// // 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 #include namespace Atomic { class Constraint; class Node; class RigidBody; } using namespace Atomic; const int CTRL_FORWARD = 1; const int CTRL_BACK = 2; const int CTRL_LEFT = 4; const int CTRL_RIGHT = 8; const float YAW_SENSITIVITY = 0.1f; const float ENGINE_POWER = 10.0f; const float DOWN_FORCE = 10.0f; const float MAX_WHEEL_ANGLE = 22.5f; /// Vehicle component, responsible for physical movement according to controls. class Vehicle : public LogicComponent { ATOMIC_OBJECT(Vehicle, LogicComponent) public: /// Construct. Vehicle(Context* context); /// Register object factory and attributes. static void RegisterObject(Context* context); /// Perform post-load after deserialization. Acquire the components from the scene nodes. virtual void ApplyAttributes(); /// Handle physics world update. Called by LogicComponent base class. virtual void FixedUpdate(float timeStep); /// Initialize the vehicle. Create rendering and physics components. Called by the application. void Init(); /// Movement controls. Controls controls_; private: /// Initialize a wheel and remember its scene node and ID. void InitWheel(const String& name, const Vector3& offset, WeakPtr& wheelNode, unsigned& wheelNodeID); /// Acquire wheel components from wheel scene nodes. void GetWheelComponents(); // Wheel scene nodes. WeakPtr frontLeft_; WeakPtr frontRight_; WeakPtr rearLeft_; WeakPtr rearRight_; // Steering axle constraints. WeakPtr frontLeftAxis_; WeakPtr frontRightAxis_; // Hull and wheel rigid bodies. WeakPtr hullBody_; WeakPtr frontLeftBody_; WeakPtr frontRightBody_; WeakPtr rearLeftBody_; WeakPtr rearRightBody_; // IDs of the wheel scene nodes for serialization. unsigned frontLeftID_; unsigned frontRightID_; unsigned rearLeftID_; unsigned rearRightID_; /// Current left/right steering amount (-1 to 1.) float steering_; };