// // 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. // #include #include #include #include "Mover.h" #include Mover::Mover(Context* context) : LogicComponent(context), moveSpeed_(0.0f), rotationSpeed_(0.0f) { // Only the scene update event is needed: unsubscribe from the rest for optimization SetUpdateEventMask(USE_UPDATE); } void Mover::SetParameters(float moveSpeed, float rotationSpeed, const BoundingBox& bounds) { moveSpeed_ = moveSpeed; rotationSpeed_ = rotationSpeed; bounds_ = bounds; } void Mover::Update(float timeStep) { node_->Translate(Vector3::FORWARD * moveSpeed_ * timeStep); // If in risk of going outside the plane, rotate the model right Vector3 pos = node_->GetPosition(); if (pos.x_ < bounds_.min_.x_ || pos.x_ > bounds_.max_.x_ || pos.z_ < bounds_.min_.z_ || pos.z_ > bounds_.max_.z_) node_->Yaw(rotationSpeed_ * timeStep); // Get the model's first (only) animation state and advance its time. Note the convenience accessor to other components // in the same scene node AnimatedModel* model = GetComponent(); if (model->GetNumAnimationStates()) { AnimationState* state = model->GetAnimationStates()[0]; state->AddTime(timeStep); } }