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MurRobot.h
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//
// Copyright (c) 2008-2017 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 int CTRL_FORWARD = 1;
const int CTRL_BACK = 2;
const int CTRL_LEFT = 4;
const int 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 MurRobot : public LogicComponent
{
URHO3D_OBJECT(MurRobot, LogicComponent)
public:
/// Construct.
MurRobot(Context* context);
void Position(Vector3 pos);
/// Register object factory and attributes.
static void RegisterObject(Context* context);
/// Perform post-load after deserialization. Acquire the components from the scene nodes.
virtual void ApplyAttributes() override;
/// Handle physics world update. Called by LogicComponent base class.
virtual void FixedUpdate(float timeStep) override;
/// Initialize the vehicle. Create rendering and physics components. Called by the application.
void Init();
/// Movement controls.
Controls controls_;
Vector3 GetPosition();
float GetYaw();
float GetPitch();
float GetRoll();
void SetThrusterPower(int A, int B, int C);
void WaterForce(const Vector3 &force);
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 nodes.
WeakPtr<Node> left_;
WeakPtr<Node> right_;
WeakPtr<Node> up_;
// Hull and wheel rigid bodies.
WeakPtr<RigidBody> hullBody_;
WeakPtr<RigidBody> leftBody_;
WeakPtr<RigidBody> rightBody_;
WeakPtr<RigidBody> upBody_;
// IDs of the wheel scene nodes for serialization.
unsigned leftMotorID_;
unsigned rightMotorID_;
unsigned upMotorID_;
/// Current left/right steering amount (-1 to 1.)
float steering_;
float motorA_;
float motorB_;
float motorC_;
};