SkeletalAnimation.h 3.5 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586
  1. //
  2. // Copyright (c) 2008-2019 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "Sample.h"
  24. namespace Urho3D
  25. {
  26. class Node;
  27. class Scene;
  28. }
  29. /// Skeletal animation example.
  30. /// This sample demonstrates:
  31. /// - Populating a 3D scene with skeletally animated AnimatedModel components;
  32. /// - Moving the animated models and advancing their animation using a custom component
  33. /// - Enabling a cascaded shadow map on a directional light, which allows high-quality shadows
  34. /// over a large area (typically used in outdoor scenes for shadows cast by sunlight)
  35. /// - Displaying renderer debug geometry
  36. class SkeletalAnimation : public Sample
  37. {
  38. URHO3D_OBJECT(SkeletalAnimation, Sample);
  39. public:
  40. /// Construct.
  41. explicit SkeletalAnimation(Context* context);
  42. /// Setup after engine initialization and before running the main loop.
  43. void Start() override;
  44. protected:
  45. /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
  46. String GetScreenJoystickPatchString() const override { return
  47. "<patch>"
  48. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
  49. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>"
  50. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
  51. " <element type=\"Text\">"
  52. " <attribute name=\"Name\" value=\"KeyBinding\" />"
  53. " <attribute name=\"Text\" value=\"SPACE\" />"
  54. " </element>"
  55. " </add>"
  56. "</patch>";
  57. }
  58. private:
  59. /// Construct the scene content.
  60. void CreateScene();
  61. /// Construct an instruction text to the UI.
  62. void CreateInstructions();
  63. /// Set up a viewport for displaying the scene.
  64. void SetupViewport();
  65. /// Subscribe to application-wide logic update and post-render update events.
  66. void SubscribeToEvents();
  67. /// Read input and moves the camera.
  68. void MoveCamera(float timeStep);
  69. /// Handle the logic update event.
  70. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  71. /// Handle the post-render update event.
  72. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
  73. /// Flag for drawing debug geometry.
  74. bool drawDebug_;
  75. };