// // Copyright (c) 2008-2020 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 #include #include namespace Urho3D { class Constraint; class Node; class RigidBody; } using namespace Urho3D; const unsigned CTRL_FORWARD = (1u << 0u); const unsigned CTRL_BACK = (1u << 1u); const unsigned CTRL_LEFT = (1u << 2u); const unsigned CTRL_RIGHT = (1u << 3u); const unsigned CTRL_BRAKE = (1u << 4u); const float YAW_SENSITIVITY = 0.1f; const float ENGINE_POWER = 10.0f; const float MAX_WHEEL_ANGLE = 22.5f; // Vehicle component, responsible for physical movement according to controls. // Encapsulates RaycastVehicle class Vehicle : public LogicComponent { URHO3D_OBJECT(Vehicle, LogicComponent) public : /// Construct. explicit Vehicle(Context* context); /// Destruct. ~Vehicle() override; /// Register object factory and attributes. static void RegisterObject(Context* context); /// Perform post-load after deserialization. Acquire the components from the scene nodes. void ApplyAttributes() override; /// Initialize the vehicle. Create rendering and physics components. Called by the application. void Init(); /// Handle physics world update. Called by LogicComponent base class. void FixedUpdate(float timeStep) override; /// Updating wheel effects here. void PostUpdate(float timeStep) override; /// Movement controls. Controls controls_; /// Get steering value. float GetSteering() { return steering_; } /// Set steering value. void SetSteering(float steering) { steering_ = steering; } /// Get wheel radius. float GetWheelRadius() { return wheelRadius_; } /// Get wheel width. float GetWheelWidth() { return wheelWidth_; } private: /// Creates particle emitter. void CreateEmitter(Vector3 place); /// Current left/right steering amount (-1 to 1.) float steering_; /// Tmp storage for steering float vehicleSteering_; /// Linear momentum supplied by engine to RigidBody float engineForce_; /// Rotational momentum preventing (dampening) wheels rotation float brakingForce_; /// Maximum linear momentum supplied by engine to RigidBody float maxEngineForce_; /// Stored wheel radius float wheelRadius_; /// Suspension rest length (in meters) float suspensionRestLength_; /// Width of wheel (used only in calculation of wheel placement) float wheelWidth_; /// Suspension stiffness float suspensionStiffness_; /// Suspension damping float suspensionDamping_; /// Suspension compression float suspensionCompression_; /// Wheel friction float wheelFriction_; /// Wheel roll influence (how much car will turn sidewise) float rollInfluence_; /// Emitter data for saving. Vector particleEmitterNodeList_; /// Value to calculate acceleration. Vector3 prevVelocity_; /// Storing points for emitters Vector3 connectionPoints_[4]; /// Do not recreate emitters if they are already created. bool emittersCreated; };