Urho3D/Source/Samples/46_RaycastVehicle/Vehicle.h
2020-01-05 06:21:40 +00:00

127 lines
4.1 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/Physics/PhysicsUtils.h>
#include <Urho3D/Scene/LogicComponent.h>
namespace Urho3D
{
class Constraint;
class Node;
class RigidBody;
}
using namespace Urho3D;
const unsigned CTRL_FORWARD = (1u << 0u);
const unsigned CTRL_BACK = (1u << 1u);
const unsigned CTRL_LEFT = (1u << 2u);
const unsigned CTRL_RIGHT = (1u << 3u);
const unsigned CTRL_BRAKE = (1u << 4u);
const float YAW_SENSITIVITY = 0.1f;
const float ENGINE_POWER = 10.0f;
const float MAX_WHEEL_ANGLE = 22.5f;
// Vehicle component, responsible for physical movement according to controls.
// Encapsulates RaycastVehicle
class Vehicle : public LogicComponent
{
URHO3D_OBJECT(Vehicle, LogicComponent)
public :
/// Construct.
explicit Vehicle(Context* context);
/// Destruct.
~Vehicle() override;
/// 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;
/// Initialize the vehicle. Create rendering and physics components. Called by the application.
void Init();
/// Handle physics world update. Called by LogicComponent base class.
void FixedUpdate(float timeStep) override;
/// Updating wheel effects here.
void PostUpdate(float timeStep) override;
/// Movement controls.
Controls controls_;
/// Get steering value.
float GetSteering() { return steering_; }
/// Set steering value.
void SetSteering(float steering) { steering_ = steering; }
/// Get wheel radius.
float GetWheelRadius() { return wheelRadius_; }
/// Get wheel width.
float GetWheelWidth() { return wheelWidth_; }
private:
/// Creates particle emitter.
void CreateEmitter(Vector3 place);
/// Current left/right steering amount (-1 to 1.)
float steering_;
/// Tmp storage for steering
float vehicleSteering_;
/// Linear momentum supplied by engine to RigidBody
float engineForce_;
/// Rotational momentum preventing (dampening) wheels rotation
float brakingForce_;
/// Maximum linear momentum supplied by engine to RigidBody
float maxEngineForce_;
/// Stored wheel radius
float wheelRadius_;
/// Suspension rest length (in meters)
float suspensionRestLength_;
/// Width of wheel (used only in calculation of wheel placement)
float wheelWidth_;
/// Suspension stiffness
float suspensionStiffness_;
/// Suspension damping
float suspensionDamping_;
/// Suspension compression
float suspensionCompression_;
/// Wheel friction
float wheelFriction_;
/// Wheel roll influence (how much car will turn sidewise)
float rollInfluence_;
/// Emitter data for saving.
Vector<Node*> particleEmitterNodeList_;
/// Value to calculate acceleration.
Vector3 prevVelocity_;
/// Storing points for emitters
Vector3 connectionPoints_[4];
/// Do not recreate emitters if they are already created.
bool emittersCreated;
};