VehicleDemo.h 2.5 KB

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  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  3. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved
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  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
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  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
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  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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  21. // THE SOFTWARE.
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  23. #pragma once
  24. #include "Sample.h"
  25. namespace Atomic
  26. {
  27. class Node;
  28. class Scene;
  29. }
  30. class Vehicle;
  31. /// Vehicle example.
  32. /// This sample demonstrates:
  33. /// - Creating a heightmap terrain with collision
  34. /// - Constructing a physical vehicle with rigid bodies for the hull and the wheels, joined with constraints
  35. /// - Defining attributes (including node and component references) of a custom component so that it can be saved and loaded
  36. class VehicleDemo : public Sample
  37. {
  38. ATOMIC_OBJECT(VehicleDemo, Sample)
  39. public:
  40. /// Construct.
  41. VehicleDemo(Context* context);
  42. /// Setup after engine initialization and before running the main loop.
  43. virtual void Start();
  44. private:
  45. /// Create static scene content.
  46. void CreateScene();
  47. /// Create the vehicle.
  48. void CreateVehicle();
  49. /// Construct an instruction text to the UI.
  50. void CreateInstructions();
  51. /// Subscribe to necessary events.
  52. void SubscribeToEvents();
  53. /// Handle application update. Set controls to vehicle.
  54. void HandleUpdate(StringHash eventType, VariantMap& eventData);
  55. /// Handle application post-update. Update camera position after vehicle has moved.
  56. void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
  57. /// The controllable vehicle component.
  58. WeakPtr<Vehicle> vehicle_;
  59. };