// 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_WHEELQUERYRESULTS_H #define VEHICLE_WHEELQUERYRESULTS_H #include "vehicle/PxVehicleSDK.h" #include "vehicle/PxVehicleUpdate.h" using namespace physx; //Data structure to store reports for each wheel. class VehicleWheelQueryResults { public: //Allocate a buffer of wheel query results for up to maxNumWheels. static VehicleWheelQueryResults* allocate(const PxU32 maxNumWheels); //Free allocated buffer. void free(); PxWheelQueryResult* addVehicle(const PxU32 numWheels); private: //One result for each wheel. PxWheelQueryResult* mWheelQueryResults; //Maximum number of wheels. PxU32 mMaxNumWheels; //Number of wheels PxU32 mNumWheels; VehicleWheelQueryResults() : mWheelQueryResults(NULL), mMaxNumWheels(0), mNumWheels(0) { init(); } ~VehicleWheelQueryResults() { } void init() { mWheelQueryResults = NULL; mMaxNumWheels = 0; mNumWheels = 0; } }; #endif //VEHICLE_WHEELQUERYRESULTS_H