// 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) 2008-2017 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 VEHICLE_CONTROL_INPUTS_H #define VEHICLE_CONTROL_INPUTS_H #include "common/PxPhysXCommonConfig.h" using namespace physx; class VehicleControlInputs { public: VehicleControlInputs(); ~VehicleControlInputs(); //Camera inputs void setRotateY(const PxF32 f) { mCameraRotateInputY = f; } void setRotateZ(const PxF32 f) { mCameraRotateInputZ = f; } PxF32 getRotateY() const { return mCameraRotateInputY; } PxF32 getRotateZ() const { return mCameraRotateInputZ; } //Keyboard driving inputs - (car + tank) void setAccelKeyPressed(const bool b) { mAccelKeyPressed = b; } void setGearUpKeyPressed(const bool b) { mGearUpKeyPressed = b; } void setGearDownKeyPressed(const bool b) { mGearDownKeyPressed = b; } bool getAccelKeyPressed() const { return mAccelKeyPressed; } bool getGearUpKeyPressed() const { return mGearUpKeyPressed; } bool getGearDownKeyPressed() const { return mGearDownKeyPressed; } //Keyboard driving inputs - (car only) void setBrakeKeyPressed(const bool b) { mBrakeKeyPressed = b; } void setHandbrakeKeyPressed(const bool b) { mHandbrakeKeyPressed = b; } void setSteerLeftKeyPressed(const bool b) { mSteerLeftKeyPressed = b; } void setSteerRightKeyPressed(const bool b) { mSteerRightKeyPressed = b; } bool getBrakeKeyPressed() const { return mBrakeKeyPressed; } bool getHandbrakeKeyPressed() const { return mHandbrakeKeyPressed; } bool getSteerLeftKeyPressed() const { return mSteerLeftKeyPressed; } bool getSteerRightKeyPressed() const { return mSteerRightKeyPressed; } //Keyboard driving inputs - (tank only) void setBrakeLeftKeyPressed(const bool b) { mBrakeLeftKeyPressed = b; } void setBrakeRightKeyPressed(const bool b) { mBrakeRightKeyPressed = b; } void setThrustLeftKeyPressed(const bool b) { mThrustLeftKeyPressed = b; } void setThrustRightKeyPressed(const bool b) { mThrustRightKeyPressed = b; } bool getBrakeLeftKeyPressed() const { return mBrakeLeftKeyPressed; } bool getBrakeRightKeyPressed() const { return mBrakeRightKeyPressed; } bool getThrustLeftKeyPressed() const { return mThrustLeftKeyPressed; } bool getThrustRightKeyPressed() const { return mThrustRightKeyPressed; } //Gamepad driving inputs (car + tank) void setAccel(const PxF32 f) { mAccel = f; } void setGearUp(const bool b) { mGearup = b; } void setGearDown(const bool b) { mGeardown = b; } PxF32 getAccel() const { return mAccel; } bool getGearUp() const { return mGearup; } bool getGearDown() const { return mGeardown; } //Gamepad driving inputs (car only) void setBrake(const PxF32 f) { mBrake = f; } void setSteer(const PxF32 f) { mSteer = f; } void setHandbrake(const bool b) { mHandbrake = b; } PxF32 getBrake() const { return mBrake; } PxF32 getSteer() const { return mSteer; } bool getHandbrake() const { return mHandbrake; } //Gamepad driving inputs (tank only) void setThrustLeft(const PxF32 f) { mThrustLeft = f; } void setThrustRight(const PxF32 f) { mThrustRight = f; } PxF32 getThrustLeft() const { return mThrustLeft; } PxF32 getThrustRight() const { return mThrustRight; } void setBrakeLeft(const PxF32 f) { mBrakeLeft = f; } void setBrakeRight(const PxF32 f) { mBrakeRight = f; } PxF32 getBrakeLeft() const { return mBrakeLeft; } PxF32 getBrakeRight() const { return mBrakeRight; } private: //Camera inputs. PxF32 mCameraRotateInputY; PxF32 mCameraRotateInputZ; //keyboard inputs (car and tank) bool mAccelKeyPressed; bool mGearUpKeyPressed; bool mGearDownKeyPressed; //keyboard inputs (car only) bool mBrakeKeyPressed; bool mHandbrakeKeyPressed; bool mSteerLeftKeyPressed; bool mSteerRightKeyPressed; //keyboard inputs (tank only) bool mBrakeLeftKeyPressed; bool mBrakeRightKeyPressed; bool mThrustLeftKeyPressed; bool mThrustRightKeyPressed; //gamepad inputs (car and tank) PxF32 mAccel; bool mGearup; bool mGeardown; //gamepad inputs (car only) PxF32 mBrake; PxF32 mSteer; bool mHandbrake; //gamepad inputs (tank only) PxF32 mThrustLeft; PxF32 mThrustRight; PxF32 mBrakeLeft; PxF32 mBrakeRight; }; #endif //VEHICLE_CONTROL_INPUTS_H