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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_GameLogic.h
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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_GAME_LOGIC_H
+#define SAMPLE_VEHICLE_GAME_LOGIC_H
+
+#include "common/PxPhysXCommonConfig.h"
+#include "foundation/PxTransform.h"
+
+using namespace physx;
+
+class SampleVehicleWayPoints
+{
+public:
+
+ SampleVehicleWayPoints()
+ : mWayPoints(NULL),
+ mNumWayPoints(0),
+ mProgress(0),
+ mTimeElapsed(0),
+ mMinTimeElapsed(100000)
+ {
+ }
+
+ ~SampleVehicleWayPoints()
+ {
+ }
+
+ //Setup.
+ void setWayPoints(const PxTransform* wayPoints, const PxU32 numWayPoints)
+ {
+ mWayPoints=wayPoints;
+ mNumWayPoints=numWayPoints;
+ }
+
+ //Update.
+ void update(const PxTransform& playerTransform, const PxF32 timestep);
+
+ //Imagine we are starting the lap again.
+ PxTransform setBackAtStart()
+ {
+ mTimeElapsed=0;
+ mProgress=0;
+ return mWayPoints[0];
+ }
+
+ //Get the next three points and the crossing line of each way-point.
+ void getNextWayPointsAndLineDirs(PxU32& numPoints, PxVec3& v0, PxVec3& v1, PxVec3& v2, PxVec3& w0, PxVec3& w1, PxVec3& w2) const;
+
+ //Get lap time and best lap time.
+ PxF32 getTimeElapsed() const {return mTimeElapsed;}
+ PxF32 getMinTimeElapsed() const {return mMinTimeElapsed;}
+
+ //Get the transform to reset the car at the last passed way-point.
+ PxTransform getResetTransform() const {return mWayPoints[mProgress];}
+
+private:
+
+ //Array of way points.
+ const PxTransform* mWayPoints;
+ PxU32 mNumWayPoints;
+
+ //Progress and time elapsed.
+ PxU32 mProgress;
+ PxF32 mTimeElapsed;
+ PxF32 mMinTimeElapsed;
+};
+
+
+#endif //SAMPLE_VEHICLE_GAME_LOGIC_H \ No newline at end of file