text: //
  // Copyright (c) 2008-2019 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.
  //
  
  #include <Urho3D/Graphics/AnimatedModel.h>
  #include <Urho3D/Graphics/AnimationState.h>
  #include <Urho3D/Scene/Scene.h>
  
  #include "Mover.h"
  
  #include <Urho3D/DebugNew.h>
  
  Mover::Mover(Context* context) :
      LogicComponent(context),
      moveSpeed_(0.0f),
      rotationSpeed_(0.0f)
  {
      // Only the scene update event is needed: unsubscribe from the rest for optimization
      SetUpdateEventMask(USE_UPDATE);
  }
  
  void Mover::SetParameters(float moveSpeed, float rotationSpeed, const BoundingBox& bounds)
  {
      moveSpeed_ = moveSpeed;
      rotationSpeed_ = rotationSpeed;
      bounds_ = bounds;
  }
  
  void Mover::Update(float timeStep)
  {
      node_->Translate(Vector3::FORWARD * moveSpeed_ * timeStep);
  
      // If in risk of going outside the plane, rotate the model right
      Vector3 pos = node_->GetPosition();
      if (pos.x_ < bounds_.min_.x_ || pos.x_ > bounds_.max_.x_ || pos.z_ < bounds_.min_.z_ || pos.z_ > bounds_.max_.z_)
          node_->Yaw(rotationSpeed_ * timeStep);
  
      // Get the model's first (only) animation state and advance its time. Note the convenience accessor to other components
      // in the same scene node
      auto* model = node_->GetComponent<AnimatedModel>(true);
      if (model->GetNumAnimationStates())
      {
          AnimationState* state = model->GetAnimationStates()[0];
          state->AddTime(timeStep);
      }
  }
  