127 lines
4.1 KiB
C++
127 lines
4.1 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/Physics/PhysicsUtils.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 = (1u << 0u);
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const unsigned CTRL_BACK = (1u << 1u);
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const unsigned CTRL_LEFT = (1u << 2u);
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const unsigned CTRL_RIGHT = (1u << 3u);
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const unsigned CTRL_BRAKE = (1u << 4u);
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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 MAX_WHEEL_ANGLE = 22.5f;
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// Vehicle component, responsible for physical movement according to controls.
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// Encapsulates RaycastVehicle
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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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/// Destruct.
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~Vehicle() override;
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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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/// Initialize the vehicle. Create rendering and physics components. Called by the application.
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void Init();
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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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/// Updating wheel effects here.
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void PostUpdate(float timeStep) override;
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/// Movement controls.
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Controls controls_;
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/// Get steering value.
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float GetSteering() { return steering_; }
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/// Set steering value.
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void SetSteering(float steering) { steering_ = steering; }
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/// Get wheel radius.
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float GetWheelRadius() { return wheelRadius_; }
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/// Get wheel width.
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float GetWheelWidth() { return wheelWidth_; }
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private:
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/// Creates particle emitter.
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void CreateEmitter(Vector3 place);
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/// Current left/right steering amount (-1 to 1.)
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float steering_;
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/// Tmp storage for steering
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float vehicleSteering_;
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/// Linear momentum supplied by engine to RigidBody
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float engineForce_;
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/// Rotational momentum preventing (dampening) wheels rotation
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float brakingForce_;
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/// Maximum linear momentum supplied by engine to RigidBody
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float maxEngineForce_;
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/// Stored wheel radius
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float wheelRadius_;
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/// Suspension rest length (in meters)
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float suspensionRestLength_;
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/// Width of wheel (used only in calculation of wheel placement)
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float wheelWidth_;
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/// Suspension stiffness
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float suspensionStiffness_;
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/// Suspension damping
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float suspensionDamping_;
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/// Suspension compression
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float suspensionCompression_;
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/// Wheel friction
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float wheelFriction_;
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/// Wheel roll influence (how much car will turn sidewise)
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float rollInfluence_;
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/// Emitter data for saving.
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Vector<Node*> particleEmitterNodeList_;
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/// Value to calculate acceleration.
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Vector3 prevVelocity_;
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/// Storing points for emitters
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Vector3 connectionPoints_[4];
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/// Do not recreate emitters if they are already created.
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bool emittersCreated;
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};
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