Urho3D/Source/Samples/13_Ragdolls/CreateRagdoll.h
2020-01-05 06:21:40 +00:00

51 lines
2.2 KiB
C++

//
// Copyright (c) 2008-2020 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
#include <Urho3D/Physics/CollisionShape.h>
#include <Urho3D/Physics/Constraint.h>
using namespace Urho3D;
/// Custom component that creates a ragdoll upon collision.
class CreateRagdoll : public Component
{
URHO3D_OBJECT(CreateRagdoll, Component);
public:
/// Construct.
explicit CreateRagdoll(Context* context);
protected:
/// Handle node being assigned.
void OnNodeSet(Node* node) override;
private:
/// Handle scene node's physics collision.
void HandleNodeCollision(StringHash eventType, VariantMap& eventData);
/// Make a bone physical by adding RigidBody and CollisionShape components.
void CreateRagdollBone(const String& boneName, ShapeType type, const Vector3& size, const Vector3& position, const Quaternion& rotation);
/// Join two bones with a Constraint component.
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);
};