SkeletalAnimation.h 2.8 KB

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  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. OBJECT(SkeletalAnimation);
  39. public:
  40. /// Construct.
  41. SkeletalAnimation(Context* context);
  42. /// Setup after engine initialization and before running the main loop.
  43. virtual void Start();
  44. private:
  45. /// Construct the scene content.
  46. void CreateScene();
  47. /// Construct an instruction text to the UI.
  48. void CreateInstructions();
  49. /// Set up a viewport for displaying the scene.
  50. void SetupViewport();
  51. /// Subscribe to application-wide logic update and post-render update events.
  52. void SubscribeToEvents();
  53. /// Read input and moves the camera.
  54. void MoveCamera(float timeStep);
  55. /// Handle the logic update event.
  56. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  57. /// Handle the post-render update event.
  58. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
  59. /// Scene.
  60. SharedPtr<Scene> scene_;
  61. /// Camera scene node.
  62. SharedPtr<Node> cameraNode_;
  63. /// Camera yaw angle.
  64. float yaw_;
  65. /// Camera pitch angle.
  66. float pitch_;
  67. /// Flag for drawing debug geometry.
  68. bool drawDebug_;
  69. };