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Physics.h 2.7 KB

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  1. //
  2. // Copyright (c) 2008-2013 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. /// Physics example.
  30. /// This sample demonstrates:
  31. /// - Creating both static and moving physics objects to a scene
  32. /// - Displaying physics debug geometry
  33. /// - Using the Skybox component for setting up an unmoving sky
  34. /// - Saving a scene to a file and loading it to restore a previous state
  35. class Physics : public Sample
  36. {
  37. OBJECT(Physics);
  38. public:
  39. /// Construct.
  40. Physics(Context* context);
  41. /// Setup after engine initialization and before running the main loop.
  42. virtual void Start();
  43. private:
  44. /// Construct the scene content.
  45. void CreateScene();
  46. /// Construct an instruction text to the UI.
  47. void CreateInstructions();
  48. /// Set up a viewport for displaying the scene.
  49. void SetupViewport();
  50. /// Subscribe to application-wide logic update and post-render update events.
  51. void SubscribeToEvents();
  52. /// Read input and moves the camera.
  53. void MoveCamera(float timeStep);
  54. /// Spawn a physics object from the camera position.
  55. void SpawnObject();
  56. /// Handle the logic update event.
  57. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  58. /// Handle the post-render update event.
  59. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
  60. /// Scene.
  61. SharedPtr<Scene> scene_;
  62. /// Camera scene node.
  63. SharedPtr<Node> cameraNode_;
  64. /// Camera yaw angle.
  65. float yaw_;
  66. /// Camera pitch angle.
  67. float pitch_;
  68. /// Flag for drawing debug geometry.
  69. bool drawDebug_;
  70. };