// // Copyright (c) 2008-2016 the Urho3D project. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved // // 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 using namespace Atomic; /// Custom logic component for moving the animated model and rotating at area edges. class Mover : public LogicComponent { ATOMIC_OBJECT(Mover, LogicComponent) public: /// Construct. Mover(Context* context); /// Set motion parameters: forward movement speed, rotation speed, and movement boundaries. void SetParameters(float moveSpeed, float rotateSpeed, const BoundingBox& bounds); /// Handle scene update. Called by LogicComponent base class. virtual void Update(float timeStep); /// Return forward movement speed. float GetMoveSpeed() const { return moveSpeed_; } /// Return rotation speed. float GetRotationSpeed() const { return rotationSpeed_; } /// Return movement boundaries. const BoundingBox& GetBounds() const { return bounds_; } private: /// Forward movement speed. float moveSpeed_; /// Rotation speed. float rotationSpeed_; /// Movement boundaries. BoundingBox bounds_; };