#ifndef SCENE_VEHICLE_H #define SCENE_VEHICLE_H #include "SceneKapla.h" #include "vehicle/PxVehicleWheels.h" #include "RawLoader.h" #include "VehicleManager.h" #include "VehicleController.h" #include "VehicleControlInputs.h" #include "VehicleCameraController.h" using namespace physx; // --------------------------------------------------------------------- class SceneVehicle : public SceneKapla, public RAWImportCallback { public: SceneVehicle(PxPhysics* pxPhysics, PxCooking *pxCooking, bool isGrb, Shader *defaultShader, const char *resourcePath, float slowMotionFactor); virtual ~SceneVehicle(){} /////////////////////////////////////////////////////////////////////////////// // Implements RAWImportCallback virtual void newMaterial(const RAWMaterial&); virtual void newMesh(const RAWMesh&); virtual void newTexture(const RAWTexture&); virtual void newShape(const RAWShape&){} virtual void newHelper(const RAWHelper&){} /////////////////////////////////////////////////////////////////////////////// virtual void handleMouseButton(int button, int state, int x, int y); virtual void handleMouseMotion(int x, int y); virtual void handleKeyDown(unsigned char key, int x, int y); virtual void handleKeyUp(unsigned char key, int x, int y); virtual void handleSpecialKey(unsigned char key, int x, int y); virtual void handleGamepadButton(int button, bool state); virtual void handleGamepadAxis(int axis, float x); virtual void handleGamepadTrigger(int trigger, float x); virtual void getCamera(PxVec3& pos, PxVec3& dir); virtual void preSim(float dt); virtual void postSim(float dt); virtual void render(bool useShader); virtual void customizeSceneDesc(PxSceneDesc& desc); virtual void onInit(PxScene* pxScene); virtual void setScene(PxScene* pxScene); private: void renderCar(bool useShader); void createStandardMaterials(); void createVehicle(PxPhysics* pxPhysics); void createTerrain(PxU32 size, float width, float chaos); void importRAWFile(const char* relativePath, PxReal scale, bool recook = false); 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]; PxVehicleDrivableSurfaceType mVehicleDrivableSurfaceTypes[MAX_NUM_INDEX_BUFFERS]; PxMaterial* mStandardMaterials[MAX_NUM_INDEX_BUFFERS]; PxMaterial* mChassisMaterialDrivable; PxMaterial* mChassisMaterialNonDrivable; VehicleManager mVehicleManager; VehicleController mVehicleController; VehicleControlInputs mControlInputs; VehicleCameraController mCameraController; //Terrain PxF32* mTerrainVB; PxU32 mNbTerrainVerts; //render car GLuint mTextureIds[2]; ShaderMaterial mCarPartMaterial[2]; PxU32 mNumMaterials; PxU32 mNumTextures; }; #endif // SCENE_BOXES_H