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- //
- // Copyright (c) 2008-2013 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.
- //
- #include "AnimatedModel.h"
- #include "AnimationState.h"
- #include "Mover.h"
- #include "Scene.h"
- #include "SceneEvents.h"
- #include "DebugNew.h"
- Mover::Mover(Context* context) :
- Component(context),
- moveSpeed_(0.0f),
- rotationSpeed_(0.0f)
- {
- }
- void Mover::SetParameters(float moveSpeed, float rotationSpeed, const BoundingBox& bounds)
- {
- moveSpeed_ = moveSpeed;
- rotationSpeed_ = rotationSpeed;
- bounds_ = bounds;
- }
- void Mover::OnNodeSet(Node* node)
- {
- // If the node pointer is non-null, this component has been created into a scene node. Subscribe to the variable timestep
- // scene update event now
- if (node)
- {
- Scene* scene = node->GetScene();
- if (scene)
- SubscribeToEvent(scene, E_SCENEUPDATE, HANDLER(Mover, HandleSceneUpdate));
- }
- }
- void Mover::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
- {
- // Get the timestep from the update event
- using namespace SceneUpdate;
- float timeStep = eventData[P_TIMESTEP].GetFloat();
-
- node_->TranslateRelative(Vector3::FORWARD * moveSpeed_ * timeStep);
-
- // If in risk of going outside the plane, rotate the model right
- Vector3 pos = node_->GetPosition();
- if (pos.x_ < bounds_.min_.x_ || pos.x_ > bounds_.max_.x_ || pos.z_ < bounds_.min_.z_ || pos.z_ > bounds_.max_.z_)
- node_->Yaw(rotationSpeed_ * timeStep);
-
- // Get the model's first (only) animation state and advance its time. Note the convenience accessor to other components
- // in the same scene node
- AnimatedModel* model = GetComponent<AnimatedModel>();
- if (model->GetNumAnimationStates())
- {
- AnimationState* state = model->GetAnimationStates()[0];
- state->AddTime(timeStep);
- }
- }
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