// 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. #ifndef VEHICLE_CONTROLLER_H #define VEHICLE_CONTROLLER_H #include "common/PxPhysXCommonConfig.h" #include "foundation/PxVec3.h" #include "vehicle/PxVehicleSDK.h" #include "vehicle/PxVehicleUpdate.h" #include "vehicle/PxVehicleUtilControl.h" using namespace physx; class VehicleController { public: VehicleController(); ~VehicleController(); void setCarKeyboardInputs (const bool accel, const bool brake, const bool handbrake, const bool steerleft, const bool steerright, const bool gearup, const bool geardown) { mKeyPressedAccel = accel; mKeyPressedBrake = brake; mKeyPressedHandbrake = handbrake; mKeyPressedSteerLeft = steerleft; mKeyPressedSteerRight = steerright; mKeyPressedGearUp = gearup; mKeyPressedGearDown = geardown; } void setCarGamepadInputs (const PxF32 accel, const PxF32 brake, const PxF32 steer, const bool gearup, const bool geardown, const bool handbrake) { mGamepadAccel = accel; mGamepadCarBrake = brake; mGamepadCarSteer = steer; mGamepadGearup = gearup; mGamepadGeardown = geardown; mGamepadCarHandbrake = handbrake; } void setTankKeyboardInputs (const bool accel, const bool thrustLeft, const bool thrustRight, const bool brakeLeft, const bool brakeRight, const bool gearUp, const bool gearDown) { mKeyPressedAccel = accel; mKeyPressedThrustLeft = thrustLeft; mKeyPressedThrustRight = thrustRight; mKeyPressedBrakeLeft = brakeLeft; mKeyPressedBrakeRight = brakeRight; mKeyPressedGearUp = gearUp; mKeyPressedGearDown = gearDown; } void setTankGamepadInputs (const PxF32 accel, const PxF32 thrustLeft, const PxF32 thrustRight, const PxF32 brakeLeft, const PxF32 brakeRight, const bool gearUp, const bool gearDown) { mGamepadAccel = accel; mTankThrustLeft = thrustLeft; mTankThrustRight = thrustRight; mTankBrakeLeft = brakeLeft; mTankBrakeRight = brakeRight; mGamepadGearup = gearUp; mGamepadGeardown = gearDown; } void toggleAutoGearFlag() { mToggleAutoGears = true; } void update(const PxF32 dtime, const PxVehicleWheelQueryResult& vehicleWheelQueryResults, PxVehicleWheels& focusVehicle); void clear(); private: //Raw driving inputs - keys (car + tank) bool mKeyPressedAccel; bool mKeyPressedGearUp; bool mKeyPressedGearDown; //Raw driving inputs - keys (car only) bool mKeyPressedBrake; bool mKeyPressedHandbrake; bool mKeyPressedSteerLeft; bool mKeyPressedSteerRight; //Raw driving inputs - keys (tank only) bool mKeyPressedThrustLeft; bool mKeyPressedThrustRight; bool mKeyPressedBrakeLeft; bool mKeyPressedBrakeRight; //Raw driving inputs - gamepad (car + tank) PxF32 mGamepadAccel; bool mGamepadGearup; bool mGamepadGeardown; //Raw driving inputs - gamepad (car only) PxF32 mGamepadCarBrake; PxF32 mGamepadCarSteer; bool mGamepadCarHandbrake; //Raw driving inputs - (tank only) PxF32 mTankThrustLeft; PxF32 mTankThrustRight; PxF32 mTankBrakeLeft; PxF32 mTankBrakeRight; //Record and replay using raw driving inputs. bool mRecord; bool mReplay; enum { MAX_NUM_RECORD_REPLAY_SAMPLES = 8192 }; // Keyboard bool mKeyboardAccelValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mKeyboardBrakeValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mKeyboardHandbrakeValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mKeyboardSteerLeftValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mKeyboardSteerRightValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mKeyboardGearupValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mKeyboardGeardownValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; // Gamepad - (tank + car) PxF32 mGamepadAccelValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mGamepadGearupValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mGamepadGeardownValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; // Gamepad - car only PxF32 mGamepadCarBrakeValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; PxF32 mGamepadCarSteerValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; bool mGamepadCarHandbrakeValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; //Gamepad - tank only. PxF32 mGamepadTankThrustLeftValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; PxF32 mGamepadTankThrustRightValues[MAX_NUM_RECORD_REPLAY_SAMPLES]; PxU32 mNumSamples; PxU32 mNumRecordedSamples; // Raw data taken from the correct stream (live input stream or replay stream) bool mUseKeyInputs; // Toggle autogears flag on focus vehicle bool mToggleAutoGears; //Auto-reverse mode. bool mIsMovingForwardSlowly; bool mInReverseMode; //Update void processRawInputs(const PxF32 timestep, const bool useAutoGears, PxVehicleDrive4WRawInputData& rawInputData); void processRawInputs(const PxF32 timestep, const bool useAutoGears, PxVehicleDriveTankRawInputData& rawInputData); void processAutoReverse( const PxVehicleWheels& focusVehicle, const PxVehicleDriveDynData& driveDynData, const PxVehicleWheelQueryResult& vehicleWheelQueryResults, const PxVehicleDrive4WRawInputData& rawInputData, bool& toggleAutoReverse, bool& newIsMovingForwardSlowly) const; void processAutoReverse( const PxVehicleWheels& focusVehicle, const PxVehicleDriveDynData& driveDynData, const PxVehicleWheelQueryResult& vehicleWheelQueryResults, const PxVehicleDriveTankRawInputData& rawInputData, bool& toggleAutoReverse, bool& newIsMovingForwardSlowly) const; //////////////////////////////// //Record and replay deprecated at the moment. //Setting functions as private to avoid them being used. /////////////////////////////// bool getIsInRecordReplayMode() const { return (mRecord || mReplay); } bool getIsRecording() const { return mRecord; } bool getIsReplaying() const { return mReplay; } void enableRecordReplayMode() { PX_ASSERT(!getIsInRecordReplayMode()); mRecord = true; mReplay = false; mNumRecordedSamples = 0; } void disableRecordReplayMode() { PX_ASSERT(getIsInRecordReplayMode()); mRecord = false; mReplay = false; mNumRecordedSamples = 0; } void restart(); //////////////////////////// }; #endif //VehicleController