Physics.h 4.0 KB

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  1. //
  2. // Copyright (c) 2008-2021 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
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  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,
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  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. URHO3D_OBJECT(Physics, Sample);
  38. public:
  39. /// Construct.
  40. explicit Physics(Context* context);
  41. /// Setup after engine initialization and before running the main loop.
  42. void Start() override;
  43. protected:
  44. /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
  45. String GetScreenJoystickPatchString() const override { return
  46. "<patch>"
  47. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />"
  48. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Spawn</replace>"
  49. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">"
  50. " <element type=\"Text\">"
  51. " <attribute name=\"Name\" value=\"MouseButtonBinding\" />"
  52. " <attribute name=\"Text\" value=\"LEFT\" />"
  53. " </element>"
  54. " </add>"
  55. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"
  56. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>"
  57. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"
  58. " <element type=\"Text\">"
  59. " <attribute name=\"Name\" value=\"KeyBinding\" />"
  60. " <attribute name=\"Text\" value=\"SPACE\" />"
  61. " </element>"
  62. " </add>"
  63. "</patch>";
  64. }
  65. private:
  66. /// Construct the scene content.
  67. void CreateScene();
  68. /// Construct an instruction text to the UI.
  69. void CreateInstructions();
  70. /// Set up a viewport for displaying the scene.
  71. void SetupViewport();
  72. /// Subscribe to application-wide logic update and post-render update events.
  73. void SubscribeToEvents();
  74. /// Read input and moves the camera.
  75. void MoveCamera(float timeStep);
  76. /// Spawn a physics object from the camera position.
  77. void SpawnObject();
  78. /// Handle the logic update event.
  79. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  80. /// Handle the post-render update event.
  81. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
  82. /// Flag for drawing debug geometry.
  83. bool drawDebug_;
  84. };