Urho3D/Source/Samples/19_VehicleDemo/Vehicle.h
2020-01-05 06:21:40 +00:00

115 lines
4.0 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/Input/Controls.h>
#include <Urho3D/Scene/LogicComponent.h>
namespace Urho3D
{
class Constraint;
class Node;
class RigidBody;
}
using namespace Urho3D;
const unsigned CTRL_FORWARD = 1;
const unsigned CTRL_BACK = 2;
const unsigned CTRL_LEFT = 4;
const unsigned CTRL_RIGHT = 8;
const float YAW_SENSITIVITY = 0.1f;
const float ENGINE_POWER = 10.0f;
const float DOWN_FORCE = 10.0f;
const float MAX_WHEEL_ANGLE = 22.5f;
/// Vehicle component, responsible for physical movement according to controls.
class Vehicle : public LogicComponent
{
URHO3D_OBJECT(Vehicle, LogicComponent)
public:
/// Construct.
explicit Vehicle(Context* context);
/// Register object factory and attributes.
static void RegisterObject(Context* context);
/// Perform post-load after deserialization. Acquire the components from the scene nodes.
void ApplyAttributes() override;
/// Handle physics world update. Called by LogicComponent base class.
void FixedUpdate(float timeStep) override;
/// Initialize the vehicle. Create rendering and physics components. Called by the application.
void Init();
/// Movement controls.
Controls controls_;
private:
/// Initialize a wheel and remember its scene node and ID.
void InitWheel(const String& name, const Vector3& offset, WeakPtr<Node>& wheelNode, unsigned& wheelNodeID);
/// Acquire wheel components from wheel scene nodes.
void GetWheelComponents();
/// Wheel scene front-left node.
WeakPtr<Node> frontLeft_;
/// Wheel scene front-right node.
WeakPtr<Node> frontRight_;
/// Wheel scene rear-left node.
WeakPtr<Node> rearLeft_;
/// Wheel scene rear-right node.
WeakPtr<Node> rearRight_;
/// Steering front-left axle constraint.
WeakPtr<Constraint> frontLeftAxis_;
/// Steering front-right axle constraint.
WeakPtr<Constraint> frontRightAxis_;
/// Hull and wheel hull rigid bodies.
WeakPtr<RigidBody> hullBody_;
/// Hull and wheel front-left rigid bodies.
WeakPtr<RigidBody> frontLeftBody_;
/// Hull and wheel front-right rigid bodies.
WeakPtr<RigidBody> frontRightBody_;
/// Hull and wheel rear-left rigid bodies.
WeakPtr<RigidBody> rearLeftBody_;
/// Hull and wheel rear-right rigid bodies.
WeakPtr<RigidBody> rearRightBody_;
/// ID of the front-left wheel scene node for serialization.
unsigned frontLeftID_{};
/// ID of the front-right wheel scene node for serialization.
unsigned frontRightID_{};
/// ID of the rear-left wheel scene node for serialization.
unsigned rearLeftID_{};
/// ID of the rear-right wheel scene node for serialization.
unsigned rearRightID_{};
/// Current left/right steering amount (-1 to 1).
float steering_{};
};