115 lines
4.0 KiB
C++
115 lines
4.0 KiB
C++
//
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// Copyright (c) 2008-2021 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#pragma once
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#include <Urho3D/Input/Controls.h>
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#include <Urho3D/Scene/LogicComponent.h>
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namespace Urho3D
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{
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class Constraint;
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class Node;
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class RigidBody;
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}
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using namespace Urho3D;
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const unsigned CTRL_FORWARD = 1;
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const unsigned CTRL_BACK = 2;
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const unsigned CTRL_LEFT = 4;
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const unsigned CTRL_RIGHT = 8;
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const float YAW_SENSITIVITY = 0.1f;
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const float ENGINE_POWER = 10.0f;
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const float DOWN_FORCE = 10.0f;
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const float MAX_WHEEL_ANGLE = 22.5f;
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/// Vehicle component, responsible for physical movement according to controls.
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class Vehicle : public LogicComponent
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{
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URHO3D_OBJECT(Vehicle, LogicComponent)
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public:
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/// Construct.
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explicit Vehicle(Context* context);
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/// Register object factory and attributes.
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static void RegisterObject(Context* context);
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/// Perform post-load after deserialization. Acquire the components from the scene nodes.
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void ApplyAttributes() override;
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/// Handle physics world update. Called by LogicComponent base class.
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void FixedUpdate(float timeStep) override;
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/// Initialize the vehicle. Create rendering and physics components. Called by the application.
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void Init();
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/// Movement controls.
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Controls controls_;
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private:
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/// Initialize a wheel and remember its scene node and ID.
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void InitWheel(const String& name, const Vector3& offset, WeakPtr<Node>& wheelNode, unsigned& wheelNodeID);
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/// Acquire wheel components from wheel scene nodes.
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void GetWheelComponents();
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/// Wheel scene front-left node.
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WeakPtr<Node> frontLeft_;
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/// Wheel scene front-right node.
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WeakPtr<Node> frontRight_;
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/// Wheel scene rear-left node.
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WeakPtr<Node> rearLeft_;
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/// Wheel scene rear-right node.
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WeakPtr<Node> rearRight_;
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/// Steering front-left axle constraint.
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WeakPtr<Constraint> frontLeftAxis_;
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/// Steering front-right axle constraint.
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WeakPtr<Constraint> frontRightAxis_;
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/// Hull and wheel hull rigid bodies.
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WeakPtr<RigidBody> hullBody_;
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/// Hull and wheel front-left rigid bodies.
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WeakPtr<RigidBody> frontLeftBody_;
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/// Hull and wheel front-right rigid bodies.
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WeakPtr<RigidBody> frontRightBody_;
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/// Hull and wheel rear-left rigid bodies.
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WeakPtr<RigidBody> rearLeftBody_;
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/// Hull and wheel rear-right rigid bodies.
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WeakPtr<RigidBody> rearRightBody_;
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/// ID of the front-left wheel scene node for serialization.
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unsigned frontLeftID_{};
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/// ID of the front-right wheel scene node for serialization.
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unsigned frontRightID_{};
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/// ID of the rear-left wheel scene node for serialization.
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unsigned rearLeftID_{};
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/// ID of the rear-right wheel scene node for serialization.
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unsigned rearRightID_{};
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/// Current left/right steering amount (-1 to 1).
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float steering_{};
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};
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