Beispiel #1
0
void Vehicle::InitWheel(const String& name, const Vector3& offset, WeakPtr<Node>& wheelNode, unsigned& wheelNodeID)
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();

    // Note: do not parent the wheel to the hull scene node. Instead create it on the root level and let the physics
    // constraint keep it together
    wheelNode = GetScene()->CreateChild(name);
    wheelNode->SetPosition(node_->LocalToWorld(offset));
    wheelNode->SetRotation(node_->GetRotation() * (offset.x_ >= 0.0 ? Quaternion(0.0f, 0.0f, -90.0f) :
        Quaternion(0.0f, 0.0f, 90.0f)));
    wheelNode->SetScale(Vector3(0.8f, 0.5f, 0.8f));
    // Remember the ID for serialization
    wheelNodeID = wheelNode->GetID();

    StaticModel* wheelObject = wheelNode->CreateComponent<StaticModel>();
    RigidBody* wheelBody = wheelNode->CreateComponent<RigidBody>();
    CollisionShape* wheelShape = wheelNode->CreateComponent<CollisionShape>();
    Constraint* wheelConstraint = wheelNode->CreateComponent<Constraint>();

    wheelObject->SetModel(cache->GetResource<Model>("Models/Cylinder.mdl"));
    wheelObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
    wheelObject->SetCastShadows(true);
    wheelShape->SetSphere(1.0f);
    wheelBody->SetFriction(1.0f);
    wheelBody->SetMass(1.0f);
    wheelBody->SetLinearDamping(0.2f); // Some air resistance
    wheelBody->SetAngularDamping(0.75f); // Could also use rolling friction
    wheelBody->SetCollisionLayer(1);
    wheelConstraint->SetConstraintType(CONSTRAINT_HINGE);
    wheelConstraint->SetOtherBody(GetComponent<RigidBody>()); // Connect to the hull body
    wheelConstraint->SetWorldPosition(wheelNode->GetPosition()); // Set constraint's both ends at wheel's location
    wheelConstraint->SetAxis(Vector3::UP); // Wheel rotates around its local Y-axis
    wheelConstraint->SetOtherAxis(offset.x_ >= 0.0 ? Vector3::RIGHT : Vector3::LEFT); // Wheel's hull axis points either left or right
    wheelConstraint->SetLowLimit(Vector2(-180.0f, 0.0f)); // Let the wheel rotate freely around the axis
    wheelConstraint->SetHighLimit(Vector2(180.0f, 0.0f));
    wheelConstraint->SetDisableCollision(true); // Let the wheel intersect the vehicle hull
}
Beispiel #2
0
void Tile::HandleUpdate(StringHash eventType, VariantMap &eventData)
{
    double elapsedTime = masterControl_->world.scene->GetElapsedTime();
    double offsetY = 0.0;

    //Alien Chaos - Disorder = time*1.0525f
    //Talpa - Unusual Chair = time*1.444
    wave_ = 6.0*pow(masterControl_->Sine(Abs(float(centerDistExp_ - elapsedTime) * 0.666f)), 4.0f);

    uint nHexAffectors = tileMaster_->hexAffectors_.Size();
    if (nHexAffectors) {
        for (uint i = 0; i < nHexAffectors; i++) {
            WeakPtr<Node> hexAffector = tileMaster_->hexAffectors_.Keys()[i];
            double hexAffectorMass = tileMaster_->hexAffectors_[hexAffector]->GetMass();

            if (hexAffector->IsEnabled()) {
                double offsetYPart = sqrt(hexAffectorMass) - (0.1* Vector3::Distance(referencePosition_, hexAffector->GetPosition()));
                if (offsetYPart > 0.0) {
                    offsetYPart = pow(offsetYPart, 4);
                    offsetY += offsetYPart;
                }
            }
        }
        offsetY = sqrt(offsetY);
    }
    offsetY += 0.023f * wave_;

    Vector3 lastPos = rootNode_->GetPosition();
    Vector3 newPos = Vector3(lastPos.x_, referencePosition_.y_ - offsetY, lastPos.z_);
    rootNode_->SetPosition(newPos);

    double color = Clamp((0.25f * offsetY) +0.3f, 0.0f, 1.0f);
    model_->GetMaterial(0)->SetShaderParameter("MatDiffColor", Color(color, color, color, color + (0.023 * wave_)));
}