65 lines
2.5 KiB
C++
65 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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#include <Urho3D/Graphics/AnimatedModel.h>
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#include <Urho3D/Graphics/AnimationState.h>
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#include <Urho3D/Scene/Scene.h>
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#include "Mover.h"
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#include <Urho3D/DebugNew.h>
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Mover::Mover(Context* context) :
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LogicComponent(context),
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moveSpeed_(0.0f),
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rotationSpeed_(0.0f)
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{
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// Only the scene update event is needed: unsubscribe from the rest for optimization
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SetUpdateEventMask(USE_UPDATE);
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}
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void Mover::SetParameters(float moveSpeed, float rotationSpeed, const BoundingBox& bounds)
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{
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moveSpeed_ = moveSpeed;
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rotationSpeed_ = rotationSpeed;
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bounds_ = bounds;
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}
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void Mover::Update(float timeStep)
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{
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node_->Translate(Vector3::FORWARD * moveSpeed_ * timeStep);
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// If in risk of going outside the plane, rotate the model right
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Vector3 pos = node_->GetPosition();
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if (pos.x_ < bounds_.min_.x_ || pos.x_ > bounds_.max_.x_ || pos.z_ < bounds_.min_.z_ || pos.z_ > bounds_.max_.z_)
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node_->Yaw(rotationSpeed_ * timeStep);
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// Get the model's first (only) animation state and advance its time. Note the convenience accessor to other components
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// in the same scene node
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auto* model = node_->GetComponent<AnimatedModel>(true);
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if (model->GetNumAnimationStates())
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{
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AnimationState* state = model->GetAnimationStates()[0];
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state->AddTime(timeStep);
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}
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}
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