// // Copyright (c) 2008-2014 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" namespace Urho3D { class Node; class Scene; } /// Skeletal animation example. /// This sample demonstrates: /// - Populating a 3D scene with skeletally animated AnimatedModel components; /// - Moving the animated models and advancing their animation using a custom component /// - Enabling a cascaded shadow map on a directional light, which allows high-quality shadows /// over a large area (typically used in outdoor scenes for shadows cast by sunlight) /// - Displaying renderer debug geometry class SkeletalAnimation : public Sample { OBJECT(SkeletalAnimation); public: /// Construct. SkeletalAnimation(Context* context); /// Setup after engine initialization and before running the main loop. virtual void Start(); protected: /// Return XML patch instructions for screen joystick layout for a specific sample app, if any. virtual String GetScreenJoystickPatchString() const { return "" " " " Debug" " " " " " " " " " " " " ""; } 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); /// 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_; };