// Copyright (c) 2008-2023 the Urho3D project // License: MIT #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 { URHO3D_OBJECT(SkeletalAnimation, Sample); public: /// Construct. explicit SkeletalAnimation(Context* context); /// Setup after engine initialization and before running the main loop. void Start() override; protected: /// Return XML patch instructions for screen joystick layout for a specific sample app, if any. String GetScreenJoystickPatchString() const override { return "" " " " Debug" " " " " " " " " " " " " ""; } private: /// Construct the scene content. void CreateScene(); /// Construct an instruction text to the UI. void CreateInstructions(); #ifdef URHO3D_GLES3 /// Create additional lights fo scene void CreateLights(); #endif /// 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_; };