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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 /PhysX_3.4/Samples/SampleVehicle/SampleVehicle.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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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) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+
+#ifndef SAMPLE_VEHICLE_H
+#define SAMPLE_VEHICLE_H
+
+#include "PhysXSample.h"
+#include "SampleVehicle_ControlInputs.h"
+#include "SampleVehicle_CameraController.h"
+#include "SampleVehicle_VehicleController.h"
+#include "SampleVehicle_VehicleManager.h"
+#include "SampleVehicle_GameLogic.h"
+#include "vehicle/PxVehicleTireFriction.h"
+
+class SampleVehicle : public PhysXSample
+{
+
+public:
+
+ SampleVehicle(PhysXSampleApplication& app);
+ virtual ~SampleVehicle();
+
+
+ ///////////////////////////////////////////////////////////////////////////////
+
+ // Implements RAWImportCallback
+ virtual void newMesh(const RAWMesh&);
+
+ ///////////////////////////////////////////////////////////////////////////////
+
+ // Implements SampleApplication
+ virtual void onInit();
+ virtual void onInit(bool restart) { onInit(); }
+ virtual void onShutdown();
+
+ virtual void onTickPreRender(PxF32 dtime);
+ virtual void onTickPostRender(PxF32 dtime);
+
+ virtual void onDigitalInputEvent(const SampleFramework::InputEvent& , bool val);
+ virtual void onAnalogInputEvent(const SampleFramework::InputEvent& , float val);
+
+ ///////////////////////////////////////////////////////////////////////////////
+
+ // Implements PhysXSampleApplication
+ virtual void helpRender(PxU32 x, PxU32 y, PxU8 textAlpha);
+ virtual void descriptionRender(PxU32 x, PxU32 y, PxU8 textAlpha);
+ virtual void customizeSample(SampleSetup&);
+ virtual void customizeSceneDesc(PxSceneDesc&);
+ virtual void customizeRender();
+ virtual void onSubstep(PxF32 dtime);
+ virtual void collectInputEvents(std::vector<const SampleFramework::InputEvent*>& inputEvents);
+
+private:
+
+ SampleVehicle_ControlInputs mControlInputs;
+ SampleVehicle_CameraController mCameraController;
+ SampleVehicle_VehicleController mVehicleController;
+
+
+ //Terrain
+
+ PxF32* mTerrainVB;
+ PxU32 mNbTerrainVerts;
+
+ enum
+ {
+ MAX_NUM_INDEX_BUFFERS = 16
+ };
+ PxU32 mNbIB;
+ PxU32* mIB[MAX_NUM_INDEX_BUFFERS];
+ PxU32 mNbTriangles[MAX_NUM_INDEX_BUFFERS];
+ PxU32 mRenderMaterial[MAX_NUM_INDEX_BUFFERS];
+
+ //Materials
+
+ PxVehicleDrivableSurfaceType mVehicleDrivableSurfaceTypes[MAX_NUM_INDEX_BUFFERS];
+ PxMaterial* mStandardMaterials[MAX_NUM_INDEX_BUFFERS];
+ PxMaterial* mChassisMaterialDrivable;
+ PxMaterial* mChassisMaterialNonDrivable;
+
+
+ RenderMaterial* mTerrainMaterial;
+ RenderMaterial* mRoadMaterial;
+ RenderMaterial* mRoadIceMaterial;
+ RenderMaterial* mRoadGravelMaterial;
+
+ void createStandardMaterials();
+
+ enum eFocusVehicleType
+ {
+ ePLAYER_VEHICLE_TYPE_VEHICLE4W=0,
+ ePLAYER_VEHICLE_TYPE_VEHICLE6W,
+ ePLAYER_VEHICLE_TYPE_TANK4W,
+ ePLAYER_VEHICLE_TYPE_TANK6W,
+ eMAX_NUM_FOCUS_VEHICLE_TYPES
+ };
+
+ // Vehicles
+ SampleVehicle_VehicleManager mVehicleManager;
+ std::vector<RenderMeshActor*> mVehicleGraphics;
+ PxU32 mPlayerVehicle;
+ eFocusVehicleType mPlayerVehicleType;
+ PxVehicleDriveTankControlModel::Enum mTankDriveModel;
+
+ const char* getFocusVehicleName();
+ void createVehicles();
+
+ PxU32 mTerrainSize;
+ PxF32 mTerrainWidth;
+ PxRigidActor* mHFActor;
+
+ void createTrack(PxU32 size, PxF32 width, PxF32 chaos);
+ void createTerrain(PxU32 size, PxF32 width, PxF32 chaos);
+ void addRenderMesh(PxF32* verts, PxU32 nVerts, PxU32* indices, PxU32 mIndices, PxU32 matID);
+ void addMesh(PxRigidActor* actor, PxF32* verts, PxU32 nVerts, PxU32* indices, PxU32 mIndices, PxU32 materialIndex, const char* filename);
+ void createLandscapeMesh();
+
+ //Obstacles
+
+ void createObstacles();
+ PxRigidStatic* addStaticObstacle(const PxTransform& transform, const PxU32 numShapes, PxTransform* shapeTransforms, PxGeometry** shapeGeometries, PxMaterial** shapeMaterials);
+ PxRigidDynamic* addDynamicObstacle(const PxTransform& transform, const PxF32 mass, const PxU32 numShapes, PxTransform* transforms, PxGeometry** geometries, PxMaterial** materials);
+ PxRigidDynamic* addDynamicDrivableObstacle(const PxTransform& transform, const PxF32 mass, const PxU32 numShapes, PxTransform* transforms, PxGeometry** geometries, PxMaterial** materials);
+ void createStack(PxU32 size, PxF32 boxSize, const PxVec3& pos, const PxQuat& quat);
+ void createWall(const PxU32 numHorizontalBoxes, const PxU32 numVerticalBoxes, const PxF32 boxSize, const PxVec3& pos, const PxQuat& quat);
+
+ //Debug render
+
+ bool mHideScreenText;
+ bool mDebugRenderFlag;
+#if PX_DEBUG_VEHICLE_ON
+ PxU32 mDebugRenderActiveGraphChannelWheel;
+ PxU32 mDebugRenderActiveGraphChannelEngine;
+ PxVehicleTelemetryData* mTelemetryData4W;
+ PxVehicleTelemetryData* mTelemetryData6W;
+#endif
+ void setupTelemetryData();
+ void clearTelemetryData();
+
+ void drawWheels();
+ void drawVehicleDebug();
+ void drawHud();
+ void drawGraphsAndPrintTireSurfaceTypes(const PxVehicleWheels& focusVehicle, const PxVehicleWheelQueryResult& focusVehicleWheelQueryResults);
+ void drawFocusVehicleGraphsAndPrintTireSurfaces();
+
+ //Waypoints
+ SampleVehicleWayPoints mWayPoints;
+ bool mFixCar;
+ bool mBackToStart;
+
+ //3W and 4W modes
+ bool m3WModeIncremented;
+ PxU32 m3WMode;
+
+ PxF32 mForwardSpeedHud;
+
+#if defined(SERIALIZE_VEHICLE_BINARY)
+ void* mMemory;
+#endif
+
+ void updateCameraController(const PxF32 dtime, PxScene& scene);
+ void updateVehicleController(const PxF32 dtime);
+ void updateVehicleManager(const PxF32 dtime, const PxVec3& gravity);
+
+ void resetFocusVehicleAtWaypoint();
+ PxRigidDynamic* getFocusVehicleRigidDynamicActor();
+ bool getFocusVehicleUsesAutoGears();
+ char mVehicleFilePath[256];
+};
+
+#endif