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