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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /KaplaDemo/samples/sampleViewer3/VehicleController.cpp
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'KaplaDemo/samples/sampleViewer3/VehicleController.cpp')
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2014 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#include "VehicleController.h"
+#include "vehicle/PxVehicleDrive4W.h"
+#include "vehicle/PxVehicleDriveNW.h"
+#include "vehicle/PxVehicleUtilControl.h"
+#include "vehicle/PxVehicleUtil.h"
+#include <stdio.h>
+
+
+PxVehicleKeySmoothingData gKeySmoothingData =
+{
+ {
+ 5.0f, //rise rate eANALOG_INPUT_ACCEL
+ 5.0f, //rise rate eANALOG_INPUT_BRAKE
+ 10.0f, //rise rate eANALOG_INPUT_HANDBRAKE
+ 2.5f, //rise rate eANALOG_INPUT_STEER_LEFT
+ 2.5f, //rise rate eANALOG_INPUT_STEER_RIGHT
+ },
+ {
+ 7.0f, //fall rate eANALOG_INPUT__ACCEL
+ 7.0f, //fall rate eANALOG_INPUT__BRAKE
+ 10.0f, //fall rate eANALOG_INPUT__HANDBRAKE
+ 5.0f, //fall rate eANALOG_INPUT_STEER_LEFT
+ 5.0f //fall rate eANALOG_INPUT_STEER_RIGHT
+ }
+};
+
+PxVehiclePadSmoothingData gCarPadSmoothingData =
+{
+ {
+ 6.0f, //rise rate eANALOG_INPUT_ACCEL
+ 6.0f, //rise rate eANALOG_INPUT_BRAKE
+ 12.0f, //rise rate eANALOG_INPUT_HANDBRAKE
+ 2.5f, //rise rate eANALOG_INPUT_STEER_LEFT
+ 2.5f, //rise rate eANALOG_INPUT_STEER_RIGHT
+ },
+ {
+ 10.0f, //fall rate eANALOG_INPUT_ACCEL
+ 10.0f, //fall rate eANALOG_INPUT_BRAKE
+ 12.0f, //fall rate eANALOG_INPUT_HANDBRAKE
+ 5.0f, //fall rate eANALOG_INPUT_STEER_LEFT
+ 5.0f //fall rate eANALOG_INPUT_STEER_RIGHT
+ }
+};
+
+PxF32 gSteerVsForwardSpeedData[2 * 8] =
+{
+ 0.0f, 0.75f,
+ 5.0f, 0.75f,
+ 30.0f, 0.125f,
+ 120.0f, 0.1f,
+ PX_MAX_F32, PX_MAX_F32,
+ PX_MAX_F32, PX_MAX_F32,
+ PX_MAX_F32, PX_MAX_F32,
+ PX_MAX_F32, PX_MAX_F32
+};
+PxFixedSizeLookupTable<8> gSteerVsForwardSpeedTable(gSteerVsForwardSpeedData, 4);
+
+//Tank smoothing data.
+PxVehiclePadSmoothingData gTankPadSmoothingData =
+{
+ {
+ 6.0f, //rise rate eTANK_ANALOG_INPUT_ACCEL
+ 6.0f, //rise rate eTANK_ANALOG_INPUT_BRAKE_LEFT
+ 6.0f, //rise rate eTANK_ANALOG_INPUT_BRAKE_RIGHT
+ 2.5f, //rise rate eTANK_ANALOG_INPUT_THRUST_LEFT
+ 2.5f, //rise rate eTANK_ANALOG_INPUT_THRUST_RIGHT
+ },
+ {
+ 10.0f, //fall rate eTANK_ANALOG_INPUT_ACCEL
+ 10.0f, //fall rate eTANK_ANALOG_INPUT_BRAKE_LEFT
+ 10.0f, //fall rate eTANK_ANALOG_INPUT_BRAKE_RIGHT
+ 5.0f, //fall rate eTANK_ANALOG_INPUT_THRUST_LEFT
+ 5.0f //fall rate eTANK_ANALOG_INPUT_THRUST_RIGHT
+ }
+};
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+VehicleController::VehicleController()
+{
+ clear();
+}
+
+VehicleController::~VehicleController()
+{
+}
+
+void VehicleController::clear()
+{
+ mKeyPressedAccel = false;
+ mKeyPressedGearUp = false;
+ mKeyPressedGearDown = false;
+
+ mKeyPressedBrake = false;
+ mKeyPressedHandbrake = false;
+ mKeyPressedSteerLeft = false;
+ mKeyPressedSteerRight = false;
+
+ mKeyPressedThrustLeft = false;
+ mKeyPressedThrustRight = false;
+ mKeyPressedBrakeLeft = false;
+ mKeyPressedBrakeRight = false;
+
+ mGamepadAccel = 0.0f;
+ mGamepadGearup = false;
+ mGamepadGeardown = false;
+
+ mGamepadCarBrake = 0.0f;
+ mGamepadCarSteer = 0.0f;
+ mGamepadCarHandbrake = false;
+
+ mTankThrustLeft = 0.0f;
+ mTankThrustRight = 0.0f;
+ mTankBrakeLeft = 0.0f;
+ mTankBrakeRight = 0.0f;
+
+ mRecord = false;
+ mReplay = false;
+ mNumSamples = 0;
+ mNumRecordedSamples = 0;
+ mUseKeyInputs = true;
+ mToggleAutoGears = false;
+ mIsMovingForwardSlowly = true;
+ mInReverseMode = false;
+}
+
+
+/*
+bool SampleVehicle_VehicleController::processAutoReverse
+(const PxF32 timestep, const bool isInAir, const PxF32 forwardSpeed, const PxF32 sidewaysSpeed, const PxVehicleDriveTankRawInputData& rawInputData)
+{
+//Keyboard controls for tank not implemented yet.
+bool brakeLeft,brakeRight,accelLeft,accelRight;
+if(mUseKeyInputs)
+{
+//Keyboard controls for tank not implemented yet.
+brakeLeft=false;
+brakeRight=false;
+accelLeft=false;
+accelRight=false;
+}
+else if(PxVehicleDriveTank::eDRIVE_MODEL_STANDARD==rawInputData.getDriveModel())
+{
+brakeLeft = mInReverseMode ? rawInputData.getAnalogLeftThrust() > 0 : rawInputData.getAnalogLeftBrake() > 0.0f;
+brakeRight = mInReverseMode ? rawInputData.getAnalogRightThrust() > 0 : rawInputData.getAnalogRightBrake() > 0.0f;
+accelLeft = mInReverseMode ? rawInputData.getAnalogLeftBrake() > 0 : rawInputData.getAnalogLeftThrust() > 0.0f;
+accelRight = mInReverseMode ? rawInputData.getAnalogRightBrake() > 0 : rawInputData.getAnalogRightThrust() > 0.0f;
+}
+else
+{
+//Not much point in auto-reverse for tanks that can just spin both wheels backwards.
+return false;
+}
+
+//If the car has been brought to rest by pressing the brake then raise a flag.
+bool justRaisedFlag=false;
+if(brakeLeft && brakeRight && !mAtRestUnderBraking)
+{
+if(!isInAir && forwardSpeed < THRESHOLD_FORWARD_SPEED && sidewaysSpeed < THRESHOLD_SIDEWAYS_SPEED)
+{
+justRaisedFlag=true;
+mAtRestUnderBraking = true;
+mTimeElapsedSinceAtRestUnderBraking = 0.0f;
+}
+}
+
+//If the flag is raised and the player pressed accelerate then lower the flag.
+if(mAtRestUnderBraking && (accelLeft || accelRight))
+{
+mAtRestUnderBraking = false;
+mTimeElapsedSinceAtRestUnderBraking = 0.0f;
+}
+
+//If the flag is raised and the player doesn't press brake then increment the timer.
+if(!brakeLeft && !brakeRight && mAtRestUnderBraking && !justRaisedFlag)
+{
+mTimeElapsedSinceAtRestUnderBraking += timestep;
+}
+
+//If the flag is raised and the player pressed brake again then switch auto-reverse.
+if(brakeLeft && brakeRight && mAtRestUnderBraking && !justRaisedFlag && mTimeElapsedSinceAtRestUnderBraking > 0.0f)
+{
+mAtRestUnderBraking = false;
+mTimeElapsedSinceAtRestUnderBraking = 0.0f;
+return true;
+}
+
+return false;
+}
+*/
+
+void VehicleController::processRawInputs
+(const PxF32 dtime, const bool useAutoGears, PxVehicleDrive4WRawInputData& rawInputData)
+{
+ // Keyboard
+ {
+ if (mRecord)
+ {
+ if (mNumSamples<MAX_NUM_RECORD_REPLAY_SAMPLES)
+ {
+ mKeyboardAccelValues[mNumSamples] = mKeyPressedAccel;
+ mKeyboardBrakeValues[mNumSamples] = mKeyPressedBrake;
+ mKeyboardHandbrakeValues[mNumSamples] = mKeyPressedHandbrake;
+ mKeyboardSteerLeftValues[mNumSamples] = mKeyPressedSteerLeft;
+ mKeyboardSteerRightValues[mNumSamples] = mKeyPressedSteerRight;
+ mKeyboardGearupValues[mNumSamples] = mKeyPressedGearUp;
+ mKeyboardGeardownValues[mNumSamples] = mKeyPressedGearDown;
+ }
+ }
+ else if (mReplay)
+ {
+ if (mNumSamples<mNumRecordedSamples)
+ {
+ mKeyPressedAccel = mKeyboardAccelValues[mNumSamples];
+ mKeyPressedBrake = mKeyboardBrakeValues[mNumSamples];
+ mKeyPressedHandbrake = mKeyboardHandbrakeValues[mNumSamples];
+ mKeyPressedSteerLeft = mKeyboardSteerLeftValues[mNumSamples];
+ mKeyPressedSteerRight = mKeyboardSteerRightValues[mNumSamples];
+ mKeyPressedGearUp = mKeyboardGearupValues[mNumSamples];
+ mKeyPressedGearDown = mKeyboardGeardownValues[mNumSamples];
+ }
+ }
+
+ rawInputData.setDigitalAccel(mKeyPressedAccel);
+ rawInputData.setDigitalBrake(mKeyPressedBrake);
+ rawInputData.setDigitalHandbrake(mKeyPressedHandbrake);
+ rawInputData.setDigitalSteerLeft(mKeyPressedSteerLeft);
+ rawInputData.setDigitalSteerRight(mKeyPressedSteerRight);
+ rawInputData.setGearUp(mKeyPressedGearUp);
+ rawInputData.setGearDown(mKeyPressedGearDown);
+
+ mUseKeyInputs =
+ (mKeyPressedAccel || mKeyPressedBrake || mKeyPressedHandbrake ||
+ mKeyPressedSteerLeft || mKeyPressedSteerRight ||
+ mKeyPressedGearUp || mKeyPressedGearDown);
+ }
+
+ // Gamepad
+ {
+ if (mRecord)
+ {
+ if (mNumSamples<MAX_NUM_RECORD_REPLAY_SAMPLES)
+ {
+ mGamepadAccelValues[mNumSamples] = mGamepadAccel;
+ mGamepadCarBrakeValues[mNumSamples] = mGamepadCarBrake;
+ mGamepadCarSteerValues[mNumSamples] = mGamepadCarSteer;
+ mGamepadGearupValues[mNumSamples] = mGamepadGearup;
+ mGamepadGeardownValues[mNumSamples] = mGamepadGeardown;
+ mGamepadCarHandbrakeValues[mNumSamples] = mGamepadCarHandbrake;
+ }
+ }
+ else if (mReplay)
+ {
+ if (mNumSamples<mNumRecordedSamples)
+ {
+ mGamepadAccel = mGamepadAccelValues[mNumSamples];
+ mGamepadCarBrake = mGamepadCarBrakeValues[mNumSamples];
+ mGamepadCarSteer = mGamepadCarSteerValues[mNumSamples];
+ mGamepadGearup = mGamepadGearupValues[mNumSamples];
+ mGamepadGeardown = mGamepadGeardownValues[mNumSamples];
+ mGamepadCarHandbrake = mGamepadCarHandbrakeValues[mNumSamples];
+ }
+ }
+
+ if (mGamepadAccel<0.0f || mGamepadAccel>1.01f)
+ printf("Illegal accel value from gamepad!\n");
+
+ if (mGamepadCarBrake<0.0f || mGamepadCarBrake>1.01f)
+ printf("Illegal brake value from gamepad!\n");
+
+ if (PxAbs(mGamepadCarSteer)>1.01f)
+ printf("Illegal steer value from gamepad!\n");
+
+ if (mUseKeyInputs && ((mGamepadAccel + mGamepadCarBrake + mGamepadCarSteer) != 0.0f || mGamepadGearup || mGamepadGeardown || mGamepadCarHandbrake))
+ {
+ mUseKeyInputs = false;
+ }
+
+ if (!mUseKeyInputs)
+ {
+ rawInputData.setAnalogAccel(mGamepadAccel);
+ rawInputData.setAnalogBrake(mGamepadCarBrake);
+ rawInputData.setAnalogHandbrake(mGamepadCarHandbrake ? 1.0f : 0.0f);
+ rawInputData.setAnalogSteer(mGamepadCarSteer);
+ rawInputData.setGearUp(mGamepadGearup);
+ rawInputData.setGearDown(mGamepadGeardown);
+ }
+ }
+
+ if (useAutoGears && (rawInputData.getGearDown() || rawInputData.getGearUp()))
+ {
+ rawInputData.setGearDown(false);
+ rawInputData.setGearUp(false);
+ }
+
+ mNumSamples++;
+}
+
+void VehicleController::processRawInputs
+(const PxF32 dtime, const bool useAutoGears, PxVehicleDriveTankRawInputData& rawInputData)
+{
+ // Keyboard
+ //Keyboard controls for tank not implemented yet.
+ {
+ /*
+ if(mRecord)
+ {
+ if(mNumSamples<MAX_NUM_RECORD_REPLAY_SAMPLES)
+ {
+ mKeyboardAccelValues[mNumSamples] = mAccelKeyPressed;
+ mKeyboardBrakeValues[mNumSamples] = mBrakeKeyPressed;
+ mKeyboardHandbrakeValues[mNumSamples] = mHandbrakeKeyPressed;
+ mKeyboardSteerLeftValues[mNumSamples] = mSteerLeftKeyPressed;
+ mKeyboardSteerRightValues[mNumSamples] = mSteerRightKeyPressed;
+ mKeyboardGearupValues[mNumSamples] = mGearUpKeyPressed;
+ mKeyboardGeardownValues[mNumSamples] = mGearDownKeyPressed;
+ }
+ }
+ else if(mReplay)
+ {
+ if(mNumSamples<mNumRecordedSamples)
+ {
+ mAccelKeyPressed = mKeyboardAccelValues[mNumSamples];
+ mBrakeKeyPressed = mKeyboardBrakeValues[mNumSamples];
+ mHandbrakeKeyPressed = mKeyboardHandbrakeValues[mNumSamples];
+ mSteerLeftKeyPressed = mKeyboardSteerLeftValues[mNumSamples];
+ mSteerRightKeyPressed = mKeyboardSteerRightValues[mNumSamples];
+ mGearUpKeyPressed = mKeyboardGearupValues[mNumSamples];
+ mGearDownKeyPressed = mKeyboardGeardownValues[mNumSamples];
+ }
+ }
+ */
+
+ rawInputData.setDigitalAccel(mKeyPressedAccel);
+ rawInputData.setDigitalLeftThrust(mKeyPressedThrustLeft);
+ rawInputData.setDigitalRightThrust(mKeyPressedThrustRight);
+ rawInputData.setDigitalLeftBrake(mKeyPressedBrakeLeft);
+ rawInputData.setDigitalRightBrake(mKeyPressedBrakeRight);
+ rawInputData.setGearUp(mKeyPressedGearUp);
+ rawInputData.setGearDown(mKeyPressedGearDown);
+
+ mUseKeyInputs =
+ (mKeyPressedAccel || mKeyPressedThrustLeft || mKeyPressedThrustRight ||
+ mKeyPressedBrakeLeft || mKeyPressedBrakeRight ||
+ mKeyPressedGearUp || mKeyPressedGearDown);
+ }
+
+
+ // Gamepad
+ {
+ if (mRecord)
+ {
+ if (mNumSamples<MAX_NUM_RECORD_REPLAY_SAMPLES)
+ {
+ mGamepadAccelValues[mNumSamples] = mGamepadAccel;
+ mGamepadTankThrustLeftValues[mNumSamples] = mTankThrustLeft;
+ mGamepadTankThrustRightValues[mNumSamples] = mTankThrustRight;
+ mGamepadGearupValues[mNumSamples] = mGamepadGearup;
+ mGamepadGeardownValues[mNumSamples] = mGamepadGeardown;
+ }
+ }
+ else if (mReplay)
+ {
+ if (mNumSamples<mNumRecordedSamples)
+ {
+ mGamepadAccel = mGamepadAccelValues[mNumSamples];
+ mTankThrustLeft = mGamepadTankThrustLeftValues[mNumSamples];
+ mTankThrustRight = mGamepadTankThrustRightValues[mNumSamples];
+ mGamepadGearup = mGamepadGearupValues[mNumSamples];
+ mGamepadGeardown = mGamepadGeardownValues[mNumSamples];
+ }
+ }
+
+ if (mGamepadAccel<0.0f || mGamepadAccel>1.01f)
+ printf("Illegal accel value from gamepad!\n");
+
+ if (mTankThrustLeft<-1.01f || mTankThrustLeft>1.01f)
+ printf("Illegal brake value from gamepad!\n");
+
+ if (mTankThrustRight<-1.01f || mTankThrustRight>1.01f)
+ printf("Illegal steer value from gamepad\n");
+
+ if (mUseKeyInputs && ((mGamepadAccel + mTankThrustLeft + mTankThrustRight) != 0.0f || mGamepadGearup || mGamepadGeardown))
+ {
+ mUseKeyInputs = false;
+ }
+
+ if (!mUseKeyInputs)
+ {
+ rawInputData.setAnalogAccel(mGamepadAccel);
+ rawInputData.setAnalogLeftThrust(mTankThrustLeft);
+ rawInputData.setAnalogRightThrust(mTankThrustRight);
+ rawInputData.setAnalogLeftBrake(mTankBrakeLeft);
+ rawInputData.setAnalogRightBrake(mTankBrakeRight);
+ rawInputData.setGearUp(mGamepadGearup);
+ rawInputData.setGearDown(mGamepadGeardown);
+ }
+ }
+
+ if (useAutoGears && (rawInputData.getGearDown() || rawInputData.getGearUp()))
+ {
+ rawInputData.setGearDown(false);
+ rawInputData.setGearUp(false);
+ }
+
+ mNumSamples++;
+}
+
+#define THRESHOLD_FORWARD_SPEED (0.1f)
+#define THRESHOLD_SIDEWAYS_SPEED (0.2f)
+#define THRESHOLD_ROLLING_BACKWARDS_SPEED (0.1f)
+
+void VehicleController::processAutoReverse
+(const PxVehicleWheels& focusVehicle, const PxVehicleDriveDynData& driveDynData, const PxVehicleWheelQueryResult& vehicleWheelQueryResults,
+const PxVehicleDrive4WRawInputData& carRawInputs,
+bool& toggleAutoReverse, bool& newIsMovingForwardSlowly) const
+{
+ newIsMovingForwardSlowly = false;
+ toggleAutoReverse = false;
+
+ if (driveDynData.getUseAutoGears())
+ {
+ //If the car is travelling very slowly in forward gear without player input and the player subsequently presses the brake then we want the car to go into reverse gear
+ //If the car is travelling very slowly in reverse gear without player input and the player subsequently presses the accel then we want the car to go into forward gear
+ //If the car is in forward gear and is travelling backwards then we want to automatically put the car into reverse gear.
+ //If the car is in reverse gear and is travelling forwards then we want to automatically put the car into forward gear.
+ //(If the player brings the car to rest with the brake the player needs to release the brake then reapply it
+ //to indicate they want to toggle between forward and reverse.)
+
+ const bool prevIsMovingForwardSlowly = mIsMovingForwardSlowly;
+ bool isMovingForwardSlowly = false;
+ bool isMovingBackwards = false;
+ const bool isInAir = PxVehicleIsInAir(vehicleWheelQueryResults);
+ if (!isInAir)
+ {
+ bool accelRaw, brakeRaw, handbrakeRaw;
+ if (mUseKeyInputs)
+ {
+ accelRaw = carRawInputs.getDigitalAccel();
+ brakeRaw = carRawInputs.getDigitalBrake();
+ handbrakeRaw = carRawInputs.getDigitalHandbrake();
+ }
+ else
+ {
+ accelRaw = carRawInputs.getAnalogAccel() > 0 ? true : false;
+ brakeRaw = carRawInputs.getAnalogBrake() > 0 ? true : false;
+ handbrakeRaw = carRawInputs.getAnalogHandbrake() > 0 ? true : false;
+ }
+
+ const PxF32 forwardSpeed = focusVehicle.computeForwardSpeed();
+ const PxF32 forwardSpeedAbs = PxAbs(forwardSpeed);
+ const PxF32 sidewaysSpeedAbs = PxAbs(focusVehicle.computeSidewaysSpeed());
+ const PxU32 currentGear = driveDynData.getCurrentGear();
+ const PxU32 targetGear = driveDynData.getTargetGear();
+
+ //Check if the car is rolling against the gear (backwards in forward gear or forwards in reverse gear).
+ if (PxVehicleGearsData::eFIRST == currentGear && forwardSpeed < -THRESHOLD_ROLLING_BACKWARDS_SPEED)
+ {
+ isMovingBackwards = true;
+ }
+ else if (PxVehicleGearsData::eREVERSE == currentGear && forwardSpeed > THRESHOLD_ROLLING_BACKWARDS_SPEED)
+ {
+ isMovingBackwards = true;
+ }
+
+ //Check if the car is moving slowly.
+ if (forwardSpeedAbs < THRESHOLD_FORWARD_SPEED && sidewaysSpeedAbs < THRESHOLD_SIDEWAYS_SPEED)
+ {
+ isMovingForwardSlowly = true;
+ }
+
+ //Now work if we need to toggle from forwards gear to reverse gear or vice versa.
+ if (isMovingBackwards)
+ {
+ if (!accelRaw && !brakeRaw && !handbrakeRaw && (currentGear == targetGear))
+ {
+ //The car is rolling against the gear and the player is doing nothing to stop this.
+ toggleAutoReverse = true;
+ }
+ }
+ else if (prevIsMovingForwardSlowly && isMovingForwardSlowly)
+ {
+ if ((currentGear > PxVehicleGearsData::eNEUTRAL) && brakeRaw && !accelRaw && (currentGear == targetGear))
+ {
+ //The car was moving slowly in forward gear without player input and is now moving slowly with player input that indicates the
+ //player wants to switch to reverse gear.
+ toggleAutoReverse = true;
+ }
+ else if (currentGear == PxVehicleGearsData::eREVERSE && accelRaw && !brakeRaw && (currentGear == targetGear))
+ {
+ //The car was moving slowly in reverse gear without player input and is now moving slowly with player input that indicates the
+ //player wants to switch to forward gear.
+ toggleAutoReverse = true;
+ }
+ }
+
+ //If the car was brought to rest through braking and the player is still braking then start the process that will lead to toggling
+ //between reverse and forward gears.
+ if (isMovingForwardSlowly)
+ {
+ if (currentGear >= PxVehicleGearsData::eFIRST && brakeRaw)
+ {
+ newIsMovingForwardSlowly = true;
+ }
+ else if (currentGear == PxVehicleGearsData::eREVERSE && accelRaw)
+ {
+ newIsMovingForwardSlowly = true;
+ }
+ }
+ }
+ }
+}
+
+void VehicleController::processAutoReverse
+(const PxVehicleWheels& focusVehicle, const PxVehicleDriveDynData& driveDynData, const PxVehicleWheelQueryResult& vehicleWheelQueryResults,
+const PxVehicleDriveTankRawInputData& tankRawInputs,
+bool& toggleAutoReverse, bool& newIsMovingForwardSlowly) const
+{
+ newIsMovingForwardSlowly = false;
+ toggleAutoReverse = false;
+
+ if (driveDynData.getUseAutoGears())
+ {
+ //If the car is travelling very slowly in forward gear without player input and the player subsequently presses the brake then we want the car to go into reverse gear
+ //If the car is travelling very slowly in reverse gear without player input and the player subsequently presses the accel then we want the car to go into forward gear
+ //If the car is in forward gear and is travelling backwards then we want to automatically put the car into reverse gear.
+ //If the car is in reverse gear and is travelling forwards then we want to automatically put the car into forward gear.
+ //(If the player brings the car to rest with the brake the player needs to release the brake then reapply it
+ //to indicate they want to toggle between forward and reverse.)
+
+ const bool prevIsMovingForwardSlowly = mIsMovingForwardSlowly;
+ bool isMovingForwardSlowly = false;
+ bool isMovingBackwards = false;
+ const bool isInAir = PxVehicleIsInAir(vehicleWheelQueryResults);
+ if (!isInAir)
+ {
+ bool accelLeft, accelRight, brakeLeft, brakeRight;
+ if (mUseKeyInputs)
+ {
+ accelLeft = tankRawInputs.getDigitalLeftThrust();
+ accelRight = tankRawInputs.getDigitalRightThrust();
+ brakeLeft = tankRawInputs.getDigitalLeftBrake();
+ brakeRight = tankRawInputs.getDigitalRightBrake();
+ }
+ else
+ {
+ accelLeft = tankRawInputs.getAnalogLeftThrust() > 0 ? true : false;
+ accelRight = tankRawInputs.getAnalogRightThrust() > 0 ? true : false;
+ brakeLeft = tankRawInputs.getAnalogLeftBrake() > 0 ? true : false;
+ brakeRight = tankRawInputs.getAnalogRightBrake() > 0 ? true : false;
+
+ /*
+ if(accelLeft && accelLeft==accelRight && !brakeLeft && !brakeRight)
+ {
+ shdfnd::printFormatted("aligned accel\n");
+ }
+
+ if(brakeLeft && brakeLeft==brakeRight && !accelLeft && !accelRight)
+ {
+ shdfnd::printFormatted("aligned brake\n");
+ }
+ */
+
+ }
+
+ const PxF32 forwardSpeed = focusVehicle.computeForwardSpeed();
+ const PxF32 forwardSpeedAbs = PxAbs(forwardSpeed);
+ const PxF32 sidewaysSpeedAbs = PxAbs(focusVehicle.computeSidewaysSpeed());
+ const PxU32 currentGear = driveDynData.getCurrentGear();
+ const PxU32 targetGear = driveDynData.getTargetGear();
+
+ //Check if the car is rolling against the gear (backwards in forward gear or forwards in reverse gear).
+ if (PxVehicleGearsData::eFIRST == currentGear && forwardSpeed < -THRESHOLD_ROLLING_BACKWARDS_SPEED)
+ {
+ isMovingBackwards = true;
+ }
+ else if (PxVehicleGearsData::eREVERSE == currentGear && forwardSpeed > THRESHOLD_ROLLING_BACKWARDS_SPEED)
+ {
+ isMovingBackwards = true;
+ }
+
+ //Check if the car is moving slowly.
+ if (forwardSpeedAbs < THRESHOLD_FORWARD_SPEED && sidewaysSpeedAbs < THRESHOLD_SIDEWAYS_SPEED)
+ {
+ isMovingForwardSlowly = true;
+ }
+
+ //Now work if we need to toggle from forwards gear to reverse gear or vice versa.
+ if (isMovingBackwards)
+ {
+ if (!accelLeft && !accelRight && !brakeLeft && !brakeRight && (currentGear == targetGear))
+ {
+ //The car is rolling against the gear and the player is doing nothing to stop this.
+ toggleAutoReverse = true;
+ }
+ }
+ else if (prevIsMovingForwardSlowly && isMovingForwardSlowly)
+ {
+ if ((currentGear > PxVehicleGearsData::eNEUTRAL) && brakeLeft && brakeRight && !accelLeft && !accelRight && (currentGear == targetGear))
+ {
+ //The car was moving slowly in forward gear without player input and is now moving slowly with player input that indicates the
+ //player wants to switch to reverse gear.
+ toggleAutoReverse = true;
+ }
+ else if (currentGear == PxVehicleGearsData::eREVERSE && accelLeft && accelRight && !brakeLeft && !brakeRight && (currentGear == targetGear))
+ {
+ //The car was moving slowly in reverse gear without player input and is now moving slowly with player input that indicates the
+ //player wants to switch to forward gear.
+ toggleAutoReverse = true;
+ }
+ }
+
+ //If the car was brought to rest through braking then the player needs to release the brake then reapply
+ //to indicate that the gears should toggle between reverse and forward.
+ if (isMovingForwardSlowly && (!brakeLeft || !brakeRight) && (!accelLeft || !accelRight))
+ {
+ newIsMovingForwardSlowly = true;
+ }
+ }
+ }
+}
+
+void VehicleController::update(const PxF32 timestep, const PxVehicleWheelQueryResult& vehicleWheelQueryResults, PxVehicleWheels& focusVehicle)
+{
+ PxVehicleDriveDynData* driveDynData = NULL;
+ bool isTank = false;
+ PxVehicleDriveTankControlModel::Enum tankDriveModel = PxVehicleDriveTankControlModel::eSTANDARD;
+ switch (focusVehicle.getVehicleType())
+ {
+ case PxVehicleTypes::eDRIVE4W:
+ {
+ PxVehicleDrive4W& vehDrive4W = (PxVehicleDrive4W&)focusVehicle;
+ driveDynData = &vehDrive4W.mDriveDynData;
+ isTank = false;
+ }
+ break;
+ case PxVehicleTypes::eDRIVENW:
+ {
+ PxVehicleDriveNW& vehDriveNW = (PxVehicleDriveNW&)focusVehicle;
+ driveDynData = &vehDriveNW.mDriveDynData;
+ isTank = false;
+ }
+ break;
+ case PxVehicleTypes::eDRIVETANK:
+ {
+ PxVehicleDriveTank& vehDriveTank = (PxVehicleDriveTank&)focusVehicle;
+ driveDynData = &vehDriveTank.mDriveDynData;
+ isTank = true;
+ tankDriveModel = vehDriveTank.getDriveModel();
+ }
+ break;
+ default:
+ PX_ASSERT(false);
+ break;
+ }
+
+ //Toggle autogear flag
+ if (mToggleAutoGears)
+ {
+ driveDynData->toggleAutoGears();
+ mToggleAutoGears = false;
+ }
+
+ //Store raw inputs in replay stream if in recording mode.
+ //Set raw inputs from replay stream if in replay mode.
+ //Store raw inputs from active stream in handy arrays so we don't need to worry
+ //about which stream (live input or replay) is active.
+ //Work out if we are using keys or gamepad controls depending on which is being used
+ //(gamepad selected if both are being used).
+ PxVehicleDrive4WRawInputData carRawInputs;
+ PxVehicleDriveTankRawInputData tankRawInputs(tankDriveModel);
+
+ processRawInputs(timestep, driveDynData->getUseAutoGears(), carRawInputs);
+
+
+ //Work out if the car is to flip from reverse to forward gear or from forward gear to reverse.
+ bool toggleAutoReverse = false;
+ bool newIsMovingForwardSlowly = false;
+
+ processAutoReverse(focusVehicle, *driveDynData, vehicleWheelQueryResults, carRawInputs, toggleAutoReverse, newIsMovingForwardSlowly);
+
+ mIsMovingForwardSlowly = newIsMovingForwardSlowly;
+
+
+ //If the car is to flip gear direction then switch gear as appropriate.
+ if (toggleAutoReverse)
+ {
+ mInReverseMode = !mInReverseMode;
+
+ if (mInReverseMode)
+ {
+ driveDynData->forceGearChange(PxVehicleGearsData::eREVERSE);
+ }
+ else
+ {
+ driveDynData->forceGearChange(PxVehicleGearsData::eFIRST);
+ }
+ }
+
+ //If in reverse mode then swap the accel and brake.
+ if (mInReverseMode)
+ {
+ if (mUseKeyInputs)
+ {
+ const bool accel = carRawInputs.getDigitalAccel();
+ const bool brake = carRawInputs.getDigitalBrake();
+ carRawInputs.setDigitalAccel(brake);
+ carRawInputs.setDigitalBrake(accel);
+ }
+ else
+ {
+ if (!isTank)
+ {
+ const PxF32 accel = carRawInputs.getAnalogAccel();
+ const PxF32 brake = carRawInputs.getAnalogBrake();
+ carRawInputs.setAnalogAccel(brake);
+ carRawInputs.setAnalogBrake(accel);
+ }
+ else if (PxVehicleDriveTankControlModel::eSPECIAL == tankDriveModel)
+ {
+ const PxF32 thrustLeft = tankRawInputs.getAnalogLeftThrust();
+ const PxF32 thrustRight = tankRawInputs.getAnalogRightThrust();
+ tankRawInputs.setAnalogLeftThrust(-thrustLeft);
+ tankRawInputs.setAnalogRightThrust(-thrustRight);
+ }
+ else
+ {
+ const PxF32 thrustLeft = tankRawInputs.getAnalogLeftThrust();
+ const PxF32 thrustRight = tankRawInputs.getAnalogRightThrust();
+ const PxF32 brakeLeft = tankRawInputs.getAnalogLeftBrake();
+ const PxF32 brakeRight = tankRawInputs.getAnalogRightBrake();
+ tankRawInputs.setAnalogLeftThrust(brakeLeft);
+ tankRawInputs.setAnalogLeftBrake(thrustLeft);
+ tankRawInputs.setAnalogRightThrust(brakeRight);
+ tankRawInputs.setAnalogRightBrake(thrustRight);
+ }
+ }
+ }
+
+ // Now filter the raw input values and apply them to focus vehicle
+ // as floats for brake,accel,handbrake,steer and bools for gearup,geardown.
+ if (mUseKeyInputs)
+ {
+
+ const bool isInAir = PxVehicleIsInAir(vehicleWheelQueryResults);
+ PxVehicleDrive4WSmoothDigitalRawInputsAndSetAnalogInputs
+ (gKeySmoothingData, gSteerVsForwardSpeedTable, carRawInputs, timestep, isInAir, (PxVehicleDrive4W&)focusVehicle);
+
+ }
+ else
+ {
+
+ const bool isInAir = PxVehicleIsInAir(vehicleWheelQueryResults);
+ PxVehicleDrive4WSmoothAnalogRawInputsAndSetAnalogInputs
+ (gCarPadSmoothingData, gSteerVsForwardSpeedTable, carRawInputs, timestep, isInAir, (PxVehicleDrive4W&)focusVehicle);
+
+ }
+}
+
+void VehicleController::restart()
+{
+ const bool record = mRecord;
+ const bool replay = mReplay;
+ const PxU32 numSamples = mNumSamples;
+ const PxU32 numRecordedSamples = mNumRecordedSamples;
+ clear();
+ mRecord = record;
+ mReplay = replay;
+ mNumRecordedSamples = numRecordedSamples;
+
+ if (record)
+ {
+ PX_ASSERT(!replay);
+ mNumRecordedSamples = numSamples;
+ mRecord = false;
+ mReplay = true;
+ }
+}