CreateRagdoll.h 2.2 KB

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  1. //
  2. // Copyright (c) 2008-2015 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 <Urho3D/Physics/CollisionShape.h>
  24. #include <Urho3D/Physics/Constraint.h>
  25. using namespace Urho3D;
  26. /// Custom component that creates a ragdoll upon collision.
  27. class CreateRagdoll : public Component
  28. {
  29. OBJECT(CreateRagdoll);
  30. public:
  31. /// Construct.
  32. CreateRagdoll(Context* context);
  33. protected:
  34. /// Handle node being assigned.
  35. virtual void OnNodeSet(Node* node);
  36. private:
  37. /// Handle scene node's physics collision.
  38. void HandleNodeCollision(StringHash eventType, VariantMap& eventData);
  39. /// Make a bone physical by adding RigidBody and CollisionShape components.
  40. void CreateRagdollBone(const String& boneName, ShapeType type, const Vector3& size, const Vector3& position, const Quaternion& rotation);
  41. /// Join two bones with a Constraint component.
  42. 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);
  43. };