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- //
- // 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 <Atomic/Input/Controls.h>
- #include <Atomic/Scene/LogicComponent.h>
- 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<Node>& wheelNode, unsigned& wheelNodeID);
- /// Acquire wheel components from wheel scene nodes.
- void GetWheelComponents();
-
- // Wheel scene nodes.
- WeakPtr<Node> frontLeft_;
- WeakPtr<Node> frontRight_;
- WeakPtr<Node> rearLeft_;
- WeakPtr<Node> rearRight_;
-
- // Steering axle constraints.
- WeakPtr<Constraint> frontLeftAxis_;
- WeakPtr<Constraint> frontRightAxis_;
-
- // Hull and wheel rigid bodies.
- WeakPtr<RigidBody> hullBody_;
- WeakPtr<RigidBody> frontLeftBody_;
- WeakPtr<RigidBody> frontRightBody_;
- WeakPtr<RigidBody> rearLeftBody_;
- WeakPtr<RigidBody> 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_;
- };
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