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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Tests/Vehicle/VehicleTest.h>
- #include <Jolt/Physics/Vehicle/VehicleConstraint.h>
- #include <Jolt/Physics/Constraints/HingeConstraint.h>
- // This test shows how a tank could be made with the vehicle constraint.
- class TankTest : public VehicleTest
- {
- public:
- JPH_DECLARE_RTTI_VIRTUAL(JPH_NO_EXPORT, TankTest)
- // Destructor
- virtual ~TankTest() override;
- // See: Test
- virtual void Initialize() override;
- virtual void ProcessInput(const ProcessInputParams &inParams) override;
- virtual void PrePhysicsUpdate(const PreUpdateParams &inParams) override;
- virtual void SaveState(StateRecorder &inStream) const override;
- virtual void RestoreState(StateRecorder &inStream) override;
- virtual void SaveInputState(StateRecorder &inStream) const override;
- virtual void RestoreInputState(StateRecorder &inStream) override;
- virtual void GetInitialCamera(CameraState &ioState) const override;
- virtual RMat44 GetCameraPivot(float inCameraHeading, float inCameraPitch) const override;
- private:
- Body * mTankBody; ///< The body of the tank
- Body * mTurretBody; ///< The body of the turret of the tank
- Body * mBarrelBody; ///< The body of the barrel of the tank
- Ref<VehicleConstraint> mVehicleConstraint; ///< The vehicle constraint
- Ref<HingeConstraint> mTurretHinge; ///< Hinge connecting tank body and turret
- Ref<HingeConstraint> mBarrelHinge; ///< Hinge connecting tank turret and barrel
- float mReloadTime = 0.0f; ///< How long it still takes to reload the main gun
- RVec3 mCameraPivot = RVec3::sZero(); ///< The camera pivot, recorded before the physics update to align with the drawn world
- // Player input
- float mForward = 0.0f;
- float mPreviousForward = 1.0f; ///< Keeps track of last car direction so we know when to brake and when to accelerate
- float mLeftRatio = 0.0f;
- float mRightRatio = 0.0f;
- float mBrake = 0.0f;
- float mTurretHeading = 0.0f;
- float mBarrelPitch = 0.0f;
- bool mFire = false;
- };
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