// // Copyright (c) 2008-2017 the Urho3D project. // // 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 "Sample.h" namespace Urho3D { class Node; class Scene; } class Vehicle; /// Vehicle example. /// This sample demonstrates: /// - Creating a heightmap terrain with collision /// - Constructing a physical vehicle with rigid bodies for the hull and the wheels, joined with constraints /// - Defining attributes (including node and component references) of a custom component so that it can be saved and loaded class VehicleDemo : public Sample { URHO3D_OBJECT(VehicleDemo, Sample); public: /// Construct. VehicleDemo(Context* context); /// Setup after engine initialization and before running the main loop. virtual void Start(); private: /// Create static scene content. void CreateScene(); /// Create the vehicle. void CreateVehicle(); /// Construct an instruction text to the UI. void CreateInstructions(); /// Subscribe to necessary events. void SubscribeToEvents(); /// Handle application update. Set controls to vehicle. void HandleUpdate(StringHash eventType, VariantMap& eventData); /// Handle application post-update. Update camera position after vehicle has moved. void HandlePostUpdate(StringHash eventType, VariantMap& eventData); /// The controllable vehicle component. WeakPtr vehicle_; };