
+    drawDebug_(false)
+{
+    // Register an object factory for our custom CreateRagdoll component so that we can create them to scene nodes
+    context->RegisterFactory<CreateRagdoll>();
+}
+
+void Ragdolls::Start()
+{
+    // Execute base class startup
+    Sample::Start();
+
+    // Create the scene content
+    CreateScene();
+    
+    // Create the UI content
+    CreateInstructions();
+    
+    // Setup the viewport for displaying the scene
+    SetupViewport();
+
+    // Hook up to the frame update and render post-update events
+    SubscribeToEvents();
+}
+
+void Ragdolls::CreateScene()
+{
+    ResourceCache* cache = GetSubsystem<ResourceCache>();
+    
+    scene_ = new Scene(context_);
+    
+    // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
+    // Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must
+    // exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
+    // Finally, create a DebugRenderer component so that we can draw physics debug geometry
+    scene_->CreateComponent<Octree>();
+    scene_->CreateComponent<PhysicsWorld>();
+    scene_->CreateComponent<DebugRenderer>();
+    
+    // Create a Zone component for ambient lighting & fog control
+    Node* zoneNode = scene_->CreateChild("Zone");
+    Zone* zone = zoneNode->CreateComponent<Zone>();
+    zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
+    zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
+    zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
+    zone->SetFogStart(100.0f);
+    zone->SetFogEnd(300.0f);
+    
+    // Create a directional light to the world. Enable cascaded shadows on it
+    Node* lightNode = scene_->CreateChild("DirectionalLight");
+    lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
+    Light* light = lightNode->CreateComponent<Light>();
+    light->SetLightType(LIGHT_DIRECTIONAL);
+    light->SetCastShadows(true);
+    light->SetShadowBias(BiasParameters(0.0001f, 0.5f));
+    // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
+    light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
+    
+    {
+        // Create a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y
+        Node* floorNode = scene_->CreateChild("Floor");
+        floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
+        floorNode->SetScale(Vector3(500.0f, 1.0f, 500.0f));
+        StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
+        floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
+        floorObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
+        
+        // Make the floor physical by adding RigidBody and CollisionShape components. The RigidBody's default
+        // parameters make the object static (zero mass.) Note that a CollisionShape by itself will not participate
+        // in the physics simulation
+        RigidBody* body = floorNode->CreateComponent<RigidBody>();
+        CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
+        // Set a box shape of size 1 x 1 x 1 for collision. The shape will be scaled with the scene node scale, so the
+        // rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
+        shape->SetBox(Vector3::ONE);
+    }
+    
+    // Create animated models
+    for (int z = -1; z <= 1; ++z)
+    {
+        for (int x = -4; x <= 4; ++x)
+        {
+            Node* modelNode = scene_->CreateChild("Jack");
+            modelNode->SetPosition(Vector3(x * 5.0f, 0.0f, z * 5.0f));
+            modelNode->SetRotation(Quaternion(0.0f, 180.0f, 0.0f));
+            AnimatedModel* modelObject = modelNode->CreateComponent<AnimatedModel>();
+            modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
+            modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
+            modelObject->SetCastShadows(true);
+            
+            // Create a rigid body and a collision shape. These will act as a trigger for transforming the
+            // model into a ragdoll when hit by a moving object
+            RigidBody* body = modelNode->CreateComponent<RigidBody>();
+            // The phantom mode makes the rigid body only detect collisions, but impart no forces on the
+            // colliding objects
+            body->SetPhantom(true);
+            CollisionShape* shape = modelNode->CreateComponent<CollisionShape>();
+            // Create the capsule shape with an offset so that it is correctly aligned with the model, which
+            // has its origin at the feet
+            shape->SetCapsule(0.7f, 2.0f, Vector3(0.0f, 1.0f, 0.0f));
+            
+            // Create a custom component that reacts to collisions and creates the ragdoll
+            modelNode->CreateComponent<CreateRagdoll>();
+        }
+    }
+    
+    // Create the camera. Limit far clip distance to match the fog. Note: now we actually create the camera node outside
+    // the scene, because we want it to be unaffected by scene load/save
+    cameraNode_ = new Node(context_);
+    Camera* camera = cameraNode_->CreateComponent<Camera>();
+    camera->SetFarClip(300.0f);
+    
+    // Set an initial position for the camera scene node above the floor
+    cameraNode_->SetPosition(Vector3(0.0f, 5.0f, -20.0f));
+}
+
+void Ragdolls::CreateInstructions()
+{
+    ResourceCache* cache = GetSubsystem<ResourceCache>();
+    UI* ui = GetSubsystem<UI>();
+    
+    // Construct new Text object, set string to display and font to use
+    Text* instructionText = ui->GetRoot()->CreateChild<Text>();
+    instructionText->SetText(
+        "Use WASD keys and mouse to move\n"
+        "LMB to spawn physics objects\n"
+        "F5 to save scene, F7 to load\n"
+        "Space to toggle physics debug geometry"
+    );
+    instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
+    // The text has multiple rows. Center them in relation to each other
+    instructionText->SetTextAlignment(HA_CENTER);
+    
+    // Position the text relative to the screen center
+    instructionText->SetHorizontalAlignment(HA_CENTER);
+    instructionText->SetVerticalAlignment(VA_CENTER);
+    instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
+}
+
+void Ragdolls::SetupViewport()
+{
+    Renderer* renderer = GetSubsystem<Renderer>();
+    
+    // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
+    SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
+    renderer->SetViewport(0, viewport);
+}
+
+void Ragdolls::MoveCamera(float timeStep)
+{
+    // Do not move if the UI has a focused element (the console)
+    if (GetSubsystem<UI>()->GetFocusElement())
+        return;
+    
+    Input* input = GetSubsystem<Input>();
+    
+    // Movement speed as world units per second
+    const float MOVE_SPEED = 20.0f;
+    // Mouse sensitivity as degrees per pixel
+    const float MOUSE_SENSITIVITY = 0.1f;
+    
+    // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
+    IntVector2 mouseMove = input->GetMouseMove();
+    yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
+    pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
+    pitch_ = Clamp(pitch_, -90.0f, 90.0f);
+    
+    // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
+    cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
+    
+    // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
+    if (input->GetKeyDown('W'))
+        cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('S'))
+        cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('A'))
+        cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('D'))
+        cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
+    
+    // "Shoot" a physics object with left mousebutton
+    if (input->GetMouseButtonPress(MOUSEB_LEFT))
+        SpawnObject();
+    
+    // Toggle physics debug geometry with space
+    if (input->GetKeyPress(KEY_SPACE))
+        drawDebug_ = !drawDebug_;
+}
+
+void Ragdolls::SpawnObject()
+{
+    ResourceCache* cache = GetSubsystem<ResourceCache>();
+    
+    Node* boxNode = scene_->CreateChild("SmallBox");
+    boxNode->SetPosition(cameraNode_->GetPosition());
+    boxNode->SetRotation(cameraNode_->GetRotation());
+    boxNode->SetScale(0.25f);
+    StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
+    boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
+    boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
+    boxObject->SetCastShadows(true);
+    
+    RigidBody* body = boxNode->CreateComponent<RigidBody>();
+    body->SetMass(1.0f);
+    body->SetFriction(0.75f);
+    CollisionShape* shape = boxNode->CreateComponent<CollisionShape>();
+    shape->SetBox(Vector3::ONE);
+    
+    const float OBJECT_VELOCITY = 10.0f;
+    
+    // Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
+    // to overcome gravity better
+    body->SetLinearVelocity(cameraNode_->GetRotation() * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY);
+}
+
+void Ragdolls::SubscribeToEvents()
+{
+    // Subscribes HandleUpdate() method for processing update events
+    SubscribeToEvent(E_UPDATE, HANDLER(Ragdolls, HandleUpdate));
+    
+    // Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
+    // debug geometry
+    SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Ragdolls, HandlePostRenderUpdate));
+}
+
+void Ragdolls::HandleUpdate(StringHash eventType, VariantMap& eventData)
+{
+    // Event parameters are always defined inside a namespace corresponding to the event's name
+    using namespace Update;
+
+    // Take the frame time step, which is stored as a float
+    float timeStep = eventData[P_TIMESTEP].GetFloat();
+    
+    // Move the camera, scale movement with time step
+    MoveCamera(timeStep);
+    
+    // Check for loading/saving the scene. Save the scene to the file Data/Scenes/Physics.xml relative to the executable
+    // directory
+    Input* input = GetSubsystem<Input>();
+    if (input->GetKeyPress(KEY_F5))
+    {
+        File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Ragdolls.xml", FILE_WRITE);
+        scene_->SaveXML(saveFile);
+    }
+    if (input->GetKeyPress(KEY_F7))
+    {
+        File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Ragdolls.xml", FILE_READ);
+        scene_->LoadXML(loadFile);
+    }
+}
+
+void Ragdolls::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
+{
+    // If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
+    if (drawDebug_)
+        scene_->GetComponent<PhysicsWorld>()->DrawDebugGeometry(true);
+}

+ 74 - 0
Source/Samples/13_Ragdolls/Ragdolls.h

@@ -0,0 +1,74 @@
+//
+// Copyright (c) 2008-2013 the Urho3D project.
+//
+// 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"
+#include "Scene.h"
+
+// All Urho3D classes reside in namespace Urho3D
+using namespace Urho3D;
+
+/// Ragdoll example.
+/// This sample demonstrates:
+///     - Detecting physics collisions;
+///     - Moving an AnimatedModel's bones with physics and connecting them with constraints;
+class Ragdolls : public Sample
+{
+    OBJECT(Ragdolls);
+
+public:
+    /// Construct.
+    Ragdolls(Context* context);
+
+    /// Setup after engine initialization and before running the main loop.
+    virtual void Start();
+
+private:
+    /// Constructs the scene content.
+    void CreateScene();
+    /// Constructs an instruction text to the UI.
+    void CreateInstructions();
+    /// Sets up a viewport for displaying the scene.
+    void SetupViewport();
+    /// Reads input and moves the camera.
+    void MoveCamera(float timeStep);
+    /// Spawns a physics object from the camera position.
+    void SpawnObject();
+    /// Subscribes to application-wide logic update events.
+    void SubscribeToEvents();
+    /// Callback method invoked when a logic update event is dispatched.
+    void HandleUpdate(StringHash eventType, VariantMap& eventData);
+    /// Callback method invoked when the post-render update event is dispatched.
+    void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
+    
+    /// Scene.
+    SharedPtr<Scene> scene_;
+    /// Camera scene node.
+    SharedPtr<Node> cameraNode_;
+    /// Camera yaw angle.
+    float yaw_;
+    /// Camera pitch angle.
+    float pitch_;
+    /// Flag for drawing debug geometry.
+    bool drawDebug_;
+};

+ 2 - 1
Source/Samples/CMakeLists.txt

@@ -35,6 +35,7 @@ set (LIBS ../../Engine/Container
           ../../Engine/Resource
           ../../Engine/Resource
           ../../Engine/Scene
           ../../Engine/Scene
           ../../Engine/UI)
           ../../Engine/UI)
+
 set (INCLUDE_DIRS_ONLY ${CMAKE_CURRENT_SOURCE_DIR} ../../ThirdParty/Bullet/src)
 set (INCLUDE_DIRS_ONLY ${CMAKE_CURRENT_SOURCE_DIR} ../../ThirdParty/Bullet/src)
 
 
 # Add samples
 # Add samples
@@ -50,4 +51,4 @@ add_subdirectory (09_MultipleViewports)
 add_subdirectory (10_RenderToTexture)
 add_subdirectory (10_RenderToTexture)
 add_subdirectory (11_Physics)
 add_subdirectory (11_Physics)
 add_subdirectory (12_PhysicsStressTest)
 add_subdirectory (12_PhysicsStressTest)
-
+add_subdirectory (13_Ragdolls)

+ 2 - 2
Source/Samples/Sample.h

@@ -36,8 +36,8 @@ using namespace Urho3D;
 ///    - Handle Esc key down to hide Console or exit application;
 ///    - Handle Esc key down to hide Console or exit application;
 class Sample : public Application
 class Sample : public Application
 {
 {
-    // Mandatory when deriving from Object, enables type information
-    OBJECT(Sample)
+    // Enable type information.
+    OBJECT(Sample);
 
 
 public:
 public:
     /// Construct.
     /// Construct.