Urho3D/Source/Samples/46_RaycastVehicle/RaycastVehicleDemo.h
2021-07-17 16:43:46 +00:00

75 lines
2.5 KiB
C++

//
// Copyright (c) 2008-2021 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 "Sample.h"
namespace Urho3D
{
class Node;
class Scene;
}
class Vehicle;
/// Vehicle example.
/// This sample demonstrates:
/// - Creating a heightmap terrain with collision
/// - Constructing 100 raycast vehicles
/// - Defining attributes (including node and component references) of a custom component
/// (Saving and loading is broken now)
class RaycastVehicleDemo : public Sample
{
URHO3D_OBJECT(RaycastVehicleDemo, Sample);
public:
/// Construct.
explicit RaycastVehicleDemo(Context* context);
/// Setup after engine initialization and before running the main loop.
void Start() override;
private:
/// Create static scene content.
void CreateScene();
/// Create the vehicle.
void CreateVehicle();
/// Construct an instruction text to the UI.
void CreateInstructions();
/// Subscribe to necessary events.
void SubscribeToEvents();
/// Handle application update. Set controls to vehicle.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
/// Handle application post-update. Update camera position after vehicle has moved.
void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
/// The controllable vehicle component.
WeakPtr<Vehicle> vehicle_;
};