Urho3D/Source/Samples/06_SkeletalAnimation/Mover.h
2020-01-05 06:21:40 +00:00

58 lines
2.2 KiB
C++

//
// 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 <Urho3D/Scene/LogicComponent.h>
using namespace Urho3D;
/// Custom logic component for moving the animated model and rotating at area edges.
class Mover : public LogicComponent
{
URHO3D_OBJECT(Mover, LogicComponent);
public:
/// Construct.
explicit Mover(Context* context);
/// Set motion parameters: forward movement speed, rotation speed, and movement boundaries.
void SetParameters(float moveSpeed, float rotationSpeed, const BoundingBox& bounds);
/// Handle scene update. Called by LogicComponent base class.
void Update(float timeStep) override;
/// Return forward movement speed.
float GetMoveSpeed() const { return moveSpeed_; }
/// Return rotation speed.
float GetRotationSpeed() const { return rotationSpeed_; }
/// Return movement boundaries.
const BoundingBox& GetBounds() const { return bounds_; }
private:
/// Forward movement speed.
float moveSpeed_;
/// Rotation speed.
float rotationSpeed_;
/// Movement boundaries.
BoundingBox bounds_;
};